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Posts posted by Mattes98
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3 minutes ago, Charon said:
@Mattes98 I cant see the problem with open terrain, actually. Personally, i would prefer open terrain any day of the week, 24/7. Over an industrial in any case.
If you are dealing with open terrain you need smoke, a good vehicle, and preferable sniper equipment. Keep standing in line of sight of an alien is NEVER a good idea.
WHY WHY WHY WHY WHY WHY ?????? Because even standing up requires 10 tu. What does that mean ? It means, if the alien has to stand up it limits its shot from 7 to 4, simply by you not being available to shoot at, then it also has to move forward and backwards. In case of crouching i mean + crouching gives everybody +30% ( !!!!!! ) aim accuracy.
Yes, hmg, pistols, shotguns and rifles are the wrong tools to battle in an open terrain. Yes, aliens weapons are better in any case. Before you fly to a crash site you see begorehand what kind of terrain it is. Every type of terrain has its own traits and features.
No hate though, X-Division just makes you use your head .
Well to be honest, I somewhat prefer industrial terrain with lots of cover. Open areas are fine though, but I'm somewhat limited by my grenade range.
The one thing I found to be useful when using inferior weaponry against aliens, is to simply try going one by one at them, and the immediatly declaring total war on them. I'm speaking throwing every grenade in range and two rockets minimum if availible. Works perfectly against everything most of all civilian targets. And then there's tanks. Those I'm not quite certain how to deal with, but bringing an extra ten rockets on another soldier usually works quite well. Or an extra five shields. Or an extra five mags for every weapon I have. Or additional grenades. Or six reserve medkits.
9 minutes ago, Charon said:Dont have 2 goldhawk tabs open.
THANK YOU SO MUCH!
10 minutes ago, Charon said:Uhm, yes, but the Xpedia doesnt tell you more after Phase 1. There is not more data available past anything. The Xpedia is 100% not done.
No, but maybe I can then say a bit more about how aliens react, what tactics they use, new weapons and when they're unlocked, etc... Just generally get to experience the mod a bit more.
Just on a side note, right now I have a base to defend. Luckily it's my main base which means I will just make it quite hard for my scientists to find anything of value afterwards since it will be splattered all over the base.
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I absolutely agree, this needs to go into the lore, somewhere at the beginning.
8 minutes ago, Charon said:EDIT: I also appreciate the exchange of thought, but there is little we have not thought about, and thuse your reasoning is missing a lot of data . Come in and see the world of X-Division .
Cheers, lack of data is the most common problem in my reasoning ^^ Maybe I should try progressing past phase one first and get some more qualified data
Off Topic: How do I get this reply thing to NOT save the literal everything of my previous post? Took me 5 minutes just attempting to delete the previous post, since deleting quotes is somewhat buggy...
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7 minutes ago, Charon said:
<Tip>Do not stay in an aliens Line of Sight! Do not trust cover!</Tip>
Yes, I noticed that this, in many situations is not applicable. Say, for instance, you have to advance over an open field. No cover, no LOS-Blockers, whatsoever. The alien will always win because apparently its eyes are better adapted to the general curvature and atmosphere of earth than humans. Yes, there are sight enhancers and stuff like that, and I dont think the sight range is op. But the alien might just decide to start shooting at max range and suppress everything before xenonauts in normal standard combat suits can even see them. Because the aliens are all the way up to 4 Tiles ahead in terms of sight range. Which leads to bs situations like exiting the Chinook, stepping out to the side and getting shot and killed by an alien that you cant even see. But thats not the point.
15 minutes ago, Charon said:Heavy Phazer is a machine gun equivalent
That I didnt know.
17 minutes ago, Charon said:Some weapons have the isheavy attribute, reducing their accuracy by 90% as soon as they move a tile. This means not making an alien move increases the accuracy by 90%. Guess why they hit.
WAT.
Alright, good to know.
25 minutes ago, Charon said:If you dont give aliens a retreat option, AKA have sight of all places they could retreat to ( and thuse are at a disadvantage ), they get very aggressive. What would you do if you were surrounded without any hiding place ? If the only option is fighting, you will do that to your best of ability
Yes, I'm talking aliens in out in the open with no flanking options for me. Though I had one occurence of an alien just in sightrange firing 7 times with a flamer, supressing and injuring a soldier, and then move out of sight range.
28 minutes ago, Charon said:A normal machine gun can fire 12 shots wiht 90% tu. A rifle fires 7 with 94% tu. How is that cheating ?
Well, my simple logic issue is just that they have six shots in one clip. Burst two times with, say, a lighting rifle, and their shots should be depleted/gun needs to cool down/whatever since they dont need to reload. No problems.
But an alien can also use that lightning rifle, and have the improbable situation of always having a target for five turns. By standing still, a normal human soldier could, assuming the weapon reloads itself every turn, fire 30 rounds. An alien could fire 35. Dafuq? My suggestion is, either make burst fire use 45% TU and snap shots use, like 12%, or give the guns 7 rounds per clip. In my humble opinion, weapons should behave the same for everyone. Thats my only point.
39 minutes ago, Charon said:Dont worry, you are not the first person to whine about the difficulty of X-Division, but i havent seen a single valid argument yet.
I'm not whining :c Just wondering. And honestly, I really like the difficulty of this mod. And damn, I love the additions.
41 minutes ago, Charon said:I also agree on the whoever shots first is at an advanatage, and the lack of proper defense tools to advance safely. While i think that is highly realistic and makes for a very interesting gameplay, i also acknowledge the situation that we could do more in that regards, hence the suggestion of making heavy armour being capable of carrying shields ontop. Unfortunately the code doesnt allow it, apart from the fact that we dont have any sprites for that.
All I need is a shield that can take a few more hits from alien weapons. But I guess I'll have to "politely ask" some more aliens to get that tech.
Anyway, I really appreciate the long and considerate answer and hope I delivered some valid arguments this time. Further, thanks for the informations provided.
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1 minute ago, Charon said:
How do aliens cheat, other than not having to reload ?
You see, I quite often have occurences of
"Hey look, im standing quite far away from this ceasan with a heavy phazer. And I have A shield! I'm safe facing this enemy since I cant move an further away or out of sight!"
*Ceasan shoots seven times, destroying the shield, supressing the soldier, hitting him once for 20, once for 30, once for 50 and again with the seventh shot for another 20 dmg.*
*Soldier ist dies, everyone panics and dies right after that because there is no more cover.*
This happens far too often. Soldiers with more than a 100HP and a shield are still subject to "I cant see the enemy that killed me, but he just hit three shots in two bursts and a snap shot and thus i will bleed out in the next turn because im paniced" kinda situations. I will not debate the critical hit thing. I can live with a loss or two. But in my view firing seven shots from a single weapon makes that gun act like a machine gun, regardless wether its a heavy phazer, a ballistic pistol or flamer. Just my opinion though as to how that makes aliens "cheat".
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6 minutes ago, Charon said:
@Mattes98 #alienammo what do you think infiniteAlienAmmo="1" means ?
Sure, that makes sense. But could things be adjusted to make aliens not, uhm, "cheat"? Like, increasing TU cost? Or would that make things to easy?
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6 hours ago, Svinedrengen said:
Question.
Can someone please explain to me when we have all these awesome new weapons, why are there not different types of ammo (Armor piercing, explosive etc) for them too? It seems very strange this was not thought of, considering everything else that is in X-Division. Maybe it could not be implemented? I am only asking because I do not find it logical. I can not see any reason why it should not be in the game.
I believe it because damage is only ever evaluated on the weapons base dmg +- mitigation/resistance, etc... Having Ammo do additional dmg would either be impossible or require lots and lots of work.
Btw @Charon, is it intentional that aliens are able to shoot seven times with weapons that have six shots in the magazine?
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3 minutes ago, Charon said:
This is a known reloading bug. Melee Reaction will freeze the game. It can be avoided by not giving aliens that opportunity.
Alright, Thanks for the intel. Is there something like a bugtracker where known bugs are listet? The first page just says something about base assaults.
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11 hours ago, Mattes98 said:
Alright, I'm back again.
This time, I found a way to Softlock the game! Its very simple and I believe it is caused by the facehugger trying to do a reflex attack(Or possibly the zombie right behind him arguing about who shoots him first).
STR:
Load up Save.
Select Soldier Pietro Rossi.
Shoot the Facehugger next to him. The game will now softlock and you are unable to do anything besides Exiting the game.
Not to rush anything, just making sure someone noticed( @Charon @Solver ) . This, however, can be pushed on the long bench as it didn't stop me from progressing the terror mission. In fact, not trying to kill that facehugger immediately enabled me to take down both praetorians(or in whatever way this is spelled correctly), and thus avoiding losses.
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Alright, I'm back again.
This time, I found a way to Softlock the game! Its very simple and I believe it is caused by the facehugger trying to do a reflex attack(Or possibly the zombie right behind him arguing about who shoots him first).
STR:
Load up Save.
Select Soldier Pietro Rossi.
Shoot the Facehugger next to him. The game will now softlock and you are unable to do anything besides Exiting the game.
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1 minute ago, Svinedrengen said:
I was kind of surprises that this <airplaneRecovery comment="If set to 1, lost airplanes will be recovered. Otherwise they are permanently destroyed" value="0"/> was not default in this. Maybe implement somekind of percentic change in the low end to salvage something from the recovery? That would be a better solution when I think about it. Can this be done?
Oh my god I BEG you do not do this. I'm having enough struggles as is.
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On a side note, placing only the ammo in either of the weapon slots without the gun results in the ammo bugging away on reload. It only corrupts on the combination of these two.
17 minutes ago, Charon said:LOL, sry for giving up early, this is indeed something i would have never thought of.
Bemüh dich nur, sei hübsch und froh, der Ärger kommt schon sowieso.
1 hour ago, Solver said:Awesome work
Thanks
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I FOUND OUT WHAT CAUSES THE CORRUPTION! @Charon @Solver
STR:
Load up the Save provided.
Pick Soldier "Felix Friedrich", move him to the stunned ceasan guard.
Pick up the Alien Lightning rifle from the stunned ceasan guard on the ground.
Equip that Rifle in the Primary weapon slot, it doesn't matter where you put the laser rifle.
Now equip the Ligthning Rifle Ammo in the secondary weapon slot.
Save the game. Load the game. Experience the corrupted Save issue.
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Hooray, I'm back.
And I have a Save File, that got corrupted, uhm, differently? Well its not crashing at least. Happened with Avast still on, but UAC still off.
The difference is it doesn't make the game crash immediatly, but rather causes the loading bar to get stuck at ~90%. Funny thing is, i can open the escape menu from there, but no matter what button i then press, it will make the game crash.
I also have a working Save just before I ended the turn after which I saved the game for you to try and reproduce.Apparently, I dont have any more working saves ever since I stunned that second Alien. Save #8 is the one that still works. I have tried recreating the corruption issue with AV on and off, generating 100 Saves each, wtih no further problems occuring.Sincerely,
Mattes
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2 hours ago, Solver said:
@Mattes98 All I can say for sure is that the corrupted files you post get truncated after the save file header, and before the actual data is written. That is the point in the code where the game does its first write to the file, and aborts in the case of problems. So my impression is that the game is unable to access the file system properly at that point, which can be due to external factors like disk space or AV interference.
I honestly hope its my AV, I can switch that easily, unlike my SSD :/
Any recommendations for AVs?
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FYI, right now I have about 2GBs on my SSD in free space, I have also tested trying to fill my SSD up to maximum, but the saves even then did not corrupt.
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3 minutes ago, Charon said:
Since your documents are usually kept in your "main" drive i suspect having 0 mb of free hardware space wont let you write a savegame which sometimes requires up to 2 mb.
That was the same thing I thought before I came here. But I checked while playing and I was able to sometimes find a 1kb Save before the game even crashed. And that was when my SSD had more than 1GB of free space with the game still running. I also never had any occurances of this in X:CE or other games like XCOM, Skyrim, Stellaris, Kingdome Come, etc.
I have thoroughly checked my SSD, performing short and long term tests, with and without windows on it, and it never showed any kind of a problem.
Still, this may be a first symptom, even if I doubt it and I will take this as a next step once I find both time and funds for such an operation.
I have now generated 200 Saves (I assume you dont need these cause neither do I), and had no corruption occur. I will look further into it over the coming week, and see if its maybe caused by certain circumstances. Both UAC and AV were off during testing.
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Well, theres one little kink about my system. I once wanted to format and redo my pc, so i looked for a partioning software. Found one, defined the partitions, everything worked as intended.
I just made a single crucial mistake.
I formatted the partition with the program first.
Consequently, the whole thing crashed, and ever since I have two partitions on my ssd, one with the system (C:/), sized 70gb, and one 20gb (L:/) that i cannot use, as well as twenty gbs of unpartitioned space that i cannot assign. It never caused any problems, so I left it as it is.
For further record, I also have a 1tb hdd(G:/, H:/) and a hybrid-drive, basically an HDD with a learning SSD-Cache that accelerates access to often used directories (J:/).
I attached one image for you to look at what it usually looks like. The availiable space on C:/ varies between 2GB on a good day and less than 10MB on a bad day. I also once saw it havin 0MB of space, which caused serious performance drops, but that was like a year ago and fixed after a restart.
I have now disabled the UAC and will try to disable my AV while playing and see if that resolves the issue. Keep in mind though, i cannot reproduce it reliably. It happens at complete random. I will test it until next tuesday and come back if it happens again, otherwise I will come back on tuesday and report the issue as resolved.
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Sorry, AV is antivirus, but whats UCA?
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I honestly cant find a chronic in avast, at least not right now.
Send the folder as in send the general directory or upload the entire thing?
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I use Avast, but just as recommended I disabled it while installing the mod.
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I am unsure what you mean by "ditching" the saves. Deleting them resolves the crashing, but its unfortunately not a permanent solution, neither does starting a new campaign.
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
in Completed Game Mods
Posted
The one thing it really made me use is rocket launchers and frag grenades xD