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Charon

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Everything posted by Charon

  1. Hm , did you make the quotes in quote work ? Ok lets Test
  2. If you make it orange it will shine like a star, but i dont think it would fit into the forum look and once you know where it is you´ll find it easily.
  3. if its a valid bug report you can also simply put it here. If its outdated we´ll tell you so.
  4. I would ask you if you could give X-Division a shot. The Beta just went live and we are hungry for feedback . Thx.
  5. X - Division All for One V0.99.11 for 1.5+ and 0.34.1 XCE What people say about X-Division in more than 1 sentence EasyPeasyLemonYeezy Vor 5 Stunden Recently picked Xenonauts up after playing the XPiratez mod for openxcom and absolutely falling in love with the original xcom (I'm a long war veteran) My first impressions of this mod (got to division weapons on easy before restarting on veteran) is absolutely amazing. That feeling of terror when i heard an unknown screaming sound, chalked up to some ambient sound, then the next turn the first xenomorph warrior i've seen comes running at my squad out of fog of war... THIS MOD IS AMAZING
  6. X - Division All for One V0.99.11 for 1.5+ and 0.34.1 XCE Charons X-Division next steps Implement a proper endgame Dont worry, the endgame is properly implemented but only 10% of the content is done yet. This requires that we set some cornerstones for the story, which havent been set yet. I also need to test to what extend i can set up the final mission as. Rebalance all terror maps and agree on a standartise map size Most terror sites are incredibly hard and unfair because most of the maps are not made for that many alien troops. You simply get pinned down before you can either take advantage of the terrain or set up a proper position. I want to make all maps bigger and standartise them so players wont have a disadvantage because they drew a bad map. With this we can also increase the civilian and local forces count by 8 for each, so 16 in total, or another appropriate number. I have zero map makeing experience so I would welcome every good map maker who wants to work with us. Actually implement the best psi game ANYBODY has ever seen I think the psi game has a lot of potential, but it hasnt been unlocked yet. Im heavily going to take notes from kabills changed psi game and add my ideas and philosophy to it, or the other way around. Implement additional dropships rangeing from 1 appropriate ship for every phase to special ops dropships ( still have to think about that one ) Same like with the maps, i have zero experience with this so i might need some guidance in time or find it out for myself. The soldier number wont change though it will just have smoother steps from 8-10-12 to 8-9-10-11-12 and spec op dropships will have special attributes. Especially the chinook speed is too low in the beginning. This, at least, are the most important next steps for X-Division to take in my oppinion. Keep your support up and hopefully we´ll see the day these changes see a proper daylight. Cheers Charon Patch History DAY 7 Patch 0.99.11 https://mega.nz/#!pYhGQKqQ!pyInIV6IeT23BkxXyhT6i_DS2RSAMa7chTKYJINqRZE ( MD5: 15821e1f2baa29ee760219bbc12c4e5f ) new Shotguns/carbines revised flamethrowers are now heavy weapons like the hmg new UFO images revamped GC UI ( its incredible, seriously the best part of all of this ) fixed shuttle datacores being impossible to get 99% of all reported bugs are fixed more bug fixes and much more DAY 16 unofficial Patch 0.99.2 https://mega.nz/#!IJAiCDAK!FcYkZB4r9m9Fw32pulYlBgELbB-zpTTmZxV7VtShAVI ( MD5: 43b9951df58c9ef83279eac99693ee5d ) a lot of bugfixes, most nateable better shields can now be properly researched terror battleship datacore can now be aquired khalls tundra garage fix Wraiths should now be able to teleport The research descriptions are in work. Heres a word from sfarrelly: "With this update we've also included research descriptions for 95% of phase 1 & 2 (the other 5% are still under development and those techs have been marked as XXDescriptionXX). If you find any stage 1 or 2 tech without a description, please let us know and we will fix it, there are over 1000 techs in this mod, so it's quite possible some were missed. Also, if you spot any typos or grammatical errors, let us know and we will fix them." DAY 27 Patch 0.99.3 https://mega.nz/#!ZIJECBAa!qhgk4nkSeHydM6MJ2hyeB_gkriik22RpPlyzt4sBGm0 ( MD5: e23f6aba3b50ddaad12b726e60ad85c5 ) Big changes: As of 0.99.3 X-Division no longer needs the Part 2 mod because the research file is now a merged one. So please deactivate X-Division 0.99 Beta Part 2 mod in the modlauncher if you are playing X-Division 0.99.3 or higher. This will cause the no click issue to your save game. To fix this, start up the game, go straight to new game, start a new game, load your save, save your current playthrough. Exit and reenter. This should now be fixed. Fixed some pics, maps and props on a xenonaut base attack are fully destructable now scrollbutton fixed Researches.AlienPlasmaTechnology should be researchable again A lot more research descriptions have been done A lot of bug fixes A lot more i cant remember DAY 72 Patch 0.99.31 https://mega.nz/#!VAYg0IaY!IfbUecCO3J6-wMTd0jZrnZ0HAiT7r_veIwi2lgV0Mks ( MD5: 7a9143ee856db4302cc2d56b3d079e4a ) Notes: X-Division 99.3 and higher will need the X-Division 0.99 Beta Part 2 mod to be deactivated, as it is no longer needed 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 .30 to .31 patch may need a restart of the campaign. Installation: Delete Charons Changes mod if you have it in your mods/ directory. An updated version is included in this patch. Extract the "assets" folder into the main game "Xenonauts" folder. Merge and overwrite. After applying patches follow step 5. and 7. from the main installation process again. Revised some vehicles and vehicle weapons so that cannons now fit better into the development, made kinetic and mechmac weapon infinitely avaialble on research. Needs feedback. mothership, exsupplyship and mediumshuttle fixed small sebillian alien base old unit removed more and accurate loading tips in the best english we could provide some aircraft changes more research descriptions new manufacture system with around 140 new/revised researches, 126 new manufactures, new items, new armor/vehicle requirements resulting in 499 more strings to be written some revised weapon stats infinite research changes and adaptation aircraft game revised, UFOs now have 130% hp and missiles and torpedos deal 150% damage putting more emphasis on missiles/torpedos, the autoresolve values have been adjusted and the spearcannon tree capacity has been reduced to 75% Decreased the Chieftain/Officer/Leader/Praetor chance to unlock all 24 data hacks from 50% to 25% and increased the other bins appropriately Implemented the Phase 4 Specialist Drops Increased total storage space Turrets should now get upgraded as expected, except for the phase 4 turret All aircraft should now have the correct construction name, and a good approximation to the image, except for the human heavy interceptor Outer UFO doors have been unlocked for now ( needs feedback ) maximum amount of alien bases increased from 5 to 8 XCE 34.2 content, thank Solver for pressing the issue that some things should be in this patch. The 0 cd Terror bug should be fixed now Melee creatures should now be able to attack vehicles, and they make great use of that countries are now available to retake. For now a Fortress will spawn in the lost country and all bases in that country before it can be retaken with around 50 relationship points. This will change in the future as the retaken country missions will get its own map pools and its own increase per ticker values. Making the hardest to retake mission impossible, but still playable. New Storage UI where Solver and Draku made a sorting per category possible, in addition to the column sorting Solver already implemented with XCE 34.2 The storage view can now be sorted by its column by clicking on the headers. Notes: X-Division 99.3 and higher will need the X-Division 0.99 Beta Part 2 mod to be deactivated, as it is no longer needed 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 .31 to .32 patch shouldnt need a new campaign DAY 88 Patch 0.99.32 " UI Candy " https://mega.nz/#!NcIHVJ4I!RVGDjLTQfZUbyRLWi0r1VIiMIHg0Gu5ZUkw5EMWQkj4 ( MD5: bae7efd71fff25b63132ff58618d2007 ) Undiscovered alien bases now have a 15% discovery rate every 4 days. Additionally theres an 50% chance for an approximite discovery - so watch your log New manufacture UI New storage UI - dont forget to delete the scripts again as in step 5 of the installation process Alien doors cant be closed anymore by xenonauts new main menu, new diff images, new rank images, new scripts, even more descriptions fixed battleship door Terror ships hp have been buffed by 20% Notes: X-Division 99.3 and higher will need the X-Division 0.99 Beta Part 2 mod to be deactivated, as it is no longer needed 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 .32 to .33 patch shouldnt need a new campaign Installation: Extract the "assets" folder into the main game "Xenonauts" folder. Merge and overwrite. After applying patches follow step 5. and 7. from the main installation process again. DAY 103 Patch 0.99.33 "Radio Chitt Chatter v0.2" & "The Hive v0.3" https://mega.nz/#!BEYS1AAA!jWNw2W_sl-3BrUTf6lQECUD7SzI7fq2ZKZBBMdEYUtA ( MD5: e67c6cc6975a4f03fa84bbd52e34da54 ) Increased Terror Carrier Drones Speed Increased interceptor speed by +10% Increased interceptor turn rate by +20% Increased alien Shield capacity by +33% Increased interceptor autoresolve values by 10% New models for xenomorophs Totally new projectiles and particles. All props to @Z01 the first 164 new aircomabt radio chit chatter sounds - please give feedback on that the first step of the suppression revising has been made DAY 256 Version 0.99.4 "Enemies inbound" https://mega.nz/#!tR5HiDzC!zYEY4CFu_uiptRIJCQkhVcoT-xroNOz-zdC_ByymqL8 https://mega.nz/#!oM5xFDwI!5_Qq2i5rg17HNGbpdQ1qWgc4BeOiUpOb-BbTnzzbaWE https://mega.nz/#!cI4UBCqa!wY4ozZOm50mit3OrBufQVFPlTUoAofpRyVk_SFepSwA Increased damage and stun damage for shotguns/carbines by 15% Terror Battleship: Increased Turn Rate, Added Drones Lotus: Change weapon outload from 2 heavy and 1 normal to 1 heavy and 2 normal weapon slots Increased the speed of all drones Increased recovery threshold of soldiers to the intended level, soldiers have a chance to be recovered to up to 49 damage points below 0 hp Moved the shields to the new One Time Updating system Buffed First Aid Kit Aircombat Radio Sounds 2.1 V1.0 integrated Revised medipacks and first aid. Medipacks now have 4 stages and the feedback from the community has been integrated. First Aid is now good at what it actually should be: quickly patching up wounds while having less healpower per weight than a regular medipack Revised the bleeding system, increased bleeding chance, decreased damage per wound Anti missiles are now infinitely available increased alien surival chance on UFO crash = more aliens, lower chance that valuable operators gt killed during the crash Race research bonus increased,tweaked and normalised to around +20% per race, catching the maximum amount of different units yields the maximum bonus, medics have a seperate +8% bonus The Hive updated to 0.9, new models, new units, completely revised stats and AI, new gas animations, new abilities .. and more .. New and revised andron race into andronx, new units, new AI, .. you get the drill ... New, flat suppression system Increased bravery gain per medal from 1 to 3, making medals more than a armour decoration Decreased weight for all flamethtowers and their ammo to be below a hmg, and increased its damage by 100% It is now possible to retake xenonaut bases within 48 hours if you at least put up a fight to save it. The retaken xenonaut base will lose all of its scientist/trolls/aircraft Increased Game losing condition from mostly 4 lost countries to: 9/9/8/8 It is now possible to retake lost countries. Once a country gets lost an alien base spawns in its parimeter. To retake a country all alien bases have to be eliminated - including the spawned one. Psi Game v0.5: Decreased chance of berzerk happening from 10% to 1% Decreased stabilisitation from 40 to 20 points decreased Moral regeneration per turn from 10 to 2 Basically doubled the bonus for the highest officier on the mission from maximum 20 points to 40 Increased Vehicle loss malus increased chance for an moral event happening for every point below 40 from 1.75 to 3.5 The most important change is that suppression fire no longer reduces moral, but by 1 - 2 points. Wounds also only do half of teh damage in moral points increased bonus for aliens when killing civilian/xenonauts/locals. If you encounter an alien on a rampage it might be very hard to suppress him Decreased fear damage from -80% to -50% decreased message duration overall. This can be further decreased Brand new code: Safety in Numbers: At the start of the turn, the game looks for the highest 2 (!!!!!!!!!) ranked soldiers in range of every soldier and adds a bonus threshold of both values together. If the highest ranked soldiers in range are a captain and a major the bonus pool will be 5 + 6 = 11. This bonus will NOT (!!!!!!) get taken into considerations when calculating % reductions like fear. If a soldier has 50 moral points and gets a bonus of 11, then a reduction of 60% means -30 points and the total moral points will be 31. The bonus pool cant get reduced. This means if you have a bonus of 11, then you will never be able to have less than 11 moral points, no matter the circumstances. The Safety in Numbers code line is not so much as a bonus pool, but rather as a failsafe net, which lifts you higher up and prevents you from falling below a certain value. It is a quite THE prevention for your soldiers to fall below a certain value and panic. So ... dont go alone, take some comrades with you ! The bonus pool will get cleared and refilled at the start of every turn again. This happens BEFORE the chance of an moral event is calculated. This means you could lose moral points if you went away from your squad, and it could mean that you will gain moral points when the soldier gets into the range of higher ranked officiers again. revised antimatter weapons Implemented human stun variant with 1/2 of the damage All stun gases now have multiple per tile properties - this makes the alien stun gas an powerful position denier tool changed manufacture requirements for all upgraded grenades/ockets to need its predecessor increased TU cost for alphareaperclaws from 30 to 40 %TU, same for omega and zeta reapers Improved tooltips design in the soldier equipment screen a lot more Charons Changes mod: Increased AI aircombat thinking chance on veteran from 0.5 to 0.7 Fixed Phase 1 Division and Laser MK3 being in the wrong category Added different requirements for Phase 2 MK3 weapons New visuals for aircombat Increased crouching consumption from 3 TU to 10 TU, and turning while crouched from 1 to 2 TU, increased the bonus while kneeling from +20% to +30% accuracy and +20% to +30% cover. This change is to demonstrate that you cant simply make a sprint then throwing yourself into a crouch and still expect to have better aim. It also makes a real decision, because crouching and uncrouching now takes away 20 TUs, which is substantial. This makes the alien way more dangerous when suppressed - so take care, commander Revised character panel drag costs: Into hand: from 12 to 4, Into Backbag: from 4 to 10, Into Belt: from 4 to 2, on the ground: from 0 to 0, quickthrow: from 8 to 8 Increased recover time for destroyed airplane to 144 hours 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 0.99.41 Update: https://mega.nz/#!oJI2AR4T!HZUWMEIMkZXRYrZvAlsv0RHfKs7XDB_SA2FHf5gcqcQ ( MD5: a9e16d6951dff9f0ce49d6807659bb66 ) 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 Easy Airgame or change the soldier models. Enjoy . DAY 256 Version 0.99.41 "Make Thy Enemies Stronger" The AI made an 180 alien weapons got totally revised for accuracy and aim sets The UFO crew has been revised - created stage 2 and 3 for UFO GroundCombat, the fight for the UFO and the command room New armour class system: Scout Class, Soldier Class, Tank Class, Scout-Chemical Class. Different armours provide different bonuses to contemplate the role the unit takes on in the battlefield halfed the selling price for alien interceptors Grenade throwing mechanisms have been revised - more accurate but lower range Psionic units capabilities have been capped for phase 3 and 4 units ( lowered ) finished the human heavy interceptor design, the aircraft should now work as expected ( untested ) added view range and night bonus to the armour in the xenopedia changed how androns spawn dogs appended drops from andron terror units to the appropriate robodog units added robodog death sound revised defensive AI, thats the AI responisble for defending the UFO or alien bases hyperions ground images got fixed increased alien numbers in alien bases decreased all human and alien interecptor anti missile coodlown to 0.3 seconds, they should be a fun and fast weapon only limited by the maximum ammo now decreased and changed all long range aircraft weapons and engagement ranges for UFO encounters, this mainly concerns long range torpedos and mines Increased fear damage from 50% to 60% Increased fear strenght from 1.4 to 2.0 Decreased paralysis range from 6 to 1 Decreased mind control range from 6 to 1 Decreased xenomorph sound effects from 1.0 to 0.7 increased shield hitpoints Added Phase 3 and 4 alternative mk3 weapon requirements Weapon manufacture revised, mk3 weapons now need additional cores to get constructed 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://mega.nz/#!YJg0GKLJ!C1uJe_FbmwurW1LnfJhsZd5ZtaoLZeIlZHZOmFaFXj8 ( 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 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 .44 to .45 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 0.99.45 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09945/ ( MD5: 2a55bb0869c605d9a492be3f427e7913 ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file.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 521 Version 0.99.45 "Go easy, take this 3" The .45 is a small update over the .44 version Increased recovery after an moral even from 20 to 40 Swapped out Xenomorph and Reaper behaviour for a different set Removed passive AI from Terror maps Doubled Chinook speed Decreased proportional stun from actual damage from 50% to 40% Fixed: removed caesan shields from some androns, mostly Phase 4 Revised Terror Dreadnaught aircombat weapon loadout DAY 502 Version 0.99.44 "Go easy, take this 2" ( https://mega.nz/#!ZEY0yTZT!tBn2EsGc55OKFYFWC5UOQXGqQrqe62WXu3uTFhk9sWU MD5: e3d8ac00f45b738757b038349fffa273 ) 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 DAY 494 Version 0.99.43 "Go easy, take this" ( https://mega.nz/#!dJxWia4T!OTJcxr6C0f1YlecjAxOsV7Q2YI4mWtVEBdmoVcYnleo MD5: 09a208ae80b01317044fcad757603abf ) 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 the 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
  7. X - Division New Dawn V 1.00.10 for 0.35.0+ XCE We are in the sky ... We are on the ground ... We are a paramilitary organisation ... We have the best of the best - with some personal issues here and there. Real characters as you say nowadays ... We do everything, from stealing to protecting transports, smuggleing weapons for those who can pay for it. We destroy organisations if the price is right and provide safe routes from A to B, even through hell if it has to be ... Sometimes we also do some good guy stuff, but dont ask for it, except you can put enough money on the table ... Our people are unhonorable discharged veterans or geniuses who dont feel quite valued in their former organisation. Some average guys as well who are attracted to the way we do things ... but honestly they have to be a bit crazy to be hanging around those guys ... say us ... ... everybodys a bit crazy here ... We have been hired by some wealthy individuals who think we can save the earth and believe in our methods. This group has put their faith in us ... and most importantly, their money. I guess it is time to do some good guy stuff again ! Whats my spleen ? World Domination ! Everybody ought to have a goal, no ? But if these aliens do as they please there will be nothing left to rule over. What is yours, commander ? Welcome to X-Division ! The Team Drages - Lead Modder and Art Manager Charon - Code Manager Draku - Debugger and Tester Sfarrelly - Writer AI Advisor and XCE Support - Kabill, Solver, Ilunak Dedicated Testers - Phoenix1x+52, Marandor1 Support - Max_Cain, Kabill Special Thanks - Nuclearstudent, odizzido, Xany, Squaddie Perseus, Woz2, asierus24, Blackwolf, Reactorcore, Alienkiller, CherryCoke, XCOMJunkie, Brandon, Maera, Trueman11 Special Thanks to Content Contributors: Max_Caine, the XNT team, Axiomatic, Pandi, Svinedrengen, Z01, We are thanking Chris for a wonderfully modable game and all the experience we could make because of this What people say about X-Division "Before all of this, the aliens were fighting seriously with jokes, then we gave them actual weapons and now they are fighting seriously, jokeing about you" - Drages "Your blinking dots on the hull look so awesome that its the first time i actually looked at the UFO in over 600 hours of gameplay time" -Charon Table of Content 1. Game Overview 1.1 Game Details 2. Questions & Answers 3. Installation 3.1 Latest Patch 3.2 Troubleshooting 3.3 Linux Installation Advice 4.Known Bugs 5. Some things before you start 6.Credits 1. Game Overview X-Division is a complete overhauled game experience, featuring an vast amount of different enemies to capture, a new and improved, aggressive AI, 288 new weapons including katanas, 9 vehicles and 3 mechs and 13 sets of armour. New revised Aircraft game , crafted by me which builds and extends on the existing aircraft mechanic and polishes it to the extreme. New mechanic, hit and run tactics, new alien weapons and more .. so totally not what drages planned :). 22 new aircrafts from which 5 are alien interceptor to recruit and 48 aircraft weapons. Enemies feauture different armor resistances, different strenght points and weaknesses. Every alien race is good and bad in and against something and you better find that out quickly before its too late, commander. Terror and base attack missions will happen frequently and will be of importance all the way to and in the end game. Captureing aliens is immensly important in this mod as it will open up all the vital and better tech for you. Unique specialists you can only capture at terror sites, crash sites or base attacks. Special UFOs with a special goals which carry special units into battle. Special Officier Units for every phase of the game to capture to give you that special research boost you need. Aliens will adapt to your style of playing with different strategies of aggressive overwhelming force. " Every phase will have their own weapon branches. Ths branches will be mostly energy or ballistic based. Addidition to this your arsenal will make updated versions we call as MK in the mod. You will get the MK 1 versions as prototype and easy. For MK-2 versions, you will need to capture alien specialist and for MK-3 ultimate versions you will need to get specific things. Vehicle Weapons, Grenades and Explosives will have updated versions too. Special UFOs with a special goals which carry special units into battle ! UFOs with their own puposes and missions. You will see huge ufos for terror and base attacks, nearly impossible to stop at the air. You will see shuttles and special cargo ships along others. You will see any kind of ufo nearly at every phase with their upgraded stats, weapons and crew. Near endgame, you will see the real force of the Alien menace with the all mighty dreadnought and motherships." - Drages An detailed manufacture and disassembling system for alien weapons, grenades, UFOs. A chance based, incredible intrigues, complex research tree featuring around 900 xpedia entries and lively maps with civilians and local forces appropriatelly equippted. All of this over 4 balanced Phases over the game presenting a long and hard journey to menkinds destruction or, temporary, survival. It is in your hands, commander. 1.1 Game Details Weapons and Ground Combat Aircraft and Aircraft Gameplay Manufacture, Research, Xenopedia Maps, Graphics and UI, Miscancellous Picture Gallery 2. Questions & Answers 3. Installation 0. The base vanilla version has to be 1.65+ . 1. To avoid complications unsubscribe to all other mods on steam, and delete your your whole mods/.. folder. Then make a fresh install of xenonauts. X-Division 1.00.00 is not compatible with earlier versions. 2. Install the latest XCE version. For windows steam users right click on Xenonauts in your library > Porperties > Betas > community - Xenonauts: Community Edition branch For GOG/linux steam users follow the latest installation instructions here: http://www.goldhawkinteractive.com/forums/index.php?/forum/23-xce-release-announcements/ Linux steam users will need to run X:CE through WINE or a similar program. 3. If you downloaded the steam workshop support mod install it now. This is to show some support but has no other purpose than that. 3.5 Start up the game at least once and exit it properly. 4. Download all 3 parts of X-Division 1.00.00: Download ( Part 1 MD5: d46af869d5435a9c425d51acd1442897, Part 2 MD5: c57b4fb563ca419c9e455f0908701fe9 , Part 3 MD5: c8ca596b39d920e45a9a45fc71611892 ) 5. Deactivate your ANTIVIRUS/UAC program, it can intervene with the installation. As soon as the installation finishes you can activate it again. Have all 3 files together and open part 1 ( = unrar the multi rar archive ). Double click the .exe file. Follow the instructions of the installer. Winrar or Peazip have been confirmed to work. 6. The advanced installation has some options to choose from, namely: There are some optional mods you can activate/deactivate. Lets go through them one by one: 1. X-Division Easy Airgame/X-Division No Airgame There are 3 ways to play the airgame, 1. Manual 2. Autoresolve 3. No Airgame . No Airgame removes the necessity to play the airgame and replaces it with a 1 click solution. With No Airgame you only have to build the latest fighters and bombers and hit autoresolve. If you quickly want to jump into the Ground Combat this is the option of your choice :). Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game. Recommended state: ON if you want to skip the airgame. 2. COM - Ambient Sounds/COM - Ambience Forest This mods add ambient sound and add the least amount of instability to the game - it still makes the game more unstable. Recommended State: OFF if you dont want to risk a higher instability for beautiful sounds. XCE 0.34.3 should fix the instability. 3. COM - [V1.08] Jsleezy's Real Fighter Portrait Pack Adds alternative soldier faces to the game. Deactivate Khall´s more Portraits if you are using this to avoid art inconsistencies Recommended State: OFF if you dont want to play with more realistic faces. XCE 0.34.3 should fix the instability. Checklist in case you want to change something later on: You only have X-Division Workshop Support if you subscribed and installed it from the steam workshop The modloader needs to be EXACTLY in the priority order the installer sets it. The modloader needs exactly this active mods. The mods you can still change after the installation are No Airgame, Khalls and Jeezlies different portraits ( only one active at a time ), both Ambient sound mods ( either active for ambient sounds or deactivated for more stability ) and the No Click sound ( removes mouse click ). You shouldn`t play X-Division with any other mods than stated. Only cosmetic mods are allowed and only if you know exactly what you are doing. Keep in mind every savegame is unique to its mods its saved with. 7. Apply the latest available patch - 3.1 Latest Patch section ^^. Every patch contains all prior changes as well. 8. Installation video by Mulligan/LeEdgyMemeKing if you need more help https://youtu.be/Jwwn9bU6y10 - Mulligan https://youtu.be/l439koiq0_8 - LeEdgyMemeKing 3.1 Latest Patch ( theres a patch history in the third post - with downloads ) 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 .00 to .01 patch is savegame compatible As a basic rule, never patch during Ground Combat Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.01 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09945/ ( MD5: 489d03269506927ae5981dbb0de816be ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. 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 . For reference, this is how the modloader can look like after the installation, plus/minus optional mods on/off. DAY X Unofficial WiP Version 1.00.11c "New Dawn" 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. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .10 to .11c patch is NOT savegame compatible. If you want to make it savegame compatible you need to make a backup of your researches.xml, run the installer, and immediately copy your backup over the new file again. You will miss out on the fixed researches but you can continue the campaign. As a basic rule, never patch during Ground Combat Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.11c Update: https://mega.nz/file/lYwRBaZJ#Nu7Vt08i0LHEV2FqOTX9uCM9sVSHXoEl_Bee_3M_XqM ( MD5: e852cdedc43f0c7b6aaa4f4c60300601 ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. 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 . Changelog: DAY 978 Unofficial Version 1.00.10 "New Dawn" The .01 to .10 patch is NOT savegame compatible. Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.10 Update: https://mega.nz/#!dQQwCQRC!gzlksCzX9l91PAJfViyyAyXzd_VN0weUL1X5GZmeuvU Link ( MD5: f82bbe1f12c7e97a7b86c7ec3de19e11 ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. 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 . Changelog: You did it. Welcome onboard, Commander ! 3.2 Troubleshooting This mod is %98 stable. If you got any weird problems like aliens without guns, strange visual errors, game crashes, they should be about wrong install or mod loader issues. Be sure that you got X:CE, X-Division and X-Division Patch is installed and then come to our topic with your save game and we will help you. Sincerely yours, Drages I think i got a bug, can you help me ? If you want some help, make a bug report or think that something is not the way it is supposed to be, add a full screenshots of your whole modloader and your savegame ( geoscpae only ). I cant get the 3 multirar files to work, any help ? The first step to troubleshoot this on your own is to make sure your files are the correct ones. Generate your md5 sums of all 3 files and compare them to the official ones provided with every download. If they are the same, you got the correct data files. After that its just making sure all 3 files are in the same spot and open the first one with either WinRar or Peazip. Why does the first start take so long to load ? Thats normal. X-Division is quite a big mod so loading all of its ressources takes time. Help ! I cant click on anything in the geoscape ! Hotkey are working though. Make sure that everything is the way it should be and then: Simply start up the game, go straight to new game, start a new game, load your current save, save it, exit and restart the game. This should now be fixed. The top part of this Cruiser does not get transparent. What do i do ? You change your view option by pressing the button right beside your inventory one. Cycle through until you find one that works lets you see inside the UFO. 3.3 Linux Installation Advice We know that linux users love to tinker endlessly in order to get their software working, and we dont want to take that joy (and countless hours ) away from you. But if you are struggling and want to get some advice into the right direction, here it is. You will have to start XCE through a windows compatability layer, WINE or Proton for instance The installer might not work for you, because it expects Windows variables you dont have. The assets.7z contains all the X-Division data you need, and you can copy and overwrite your vanilla assets folder with it. You will need to manually rearrange the mod loading order. Section 3.1 should have some pictures how that should look like. Find the linux equivalent of %APPDATA%/Goldhawk Interactive/Xenonauts/internal/scripts and delete the scripts folder once after step 3.5. You propably know better what i am talking about than i do, because i dont keep track of 10 different distros and how they handle stuff. People have reported that that should lead to a working version, mostly depending on how well the windows compatability layer handles the sys calls. You can now celebrate that you have a working game on linux :). 4. Known Bugs ( at least until the next patch ) Units can spawn outside map tiles in base attacks - If that happens make sure you did in that mission what you wanted to do, then save and exit. Start the game with the Xenonauts_gc_editor.exe in mods/xce/... and load up your save. Press "V" to kill every non xenonaut unit. Save and exit and continue to play like normal. 5. Some things before you start 6. Credits A big thank you from the team for being such an awesome community. You made it possibly that we are able to release the final version of X-Division now. I especially want to thank the team who made it possible and accompanied X-Division through its various stages of development. @Solver Who is totally not a member of the X-Divison development team. I want to thank you for giving the much needed code support and all the new and fantastic features X-Division players are capable of experiencing now. Without him the growing of the game would have already stopped when custom Terror UFOs wouldnt obey the Terror Site Intervall. He made it possible that passionate modders can do what they do best, while silently removing obstacles from the back. In honour of your service i grant you the title of "External X-Division Teammember" @drages The main developer and creator of X-Division. Without him all of this Insanity would have never started. He had the vision, made the plan and strifed to fullfill it throughout many years. It is only because of him that we can finish this game today. Thank you for giving me this opportunity. @DrakuOne of the oldest members of X-Division. He did most of the grunt and testing work during the most active development cycles. Aint no Palace without somebody to actually do the work. @sfarrelly The string guy. He wrote most of the research preview entries. If you know what you are going to research than it is totally because of him. @Phoenix1x+52For doing the total insane hercules task of playing through the game from A to Z. He tested everything from the working things to the not so working things and recorded everyhing for sake of me examinating every pixel in the recordings. That X-Division is in such a bug-free and balanced state is mainly because of his work epic. He has been supporting X-Division through all its stages ( hm, installer ) and has been a loyal friend to the end. Many Kudos to you. @Maerafor giving moral support and a lot of enthusiams for new maps. @Marandor1 The second tester in command. He tried his hardest to convince me to make the game more fun than me trying to make it challenging. You can judge for yourself if he succeeded. @SvinedrengenFor making some good maps. and ofcourse ... @community for all the advice, suggestions, support and love that you gave for the game. Without you the journey wouldnt have been worthwhile. You created, enriched and made the game into what it is today. Thank you for being there on this journey. I will see you in the game . Thank you for everybody who i didnt mention but was still part of this journey. A big thanks to @Chris for making Xenonauts. Enjoy ! The next three posts were the continuation of the OP, please take a moment to glance over it.
  8. You dont need to install anything, just unzip the content, put it into your mods/... folder and activate them in the modloader.
  9. Yo, they are 2 mods :). Glad you figured it out. Edit: If you did what you did than you deleted 619 researches :D:D:D:D.
  10. hm, you are right you should have done so from the beginning, if you didnt This is a XCE problem. You can do a lot more stuff with doors and hulls and i won´t mention what.
  11. Elaborate. Its impossible to get the wolf in one month. Looks like the XCE researches took over. there is and it should work correctly. The viper picture doesnt get shown too. looks like XCE took over again alenium warheads are not even in the game, disabled them, again > XCE research Rest is fixed. Looks like the researches.xml is not working for you. Check the log. You should get a lot of empty researches, because a lot is tied to other things which means you need mostly a combination of researches to unlock another, its never a 1 leads to 1.
  12. This is something Drages can answer you perfectly. I have talked with Drages about that too. Phase 1, so the first 138 days, are more or less of a tutorial, with you setting up your presence around the globe and get to start to know the enemy. The disassembling systems will get introduced, the aircraft manufacture system will get introduced, a few crashsites here, an odd alien there, a terrorsite and when you are unlucky an air terrorsite. After 69 days corvettes and bombercorvettes appear and this is when things will start to become ugly. This game will make you cry soon enough so enjoy the easy peazy pace while you can. Set up enough bases around the globe too, just in case you need them. Phase 2 will break you soon enough :). If it doesnt, write back and I´ll see what i can do, but i dont think it will be necessary. The xenopedia is not ongoing. The pictures are 100% done and the strings except the "key information" and the " description" parts are 0% finished, besides a few ones i wrote myself. Basically, dont trust an xpedia entry with an picture you have seen before, its old information. Did i mention we need a storywriter ? Thx, I ll look into those asap. You shouldnt be able to get wolf in phase 1 though, something must have gone wrong there. hm ... i dont think xenonauts has something like that.
  13. This is something i´ve been wondering about for a long time too.
  14. If you dont mind downloading the game again. I will send you an pm. It should be save game compatible.
  15. As the one who writes i can only say its writtten when its written, not sooner, not later. The steam alpha is not up to date and in any other circumstances you would have get a pm with detailed instructions how to upgrade to the latest build, but the Beta is indeed only some words away and i think its the best solution you wait for the release, but can also get the detailed instructions if you want :).
  16. You havent seen anything yet :). Im looking forward to your oppinion.
  17. I would like to use your maps for future purposes and integrate them into X-Divison or other future works ill be doing. I would ask the following people to give me their permission to use their map content: Khall ( Khall´s Tundra Tileset) Kabill ( Random map selections) Stinky, Flash, Moxar ( Restored Community Map Pack ) Skitso (Alien Base Booster Pack, ... ) Thank for takeing your time to answer me, if you do that is :D. Also if you dont :).
  18. No, it gets unlocked through incendiary, which gets unlocked through xenomorphes or reapers.
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