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PALU

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Everything posted by PALU

  1. There's not much help to be had, as the mod creators have logged out. The only thing I can say is to follow the installation instructions exactly, as not doing that causes various issues. Edit: Actually, one more thing: For some reason the mod download can sometimes be corrupted but still seem to install. Re-download and/or verify the checksums might be useful.
  2. There are two "normal" lines of weapons at every tier, one energy weapon line and one ballistic weapon line. The first energy line is Lasers, if I remember correctly, while the ballistic one is called "X Division". Which of those you manage to get first depends on the order in which you research their dependencies, which in turn largely depends on which aliens you happen to encounter (you may miss out on a line for quite some time if you're unlucky with the RNG just because you never encounter any samples of the required alien equipment).
  3. @desertoth The mod creators have left, so there's nobody to provide good answers. However, the mod is highly sensitive to clashes with other things, so there's a significant risk things won't work properly. You'll experiment at your own risk. @Indigoo777 It sounds like you haven't actually researched or produced human weapons, but rather just disassembled alien weapons to provide "cores" that can later be used as parts when producing human weapons. Read the Xenopedia entries for the research you have performed (or check the workshop descriptions for the entries you thought produced weapons) to see if you're actually able to produce weapons. My guess is that you've gained some understanding in alien weapons, but need to research how to actually apply lessons learned. That typically requires interrogation of aliens, but I'm not sure if the first set of energy and ballistic weapons require that step, as you get those fairly early.
  4. Mechanical units that have force shields "die" when the shield is brought down and are "resurrected" as a new unit without the shield. If this was the last enemy standing the mission ends on the first "death", and no wreckage (or weapons!) from it is recovered. That's an artefact from how this functionality is implemented by the mod using the functionality available from the base game (presumably the mission ends when the enemy unit count reaches 0, and doesn't continue further to where it returns back up to 1). There's a similar issue with units that "morph" on "death" (as well as a late game organic unit with a force shield). Thus, you need to keep at least one other unit "alive" until the unit whose wreckage you want to get hold of is defeated the last time.
  5. I've encountered a small number of CTDs, but none that were repeatable.
  6. It's known that "save scumming" during ground combat can result in the game hanging due to a unit never starting/finishing its turn. It's reasonably rare, but extremely annoying when it happens. If you can figure out which unit that's causing it, you might be able to get it to behave differently by playing differently, but sometimes it's not possible. Returning to an earlier save (during the same ground combat) so that unit can be approached differently might work, and reverting to before you went into ground combat will re-roll some RNGs resulting in a different version of the combat, which typically works out better.
  7. The answer is research: Bring items back from missions and research them. Once you've understood enough of the alien tech research to develop your own becomes available. Construction requires not only money, but also alien resources that you recover from missions (and often have to extract from recovered items through disassembly).
  8. The map with missing civilian sprites looks like forest, so it's probably the right one. There's another that basically looks like ice, which works OK. Unfortunately, I know nothing about mod/merging errors.
  9. There is a known bug with civilians in one map type, I think it's tundra (somewhere up North, anyway) where they are invisible (i.e. only shown as shadows). As far as I understand, that's a bug in the vanilla game. To try to fix the prop issue, I'd rename the game folder and reinstall everything from scratch (which takes quite a few of hours, unfortunately). I remember I had a problem at some stage where walls were missing on some maps, and reinstalling from scratch did sort out whatever the problem was.
  10. The differences I can spot between your list and mine are: - X-Division Slower Invasion: It's off for me, but it's an X-Division option, and thus shouldn't cause trouble. - COM - Ambient Sounds. You've got this enabled, while mine is disabled. - COM - Ambient Forest. Ditto. I think the sound ones are listed as OK, and Charon is listed (the last one supporting X-Division, nor retired), but I'd try to disable them anyway to see what happens. I don't think it will help, though.
  11. I didn't have any major issues of that type playing through the mod. There is a small number of maps with some reasonably small invisible props, including some UFO interiors (invisible railings, in the UFOs mainly). I haven't heard of any major issues in that department either, so I'd guess you're probably mainly alone in suffering from that.
  12. I think the mod also includes changes to the (Windows) executable. You'd be better off running it in a Windows emulator (or install it in one and they try [and fail, with a very high probability] to copy files to the corresponding locations). Given how error prone the process is even when the installation instructions are followed to the letter and with the settings set up by the installer, I would be surprised if you managed to pull it off. You're completely on your own, however, as there's nobody left who know much about the installation process.
  13. If I understand it correctly, the weapons_gc.xml file is the one used in ground combat. I don't know what happens if the files are out of sync or how to untangle yourself if you screw up, so if you hack you're on your own.
  14. Force shields act as regular hand held shields in that they have to be destroyed/worn out before any damage gets to the target. However, neither kind of shield have any armor, so all damage dealt goes fully to wear them down. Also note that all kinetic and energy damage (i.e. laser and Division, in your case) that's stopped by armor contributes to wearing that armor down, so by first firing with kinetic weapons and then with lasers the kinetic weapons help the lasers to get through. The androids with force shields are the bosses of the android forces, but you can't capture robotic enemies, so they're useless for fulfilling the goal (and you're not really in a hurry to fulfill it anyway: there's plenty of time). Robo reapers are robotic enemies (and a pain), but get a bit easier to deal with once you figure out how they work. It will probably take some encounters to figure that out, though, and further ones to figure out how to deal with it.
  15. Androns are a pain throughout, and laser tech does only just make it possible to beat them (I've tried an Andron with only Division tech, and it took about 30 bullets all hitting to bring it down). Ammo is always an issue though. Apart from new UFOs and enemies, you'll also get new enemy weapons to research as the new phase rolls in. If you haven't got that, you're still in phase 1. Androns are introduced in phase 1 but usually a little later than the organic enemies.
  16. I used the word "boss" in the sense of someone who's in command because the words "leader" and "officer" are specific levels in the game's terminology, not in the sense of "boss monster". The first level is called "chieftain", and that's the one that doesn't count. You have to go beyond that, to the second one that's actually called "officer". X-Division is LONG. I finished the game in the middle of January, i.e. about 1 ½ years from the start. It may have taken a month or so longer than the minimum because the last critical alien asset just didn't show up for quite some time, but it takes a significant amount of time regardless.
  17. 1. The boss type aliens of the first phase do not qualify as "officers", you need to get the higher ranked ones from the second phase (and above). "The .00 to .01 patch is savegame compatible" + " As a basic rule, never patch during Ground Combat " (copied from the first page of this thread, for your convenience). The 1.00.10 "unofficial", but very last (the last maintainer has retired), patch is compatible with 1.00.01 as well. I'd definitely recommend patching the game to the latest status (and, if you do, be sure to follow the instructions to the letter, as missing a single step can result in all kind of issues). Regardless, the officer issue is not a bug (if I understand your situation correctly), and thus isn't changed between these versions. 2. I think each phase is a bit over 3 months long. Each phase slides into the next to some extent, so you're going to see some new craft, with the smaller replacements appearing earlier than the larger ones and the new ones.
  18. I haven't heard of such a synchronization. I didn't use explosives (due to underwhelming effects when I tried to early on), but neither shields nor medipacks have caused any problems for me. There's a known issue that melee weapons (including stun batons) are lost if they're on the ground when the battle ends (including when a soldier is knocked out, and thus has spilled all the equipment on the ground), but that's unrelated.
  19. I don't know about that problem and didn't encounter it myself, so I can't provide a solution. I'd check and re-check that the new weapon was equipped rather than just the old one removed, though.
  20. Yes, you'll have to let construction missions through to construct bases in order to get the progress blocking last one (as well as some research that typically require racial bases earlier on). As far as I understand, supply ships result in bases "maturing" faster, but they'll get there eventually even if you shoot all of them down (I've had aircraft over the site to shoot it down as soon as it took off to get both the speedier growth and the spoils at the same time, and I've done the same with base builders). You can't get a robo-sadist "corpse". In addition to that, there's a bug that causes the mission to end when you "kill" the last unit so it morphs into something else (like the un-shielded variant of the same unit, or a box), without you getting either any "corpse" or any equipment from it, so trying to get the robo-sadist last is bound to end the mission, but without getting anything additional for your troubles. 1. I'm not sure the tech tree is supposed to be accessible from without, but rather is intended to be "discovered". However, the information does exist in the file <xenonauts>\assets\mods\X-Division\researches.xml, and there's also a .graphml file that e.g. yEd can read to see dependencies to some extent, although I don't know if the file distributed matches the current game fully. Also note that research dependencies include both strict dependencies, dependencies of the type (A and B) or (C and B), as well as probabilities for candidate prerequisites unlocking the research (summing up to 100%, so getting everything unlocks everything). Also note that hacking the research file can screw up your game, at least if you change things already "discovered". Just don't mess with it unless you know exactly what you're doing (which I think only the developers do). 2. The last mod developer has retired, and so I doubt there will be any new broadcasts.
  21. Probably nowhere. Since you said "at night" I assume you meant a night mission rather than "last night, in the real world". Also, for help with problems for any game, it helps to actually describe what the problem is. "It crashed" can be used to described several types of failures, such as crash to desktop, lockup, and more, and it can be a crash on starting before you get a chance to do anything at all, loading a save, in the middle of a turn, etc. Starting the game first brings up a launcher from which you actually start the game, and "the game does not start" doesn't describe where in the chain it fails.
  22. There's not much chance of getting any help, since there's essentially nobody left. It's known that save scumming while on a mission can result in the game crashing. Reverting to an earlier save might work, but in the worst case you have to restart the mission.
  23. winrar knows about the multi file rar format, so when you point it at the first file it will automatically look for and find the other files (I assume the first file contains information of how many parts the data is split into). Thus, when you unpack the first file, the two others are unpacked as well. Since you're French, and, for some reason, there are French mods in the X:CE package, you haven't tried to enable any of those, have you? This mod does not support the mods not automatically selected on installation, so they will break things in one way or another. The only mods you can enable together with this one apart from the ones selected are the cosmetic ones listed and the ones that are part of this package (like the one disabling the geoscape fighting). Edit: You can't destroy UFOs with ground assaults, only through bombing the sites. You can destroy some useful equipment inside the UFOs, but apart from the damage explosions can cause to your soldiers, enemies, and dropped (enemy) equipment, and the resultant loss of spoils from the assault, the danger lies in the enemies inside the UFO. IF you're trying to use the Fire In the Hole (French) mod your campaign is probably not going to go well, because the UFOs in that mod do not have the equipment the research in this mod relies on, and it doesn't have all the new UFOs this mod contains. There was an attempt to implement a new version of that mod in a fashion compatible with this one. After a shouting match that effort went off into its own thread (which I haven't looked at).
  24. @falco69 Its not your fault you're French, blame your parents I don't think there's anyone left on this thread to provide competent support, unfortunately. - .rar extractors "understand" how to find the other parts when you select to unpack the first one (step 5 in the installation), and I doubt you'd get a .exe file from a failed extraction. I've used 7Zip for that. I assume Ruthless Reuban is correct when using some other extractors. - You won't get any Division weapons until you have researched them. However, the "Division" tab on the equipment screen is present from the start and contains the starting weapons. - The installation instructions have to be followed exactly. There's a reason for step 3.5, for instance. I've just spent 4 or so hours reinstalling from scratch, and don't see any obvious issues. However, the download of at least one of the 3 X-Division 1.00.00 main.partX.rar files was corrupted (I've seen reports in the thread about that happening to other people as well), and rather than spending the time to re-download the one corrupted (after figuring out how to check the checksum), I cheated and used the same files downloaded almost a year ago. For some reason the RSS feed connection thinks the X:CE version installed is an old one, while it still displays 0.35 on the frame of that feed. A switch happened several months ago when I played my campaign, but I never saw any problems with it. After that I installed the 1.00.01 patch, and then the 1.00.10 patch. Starting a new game I verified that the updated Xenopedia entries were there by looking at the Barracks entry, as the mod allows for 50 people rather than the 35 the base game uses. The Asierus craft isn't available without research, so I couldn't see that entry. However, I also loaded the last geoscape save from my campaign, and the Asierus entry looks OK. If you don't install the 1.00.10 patch you'd get the old entry for it, "Description.", if I'm looking at the right file for the old entry (and the old entry for the mini shield seems to be "Description"). The X Division version number is displayed in the text loading the game, as well as in the X-Division logo version number (the last "00" is overwritten by "01" or "10").
  25. I still don't understand what you're talking about. As far as I know (and intended) my comments refer to text in the Xenopedia entries. The texts displayed when selecting what to research comes from somewhere else (I haven't tried to find out, although I don't expect that to be hard to do), and there are some holes there, but not that many. I also haven't blamed anyone of installing anything incorrectly, only claimed that installation didn't work out correctly if things that should be there aren't. The set of reasons for why an installation would fail does of course include user errors, but I can imagine other causes as well, such as e.g. locked files, incompatible write permission, etc. The overriding Xenopedia entry for the alien mini shield should say: " The Alien Mini Shield is a remarkable item, Commander. It acts as our own shields when it comes to protecting from damage, but it is very much lighter, and possesses the ability to fold and unfold automatically to take up only a single slot in the inventory. Its weakness is that it protects only against 60 points of damage, while our own shields protect against 150. Given that the Caesans predominantly use single handed weapons, usage of a shield in the other hand makes a lot of sense. Like our own shields, they protect against damage in a 90 degree arc in front of the wielder, which translates into about 50% chance of intercepting incoming damage from each side. Thus, attacking from a position behind a shield wielding enemy increases the chances of actually causing damage (although the enemy will likely turn to face the attacker should the first attack fail to kill him). Also note that shields provide no protection against melee attacks (and this is valid for both our troops and the enemy), as an attacker can easily aim the strikes around the shield. While we would very much like to be able to use similar techniques to improve our own shields, we would need to be able to shape Alien Alloys first, as well as get access to some kind of armour fabrication technique using these Alloys to start such research. " This entry shows up in my game, at least, although I'm using the file posted earlier in this thread. Restoring the one distributed in the mod shows the same text in the game for me, though (I know from experience that bad XML syntax in the file can cut out all the contents beyond the point in error, with no notification from the game of anything being broken). If the comment instead concerns that the image shown together with the entry isn't to your liking, too bad: I don't think there's anybody available to change it and insert it into the mod.
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