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Charon

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Everything posted by Charon

  1. Version 0.99.4 is no longer available. Please update your game to the latest version.
  2. you need to create them in the aicrafts.xml add them to the items.xml add the aircombatsweapons to the aircraftweapons.xml and items.xml define the crew in the ufocontent folder add them in maptypes.xml create the UFO itself in the tiles and map folder.
  3. It definitely will be in future versions, after being throughly tested on their balance. The question rather would be when the next update will come out, as the work has officially ended. For now everybody who has a clear head can use the files i provide in the forum on their own risk. So far i also changed the researches a bit, as the armour progression wasnt as i initially envisioned it: researches.xml . This ofcourse breaks compability without the start of a new game. Unless ofcourse you teched past all armours at which point the incompability becomes irrelevant. Yes, i added the mitigation values. Before i found out that incendiary/chemical armour doesnt decrease i saw less of a problem with it, because i counted on the fact that in a firefight all armour decreases eventually. With the new inisght i balanced the values out so that you on average have the same stun damage that you have in phase 1, eg. dmg increases and so does the stun threshold of aliens. Stun grenades are not there to stun aliens though as @PALU might have thought, they are rather position denying tools in X-Division arsenal. So making an alien stand in a stun cloud wont make him fall quickly, but smoking a corridor is an effective way to keep aliens from passing through unless they want to voluntarily get themself stunned. This works because stun is per tile, and standing in one tile wont net you as much as passing through 5 tiles in one turn.
  4. If you want you can use this Endgame save. Almost all researches and enries have been unlocked: op endgame (2).sav Every mod which is above the main one. i think Charons Changes is the only one you will propably have to look out for. But i think you will have to see that for yourself.
  5. ? Researches.AlienLightningScatter 2 ExtraterrestrialTech weapon.AlienLightningScatter(AND)Researches.Dummy Since the entry is disabled i would assume not. The manufacture file in the main X-Division folder is still the original entry, before the new Androns in .40 got introduced. If you want to see the correct file you need to head over to Charons Changes. @L195_SmiledogLove the feedback.
  6. I think sfarrelly did a great job on the entries and that the entry is wonderful. It accuratelly portraits that research is basically trial and error, fiddling around with new possibilities until a practical use crystallises itself from mountains of theoretical research. You way of writing the entries is rather odd ... almost as if you have an exact tech tree behind you telling you exactly what you need for each research ... odd indeed ... Just experience and let yourself get inspired. Alternatively you can also look into the aiprops and weapons_gc code. The use of stun grenades switches up from phase 1. It should be rather a position denial tool instead of a straight stun weapon. I think the revised version will make a better job at that. No way. The amount is totally correct, i was rather looking for a different concept.
  7. I disliked the frustration ( negative ) part in your entries. Here is a more positive approach to the entry from sfarrelly <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s87"><Data ss:Type="String">Researches.CaesanDataHack2Desc</Data></Cell> <Cell ss:StyleID="s87"><Data ss:Type="String">We've had a stroke of good luck Commander. One of my techs was walking by when your Caesan captive started spouting what initially seemed like gibberish.&#xA;&#xA;He had the good sense to write it down however, and using this we think we can access a small portion of their energy weapon files.</Data></Cell> </Row> Suggestions ? Yes, the stun gas is akward since i coded the human stun gas variants. The alien versions are simply to strong to carry around, but the human stun ones are too weak, partly because of my oversight that i didnt actually accomodate the dmg to the chemical armour units have and partly by the recent discovery that chemical armour doesnt degrade. Part of the problem might also be that aliens became simply too intelligent to mindlessly arunning around in stun gas anymore. Here is a revised version which i think will be more useful: gas_gc.xml strings.xml. Into the main X-Division folder. No. The combat benefits come with each dfferent captured unit. That is not a bug, the Xpedia entry gets unlocked once you have access to research that technology. Since we didnt have any way of notifing the player of this, the feature got kind of stuck. This is the case for most xenonaut "technologies", they get unlocked before you research it. tend to not I disagree with the wording "Grunt". Terror units are elite units of their fields, having more freedom and abiltiies than their comrades in arms. They are so unique that almost every terror unit has a unique identifable dog tag or tatoo.
  8. I changed the research requirements for all armours. This is for the wolf armour. Researches.AlienAlloyFabrication(AND)Researches.CaesantechnicianInterrogation(AND)Researches.SebilliantechnicianInterrogation(AND)Researches.AndronDisassembly Yes. We wanted to have the player access to this tools as soon as possible this is why the requirements are complementary. Either you get an sebillian engineer and a the basic lightning technology, or you already researched andron electronics and get a caesan engineer on the case. % unlocking potential means a chance to unlock the whole research. Even a 25% chance means the research gets fully unlocked.
  9. The original text absolutely has to be there as well, as the game crashes if you try to fire 2 anti missile weapons from the same plane.
  10. https://youtu.be/6ZCBDeTsQ_0 Started an interesting discussion about AI. What you call AI. I refuse to call set tactical heuristics that way, because they have nothing to do with actual artificial intelligence. It's just the "intelligence" (better: behaviour) the programmer thought of giving the algorithm. I still try to figure out where you draw the line. If you think a set of tactical heuristics doesnt make an AI than humans wouldnt be called intelligent either. Humans determine their action by having a value system ( hungry = food good ) and then proceed to scan the actions which you feel comfortable about and then project if said actions would lead to the satisfaction of the goal, while being restricted by real (cant go through walls ) or virtual rules. Thats exactly what the AI is doing as well eg. their actions are normally distributed by all the actions an AI can do, these actions are also possible for a player. The normal distribution is then warped by the code value system the developers ( we ) gave them. The only difference is that the AI cant learn from past mistakes. Or from player habits. I would call it an AI because you can throw them into a different environment and they still try to make intelligent decisions based on their environment in exact the same way a human also would make be able to make intelligent decisions. The grenade incident in that episode is a good example for this. No developer told the AI the sequence of this moves, nor did anybody tell them to execute it that way. They could also have behaved totally differently. The AI had a value system, and scanned a good load of possible actions, while at each step deciding for a certain action with a threshold of "good" options. They wouldnt know if the porjectiles would hit, nor would they know how much dmg every action would bring exactly. They dynamically adapted to circumstances, in this case that 1. the projectile did a good amount of damage and 2. that the turnaround meant you had to finish it with a grenade ( the AI scanned through possible actions, taking into account shield hp, orientation of the soldier, soldier rank, and 50%+/- grenade damage range ). There is a difference between "self-learning" AI, and what you call a set of heuristics. But both are considered AIs, just with the difference of outsourcing the "self-learning" or not. For instance youtube has an AI, which matches advertisment and watchers in real time. The AI that does this is a set of heuristics, because there is another class of AIs, so called builder AIs, which build said matching AIs. The stock market for instance runs the same way. When you want to sell something an AI is picking up your request and cries as loud as possible "SELL". It just doest that 10^6 times faster than humans. When you want to buy something an AI is picking up that request and cries "BUY". If matching AIs then find themself you have a deal. Still a better love story than twilight though. Those AIs are regularly replaced by newer AIs, which run 0.01% more efficiently than the predecessor. Based on that you cant call them AI, because they outsourced "self-learning". But they are an AI, because humans have long lost the oversight how the builder AIs are improving. They are running a self determined course, and humans define the values for the AIs. Then they are AIs which have "self-learning" build in, but the values they orient themself are still set by humans ( much in the same way we set the values for the AI in X-Division ). Then they are given a test runs > data used to "see" what scored a higher darwin score and loop that around a 10^5 times. Or as long as you need to. But the only difference is that "self-learning" is not outsourced. For a basic discussion knowledge please refer to this video: https://www.youtube.com/watch?v=R9OHn5ZF4Uo https://www.youtube.com/watch?v=wvWpdrfoEv0 For a broader range on this topic bots in such games were always called an AI. They are called an AI in Warcraft 1,2 & 3, Starcraft 1 & 2, Supreme Commander 2, and basically any other game out there. The list would be shorter to name games which names bots not "AI". So peopel calling them an AI in games is just a label which other human beings accurately understand what you are talking about. This is how the world works, 99% of all things are inadequately named with the shifting meaning of a word, but humans still accuratelly understand and can talk about a topic without getting distracted by that.
  11. @PALU Could you format the entries without the code brackets into a readable format ?
  12. Chill down bro, all i wanted to point out is that i couldnt make any sense of it.
  13. I dont think thats english. Maybe try to formulate it in a different way ? Good job on the entries so far.
  14. ? I dont think the hunter can equipt Pulse Lasers. You have to double check what vehicle can actually mount what kind of weapon in the vehicles.xml. Thats Phase 3 xenonaut weaponry.
  15. I think that was when i restructured the code, and we left it in the code. I think you are right about the thought process. Psions are locked for now, you can capture them but they cant be researched yet.
  16. @PALUplease select your entries and put them under >code<. Like this. Early Specialists Caesan Key information: They have spilled the beans, literally. Do you know that there is a very effective bean interrogation technique, commander ? Well anyway now we have an good overview of the different aliens we might encounter: •Chieftain: Leader of the mission •Operator Light Scout: Light Scout mission operator •Operator Scout: Scout mission operator •Operator Corvette: Corvett mission operator •Early Terror Operator: Terror mission operator •Early Assault Operator: Base assault mission operator •Early Bomber Operator: Bomber mission operator •Weapon Sergeant: Weapon system operator •Navigator: Craft navigation •Technician: Craft maintenance and repair •Medic: Crew health Early Specialists Sebillian Key information: They have spilled the beans, literally. Do you know that there is a very effective bean interrogation technique, commander ? Well anyway now we have an good overview of the different aliens we might encounter: •Chieftain: Leader of the mission •Operator Light Scout: Light scout mission operator •Operator Scout: Scout mission operator •Operator Corvette: Corvette mission operator •Early Terror Operator: Terror mission operator •Early Assault Operator: Base assault mission operator •Early Bomber Operator: Bomber mission operator •Weapon Sergeant: Weapon system operator •Navigator: Craft navigation •Technician: Craft maintenance and repair •Medic: Crew health Basic Specialists Caesan Key information: They have spilled the beans, literally. Do you know that there is a very effective bean interrogation technique, commander ? Well anyway now we have an good overview of the different aliens we might encounter: •Officer: Leader of the mission •Operator Landing: Landing mission operator •Operator Cruiser: Cruiser mission operator •Operator Alien Outpost: Outpost mission operation •Basic Terror Operator: Terror mission operator •Basic Assault Operator: Base assault mission operator •Basic Bomber Operator: Bomber mission operator •Weapon Officer: Weapon system operator •Pilot: Craft navigation •Engineer: Craft maintenance and repair •Physician: Crew health •Terror Soldier: Grunt used in terror/base assault missions, as well as outpost defense Basic Specialists Sebillian Key information: They have spilled the beans, literally. Do you know that there is a very effective bean interrogation technique, commander ? Well anyway now we have an good overview of the different aliens we might encounter: •Officer: Leader of the mission •Operator Landing: Landing mission operator •Operator Cruiser: Cruiser mission operator •Operator Alien Outpost: Outpost mission operator •Basic Terror Operator: Terror mission operator •Basic Assault Operator: Base assault mission operator •Basic Bomber Operator: Bomber mission operator •Weapon Officer: Weapon system operator •Pilot: Craft navigation •Engineer: Craft maintenance and repair •Physician: Crew health •Terror Soldier: Grunt used in terror/base assault missions, as well as outpost defense
  17. @kabill suggested it actually has something to do with the smoke in some cases turning a prop into a wall, which i additionally assume gets put on top of the roof. So deactivating the <EnhanceCrashSites> code actually could partially fix it, as less smoke on the crash site equals less chance for the hull becoming weird. You can observe this sometimes when a cruiser is actually totally fine, because a certain tile didnt get the smoke treatment, so it is a 80% statistical occurence in the current situation.
  18. I think you rather want to talk to @PALU about this, as he is doing all the writing currently. Clip size is based on the highest possible bullets per option x2. The more dangerous automatic weapons might even only have authorisation for 1 burst.
  19. YAY ! Jup. alive alien. Its a game, we tried to make it fun first and worry about real physics later. The point of it is to balance the game. Sure. The weapons_gc.xml values are the correct ones, the weapons.xml is almost irrelevant. I was assuming that was already what you did, but yes you can just edit the xenopedia.xml. If you just look for the >Description< part and edit it nothing can go wrong really. The file doesnt take new lines, you will have to format that. You can edit the X-Division file directly but making your own mod ontop of it is a cleaner solution, and doesnt get overwritten in future updates. Heres the research file for the next version. I slightly changed the requirements for armour, if you want to use it. researches.xml
  20. You made me click through a lot ><.
  21. Specialists armour cant be processed, becuase their armour is more integrated than the soldiers ones, eg. A "guard" may be promoted "soldier" but a technician doesnt really get the same armour upgrade when promoted to engineer, which is hardly the case anyway. Uuuh, hybrid sounds bad, as it should be pure ballistic weapons. We also have a pure hybrid ( toxic ) weapon build later in the game. I think you can stick to your original entry just stress that the xenonaut matergy weapons are NOT weapons based on a rail principle. Thats the gaussian principle ( Phase 3 ). Gaussian Gun Principle.mp4
  22. @Sir_Dr_DIt doesnt sound anything like X-Division. I still think your install isnt correct.
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