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Charon

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Everything posted by Charon

  1. Thats the base game and we cant do anything about it. I directly report issues like this to @Solver and he looks at them if he has time. But he will first look at things which have a bigger impact on the game like moddable transfer time of items ( read: soldiers ) removed moral cap in GC better melee AI ? Sightranges modifiable per rank: plan is: sightrange for Ph3 is 30, Ph4 is 40 As you can see fixing this kind of stuff does not really have a high priority, so dont feel bad, thats just the game. Saving and reloading in case of a bug is totally ok. Ofcourse the jack of all trade weapon is not the best for everything. But there are players who really like to use them, specifically players who like to set up overwatch positions. The limited strenght in the beginning makes them a great all around weapon. Only because i dont use them doesnt mean they are bad, its just i wanted to try out a baton + shotgun setup this time. The Xpedia entry is a present for players who have already captured some specialists, not the go to method. Its an important part of the game to explore and experience new content, instead of getting handed a list to work down on, that shouldnt be the game. Experienced players know how aliens look like by countless hours of experience and having a personal list like i have mine. But thats a solution every individual player has to come to on his own, or make a different solution.
  2. Perfect, thank you . I also think the % makes it clear how many possible combinations there are to unlock a research. If you see 4 different % numbers you instantly realise that there are 4 possible combinations to unlock a research + the numbers correspond with each other normally. Thats easier than to connect colored lines in your head.
  3. Could you add the "%" sign at the end of the number ? Like "35 %". Looks better that way . It looks really good.
  4. Nice, the predecessor window is very useful if you want to know what you need in order to get a certain technology, while the successor window allows you to see what a research/item/weapon may potentially lead into. I dont think you will be able to accurately display the % for each research but can you mark the as a chance for people to understand that each optional datahack has a chance to unlock the successing research ? Like SebillianDataHack1 | 20 | % ?
  5. I always thought that classical diagram style wasnt enough clearification and that simply reading the research file gives better answers than any diagram. So how about putting the different researches in categories, like "Weapons" "Interrogation" "Vehicles" "Aircraft". Clicking on the research gives the prerequisities, which should also be clickable. Or if that isnt doable, make it so that the small window down left actually pulls the connected researches together, easily readable. Thx for making diagrams for X-Division .
  6. X-Division 0.99.44 Installation: The Base for this patch has to be version 0.99.4 or higher. This update is not available for versions lower than 0.99.4 Download the X-Division 0.99.44 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09944/ ( MD5: e3d8ac00f45b738757b038349fffa273 ) Deactivate your ANTIVIRUS program, it can intervene with the installation. As soon as the installation finishes you can activate it again. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . DAY 502 Version 0.99.44 "Go easy, take this 2" 44. is a small update to the .43 version quadrupled interior UFO walls hp Increased front door hp for every UFO appropriately Decreased manufacture requirements for the Phase 1 interceptor Asierus Greatly deacreased terror site numbers for terror UFOs, except Phase 1 Halfed TU costs for axes Put the reaction modifier for melee weapons into their tooltips, so people can see what niche they occupy recoded the bomber corvette layout Have a Merry Xmas for you and your families and good holiday gaming ^^.
  7. X-Division 0.99.43 came around Installation: The Base for this patch has to be version 0.99.4 or higher. This update is not available for versions lower than 0.99.4 Download the X-Division 0.99.43 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09943/ ( MD5: 09a208ae80b01317044fcad757603abf ) Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . DAY 494 Version 0.99.43 "Go easy, take this" sightrange diversified: Caesan: 22 Wraith: 30 Xenomorph: 40 ( good nose ) Sebillian: 20 Harridan: 30 Reaper: 40 ( good nose ) Androns: 24 Drones: 30 Robodog/Roborex/Roboreaper: 40 ( good mechanical nose ) @Pandi fixed the Stinkys wooden farmhouse. Many thx for finding the missing spectre Fixed aircraft weapon position offset again. Thanks to @Pandi for pointing this out and helping to solve it Increased Aircombat Alien Anti Fighter Missile cooldown from 0.3 to 1.5 and Heavy Fighter one from 0.3 to 0.7 Increased carbine/shotgun damage by 10%, except for the Rail Carbine Normalised carbine magazine capacity to a multiplier of burst options Increased Magazine capacity +2 for every shotgun Decreased material requirements for the MAUSER from 4 alloys to 2 Revised Reaper and Zombie mechanisms: More Powerful Reaper will now spawn more powerful zombies which will spawn the appropriate reapers. The more powerful the reaper the faster the zombie spawns another reaper. Zombies can now be killed before they spawn a Reaper, taking them out for good. Zombie armour revised. They have good energy armour now but are very weak vs kinetic and fire damage Increased moral penalty for killing civilian by +300% to further discourage friendly fire Increased recruitments range of stat points by +20. The sum of average stats are still the same par the next change. Increased strenght stats of recruits by +10. Phase 3 and 4 Xenomorph melee units got a boost in +10 TU and lower weapon tu useage recoded the corvette layout, aliens should stay inside the UFO now Experimental: Decreased Melee AI Vehicle Priority by 99% Inner UFO Walls are now destructible. We need feedback on the feeling of destructability updated armour descriptions funny bug: some damage of grenades actually depended on the range thrown XD. Fixed a thousand bug fixes and changes and updates here and there Merry Xmas I might also look into the Terror UFO content before Christmas.
  8. Here are the upcoming changes for the next version. I think its far from complete if you know what you can change : sightrange diversified: Caesan: 22 Wraith: 30 Xenomorph: 40 ( good nose ) Sebillian: 20 Harridan: 30 Reaper: 40 ( good nose ) Androns: 24 Drones: 30 Robodog/Roborex/Roboreaper: 40 ( good mechanical nose ) @Pandi fixed the Stinkys wooden farmhouse. Many thx for finding the missing spectre Fixed aircraft weapon position offset again. Thanks to @Pandi for pointing this out and helping to solve it Increased Aircombat Alien Anti Fighter Missile cooldown from 0.3 to 1.5 and Heavy Fighter one from 0.3 to 0.7 . This was specifically changed to make fighting the first interceptors more easy and not only accessible to pilots with superhuman skills or No Airgame users. For specific video footage refer to this: https://youtu.be/9dCbMknyuxE?t=9m42s, https://youtu.be/9dCbMknyuxE?t=11m51s, and [coming] Increased carbine/shotgun damage by 10%, except for Rail Carbine Normalised carbine magazine capacity to a multiplier of burst options Increased Magazine capacity +2 for every shotgun Decreased material requirements for the MAUSER from 4 alloys to 2 Revised Reaper and Zombie mechanisms: More Powerful Reaper will now spawn more powerful zombies which will spawn the appropriate reapers. The more powerful the reaper the faster the zombie spawns another reaper. Zombies can now be killed before they spawn a Reaper, taking them out for good. Zombie armour revised. They have good energy armour now but are very weak vs kinetic and fire damage Increased moral penalty for killing civilian by +300% to further discourage friendly fire Increased recruitments range of stat points by +20. The sum of average stats are still the same par the next change. Increased strenght stats of recruits by +10. Phase 3 and 4 Xenomorph melee units got a boost in +10 TU and lower weapon tu useage recoded the corvette layout, aliens should stay inside the UFO now Experimental: Decreased Vehicle Priority by 99% Inner UFO Walls are now destructible. We need feedback on the feeling of destructability updated armour descriptions
  9. If you really want to have a good break from X-Division i suggest XNT, although i have no clue if that even works to begin with.
  10. In short, its impossible. You would need the experience of a developer to merge 2 games, because the files which spawn which UFO are as integrated into the game as the bones in a human body, and it wouldnt even be worth the hassle. That is, if XXP even allows you to do that. XXP has silly code dependencies on the Fix Pack, breaking all other aircraft adding mods on top of it irreversibly. In short, its bad code, and you should stay away from it. You can still play it though.
  11. @Solver Did the forum software update ? The Quote button bar looks distortet.
  12. Pause is on my mind.

  13. Yes, i know ^^. Im now on break for a while, all the best to you guys !
  14. @desertoth It is not recommended that you come even remotely close to any other version than the 1.41X. So if you have installed the 1.41 delete everything and make a clean install. Dont use any other Fix Packs other than the ones provided by me, or 1.41X ( until @Solver updates the main package ).
  15. From a glance this doesnt seem to be compatible with anything. If its below something that changes weapons it wont get taken, and above it will overwrite anything else. Or you can play X-Division, there the Projectiles have been getting overhauled to about 50%.
  16. It is not recommended that you use this mod pack at all:
  17. Make your own mod, put it on top, change the things you want to change. It will always have the highest priority and you dont have to care what lower priority ones are doing. In your example you can make your own mod, create the modinfo.xml, copy the gameconfig.xml from XCE, delete all other lines than the starting money, and change the value to what you want to have it. VoĆ­la, done. Had a snarky reply to the OP but realised it would only spark some flames so wasnt worth it.
  18. New version for X-Division - 0.99.42 . Notes: X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam. Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .41 to .42 version is savegame compatible As a basic rule never patch during Ground Combat Installation: The Base for this patch has to be version 0.99.4 or higher. This update is not available for versions lower than 0.99.4 Download the X-Division 0.99.42 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09941/ ( MD5: 68c413101f06689fea41006df005c081 ) Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . DAY 443 Version 0.99.42 "Terror from the Sky" Revised and readjusted the ufocontents for Terror Battleship, Dreadnaught and Mothership UFOs. Their Terror Crashsite, Terror Site and Base Assault was missing the level 1 GC element of making your way to the UFO. Now all 3 type of assaults, Crashsite, Terror Site and Base attacks, now have a unique design: 1. Terror Crashsites have the highest number of aliens on them and should prove to be the most difficult ones, but still see passive AI on the map. 2. Terror Sites get defensive AI removed and slightly less alien. The defensive numbers are put into the aggressive ones. Still passive AI behaviour present. 3. Base Assault removes passive and defensive AI behaviour and puts all numbers into aggressive behaviour. They have the same number of aliens as Terror Sites, but no vehicles. alien and human interceptors were made far more agile and are harder to hit now and need to get closer to, to effectively combat them Increased multi-torpedo launchers torpedos turn rate from to 2 to 20 degree per second, they should now lock on much better Decreased the time Phase 2 and 3 lasts by 25% each @trueman11 found some aim options errors in the weapons_gc. Fixed Increase range for short range aircombat weapons by around +50% Cyclone can now evade Revised the manufacture requirements for aircraft and aircraftweapons Increased Caesan and Sebillity main armour by around +15 to +20 and side armour from +7 to +13 Decreased Lock on time for the FOCUSLENSE, FOCUSBLAST and SHORTCURCUIT aircraft cannons to 1 second, while increasing the firing arc from 30 to up to 210 degree Greatly increased numbers for all alien bases, including small and medium ones Replaced Easy Airgame with No Airgame, updated description 23 new droppod submaps for the valkyrie Increased empress damage from 75 to 120 Reduced sight range for aliens from 60 to 40 Reduced aircraft MAGSTORM ammo capacity from 960 to 768 total damage Increased aircraft BATTLECRUISERSPEARCANNON total damage output from 800 to 990 Decreased aircraft RAILCANNON damage from 115 to 90, total damage from 1725 to 1350 Revised the aquired alien aircraft beams to have more total damage than their human autocannon counterpart in their respective phase Upped the weapon loadout for the mothership. You may find it more interesting now
  19. X-Divisions Servers will experience a maintenance pause on 26.10.2017 on 23:40 to 00:40 GMT+1 for ... maintenance reasons .
  20. Aye nice to see you too. Are you staying for a moment ? I wanted to have a private conversation with you per pm. And there were some other guys also asking for you, @trueman11 i think.
  21. @Solver Illunak made a really nice move with that awareness mod in the workshop. Well done, i guess i will take a page from that. @spedake 1. Install that not installed mod. 2. Make a backup of your original researches.xml in the Xenonauts\assets\mods\xce folder. Overwrite with this one researches.xml 3. Start the game, sell 1 alloy, save the game. 4. Reinstate the original researches.xml
  22. @spedake Send me the highest mod priority researches.xml and i will what i can do.
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