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Charon

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Posts posted by Charon

  1. 10 minutes ago, kubi said:

    Trying to re-build the research graph I created a while ago :)

    There is a typo in mods/X-Division 0.99 Beta/researches.xml:

    For "Researches.AdvAlienPhaserTechnology" the string is

    "Researches.AlienPhaserTechnology(AND)Researches.CaesanweaponsergeantInterrogation(AND)Researches.AlienPhaserHeavy/AND)Researches.AlienLightningTechnology"

     

    But no such error in X-Division 0.99 Beta Part 2/researches.xml

     

    Thx for the catch, fixed.

  2. 17 minutes ago, kubi said:

    assets/mods/X-Division 0.99 Beta/weapons.xml (417892 bytes)

    weapon.division.heavymk1 weapons/Division/DivisionHeavyMK1 weapons/Division/DivisionHeavyMK1 balistic TRUE 240 14 48 1 10 5 2 ammo.division.heavymk1 50   Ballistics TRUE

     

    weapon.division.heavymk2 weapons/Division/DivisionHeavyMK2 weapons/Division/DivisionHeavyMK2 balistic TRUE 240 14 48 1 10 5 2 ammo.division.heavymk2 50   Ballistics TRUE

    Sorry for the format, copy&paste from Excel.

    Yes, most stats are taken from the weapons.xml not from the weapons.xml

     

    16 minutes ago, kubi said:

    Why does a smaller/lighter pistol give more resources than its bigger (still a pistol) counterpart? This does not sound reasonable.

    I agree. The appropriate ratio would be 6 weapons for 5 cores. However, heavy weapons are rare, getting 6 of them to even start the DSB would be a niusance. This is why i am stuck with this ration.

    14 minutes ago, Larry Burstyn said:

    When I use the medic kits (large or small versions) when I put them back into the backpack they DOUBLE...that is I get two medic kits for each one I use.  This did not happen in basic game so I guess it's something that cropped up in XDivision.  This could be used as a exploit to get medic kits during a battle.

    Yes, you can dublicate medikits. This is because they consume 2 places now. We havent figured out how to fix this yet.

  3. 2 minutes ago, Hungarry said:

    MEGAlink to  Charons Changes died... file was deleted.

    Works fine for me, must be MEGA, I´ve uplaoded a new link if you didnt check.

    3 minutes ago, Hungarry said:

    copieng twohanded items from ofhand... its normal? literaly, i can grab from offhand and clone items... sad but alien weapons not(

    its possible, but not intended. So its a bug rather than a feature. In other words, dont use it.

  4. Test

     

    Test

    Test2

    test

     

    TEST 3

    test 4

    test 5

    test6

     

     

    this is not what is supposed to happen. If several spoiler tags are used they are always inside each other. Every Spoiler should be a seperate one.

    This may be a minor problem but functionally disables anything spoiler related.

    Edit: Im rewriting the whole 0.99 Beta thread for the second time now because of this :D. Its not as hilarious as it looks like.

  5. Ok, looks like we have to make this clearer :).

    You did nothing wrong and everything is almost perfect.

    1. The modlaoder picture is wrong. 

    XDivision_099_4 is X-Division 0.99 Beta and XDivision 0.99_3 Part 2 is X-Division 0.99 Beta Part 2 ( we dont have a good modloader picture because it keeps remembering the old names, thats not our side though)

    2. I guess you installed the steam mod after the download

    This is why you have 2 x-division mods in your list

     

    In order to fix this

    • unsubscribe from the steam workshop mod and delete X-Division 99 Beta ( NOT THE 5 GB VERSION) if its there
    • get the order right

    Highest Priority is 1.

    1. Easy Airgame
    2. X-Division Beta 2 Part 2
    3. X-Division Beta
    4. Follow down teh list of mods from the modloader picture from point 19. on
    • Every mod needs to be active, so "Yes"
    • DONT have ANY other mod active than is shown or in another order
  6. 21 minutes ago, Edren said:

    I do not have an XDivision_099_4 in my mods list; i followed the installation instructions to the T.

    Is this a compatibility issue with Steam version of Xenonauts, or was i linked to the wrong download via the instructions?

    (Sorry about the double picture post, its the same thing)mods list xenos.png

     

    mods list xenos.png

     

    On 10.8.2016 at 7:22 PM, Charon said:

    6. The modloader should look like this MINUS the things you dont have or dont want.

    XDivision_099_4 is X-Division 0.99 Beta and XDivision 0.99_3 Part 2 is X-Division 0.99 Beta Part 2:

    Check your mod order and your activated ones once again.

    Edit: Also deactivate the steam version for now. The wrong name has been given to teh steam version.

    Now that i think about it, delete it and dont install it again but put it a but higher in the modloader priority so that XCE doesnt freek out.

    We´ll fix this soon.

  7. 30 minutes ago, kubi said:

    Thanks, I'll try smoke grenade too :)

    Smoke grenades are so good now if you use them right.

     

    31 minutes ago, kubi said:

    Some Division MK-I and MK-II weapons have the same specs:

    weapon.division.heavymk1 - weapon.division.heavymk2

    weapon.division.cannonmk1 - weapon.division.cannonmk2

    Edit: some MK-III too

    specs ? stats or tooltips ?

    19 minutes ago, kubi said:

    Looking into manufactures.xml:

    It seems that disassembling alien weapons give strange number of energy cores. For example

    5AWP -> 4EC while 3xAWHP -> 2EC, so
    1EC=1.25AWP
    1EC=1.5AWHP
    ----------------------
    Means AWP > AWHP

     

    thats correct

    8 minutes ago, kubi said:

    Advanced medipack seems too heavy compared to the normal one.

    I consider that a feature. Dedicated medics are now a thing.

  8. This is a steam discussion which is currently ongoing. I find it very informative:

    Quote

     

    Ursprünglich geschrieben von Drages:

    Hey! Thank you for giving a chance. We need a good writer for sure. There is no former english speaker at mod team.

     


    I can indeed write an essay and the whole story, but im the coder. So i will do the creative work when theres nothing to code left ... never.

    Let me rephrase what Drages said with my and some borrowed words.


     

    Quote

     

    Ursprünglich geschrieben von OzoneGrif:

    I tested it yesterday for a short time. It looks promising, quite an astounding work, yet I was slightly confused by a few things.

    Many texts are placeholders or very badly written, with tons of typoes. I see this is a beta, but the missing descriptions can be confusing in game, especially when you want to craft something and have no idea what it is.

     


    Xpedia entries have all the pictures and none of the words. However i provided all teh necesssary and vital information for every xpedia entry. If you feel theres missing something please report it.
     

    Quote

     

    Ursprünglich geschrieben von OzoneGrif:

    What are the itemA / B / C / ... given right at the start ?

     


    We´ll remove them asap. They are developer items and are not meant to be build.
     

    Quote

     

    Ursprünglich geschrieben von OzoneGrif:

    The science unlocks many projects and items for the workshop simultaneously. It would be less overwhelming and more gratifying to spread your gains along the path of the game.

     


    Let me say this straight: this is not the vanilla game :). For better or for worse. Theres no "streamlined" experience anymore which takes you at the hand and shows you all the things one by one and leads you to a comfortable victory. This is harder. It is more complex. Nobody will tell you what to do. Not much hints will be given. You will have to crave for every little experience and knowledge. You have to take it slow and look closely. Heres the quote from the starting xpedia:
    "Spend our funds wisely and always look for opprtunities to learn. Its our only effective weapon we have, commander."

    Now that we have cleared this let me elaborate on the idea of this.

    It`s decisions.

    You will have a lot of researches, because you can choose which way you want to go, Only one thing is for sure: You cant research all at once.

    Not only that, its decisions in everything. Economy. Manufacture. Research. Earth Coverage. Aircraft Superiority. Detection Range. Weapon Equipment.
    The path is yours to take. The only thing which is sure is that you cant have it all. Take your path and makle it work. If you dont, well, thats the untimely end for earth.

     

    Quote

     

    Ursprünglich geschrieben von OzoneGrif:

    Alien ships tends to land very often right at the beginning of the game. I don't think scouts are supposed to land in the first months. I love the original game's progression, it would be amazing to preserve it.

    On the second mission, I was attacked by a f'ing reaper. What the...? :D

    The base shotgun is incredibly underpowered, making it almost useless compared to rifle. I also don't understand why its range was lowered so much.

    The first men given have very high stats, yet they are unable to throw a grenade right. Untrained soldiers stats should be around 50.

    You can't open the alien doors, which kinda make sense, but can be a game breaker : If you're out of ammo or bombs, you can't finish the mission anymore. Also are aliens able to open the door themselves? I've never seen them peek outside. They do it often in the vanilla game.

    Overrall, this is way harder harder than vanilla. On my three first missions, I lost 7 men. Usually I lose none. This is mostly due to the fact that I can't do precise shoots anymore, and the useless shotgun.

     


    Let me quote from Long War:
     

    Quote

     

    Q: I'm fairly new to XCom. What difficulty should I start with?
    A: Normal.

    Q: I'm an XCOM veteran. What difficulty should I start with?
    A: Normal.

    Q: But I'm really awesome at -- 
    A: Sorry to interrupt, but just start with Normal. We don't have easy difficulties in this mod that hold your hand while you learn the ropes and we've removed every bit of code we can find that cheats for the player on the lower difficulties. It's going to be hard. The other difficulties are just harder versions of Normal; feel free to move up when you get a handle on all the new mechanics.

    AND

    Q: Say what? Ten HP Outsiders with regeneration in the first downed UFO mission? I love all the new XCOM options but don't like the difficulty. Why did you make a mod that is so hard?

    A: This mod was made by people who loved the vanilla game and saw lots of opportunities within the engine for much deeper strategic and tactical play and a greater variety of problems to throw at the player. When someone tells us it is too hard, there might be any of three things going on:
     

    The player hasn't adapted to the changes in the mod and expects their suboptimal strategies to succeed (we believe this is the case with outsiders). ( X-Division: Some tutorials will come but they are not upo yet, so you have to rely on your instincts)
     

    The player's definition of fun is different from ours; they expect the game to provide them easier situations, make solutions more readily available or be geared to provide the illusion of challenge but actually make it pretty easy to win. In this case the player should play an easier difficulty setting and/or use the Cinematic Mode Second Wave option, which gives accuracy bonuses to both XCOM troops and aircraft. They player can also mod Long War to their personal preferences or play another mod. Long War isn't for everyone.
     

    The mod really is unreasonably hard (or bugged in a way that makes it too hard) and should be changed. Specific feedback about the situation and how you attempted to address helps us; general complaints about difficulty really won't induce us to make any changes.

     


    This is my oppinion as well. Some help will be up soon, if we can make it, but dont expect anything yet. Its hard and X-Division is even harder.

    I had the same problem with XCOM, then beaglerush introduced me to new concepts. We hope we can do something similar.

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