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[v1.09/X:CE v0.31] X - DIVISION - Destiny Denied v0.98+


drages

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Sounds like a good cocktail LOL

I found lot of talent in XDIV but every try I found myself confused and overwelm with the amount of content, reseach and useless weapons and armors. I strongly believe that Xenonauts plataform and variables arent enough to support that amount of content without be repetitive.

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Im happy to hear @trueman11 feeling the real goal of XNT6, this is my real life work, game system desing and I made the mod to capture the escense of Old School XCOM.

:D thank you sooo much.

Thank YOU very much for your work:) You certainly captured the tension of fighting aliens, that original X-COM had:)

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The XNT AI gameplay felt wonderful integrated to me. Here take my loving TacticalDragon :)

Thank you Charon, is really nice to see people grateful with all the XNT teamwork. I strongly believe that all our suggestions of Xenonauts mechanics pass through time unheard. Xenonauts had the opportunity to be the real succesor of XCOM Saga but for some reasons developers focus only on hurry the release instead of balancing the game and make the right content.

In general modding community only try to add content without fixing all the Xenonauts balance problems, slow pace, short line of sight and senseless law of physics. The true work of remake the game is work of well experienced team.

@trueman11 like TacticalDragon said, its not that easy and a simple change of values.

But what i can think of off the hook is to decrease %TU costs, decrease weapon damage and increase weapon degradation by the same %. This would make an considerable impact without altering the game in any way.

You hit the right spot my friend charon, with different TU dynamic the AI responses change completely!. When Julian Gollop calculate the TU mechanics of the original XCOM he consider only lineal variables, and thats the real success of Enemy Unknown, that ecuation doesn't work on current metagame, is like comparing "Pitfall" or "Arkanoid" mechanics with modern game.... totally awful.

Xenonauts in other hand consider a lot of variables in AI Behavior and Weapon variables, with the right amount of work in the right content Xenonauts will bright high (Including change the stupid and shameful ending).

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Hi, nice mod, really good work

but i have one question, i have played almost 20 mission, and only found weapon equiped caesans in two of them, inlcuding xenomorphs. The rest have been only caesans, androns or sebilians walking around waiting to be killed

is that really working at expected??

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i guess not :D

But this no weapon bug is an old one. Solved over and over again. Search this thread for it. I cant actually remember what it was.

Make sure you have a clean install + downloaded all the hotfixes and the fixed teh incendiary greande for XCE 0.34.

Drages might know more about this :).

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  • 2 weeks later...

hello, i have been playing with the latest version and patch 1.59/CE 0.34.1 and i have this strange bug,apparently i cant change the weapons of the tanks and the heavy tank you get after hunter/upgraded hunter doesnt even spawn with its default cannon.

i have recearched and manufactured multiple weapon upgrades for the tanks,but it seems i cant equip them.

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well probably its my mistake,i didnt deactivate some mods that come with the community edition per instructions:D

but may i ask,the instructions say to deactivate Lore+ mod,is it already incorporated in x division?i dont want to loose all those cool images......

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What instructions where :D ?

No you dont deactivate lore+ in the modloader. To put it simple: Get a fresh XCE install and put XDivision on top. Dont forget to apply the incedniary grenade fix. This should work.

I dunno anything about the Vehicles though.

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i mean this picture from the nexus forums

divisionmodchart_zpskoq6yjk4.png

i did a fresh reinstall of everything and deactivated kabills armoured assault mod that comes with CE0.34 and now vehicles work correctly.

by the way do you have some advice/tips?i find the mod a bit hard/unbalanced concerning your armour/weapons progresion.i did about 20 scout/light scout and 8 corvette missions to get all the specialists i needed to progress.in my current playthrough im at march 1980,lost 3 continents and i have 3 alien fortresses across the world.i still use jackal armour because wolf needs andron parts and i was unlucky with my ufos.

in weapons im still in tier 2 kinetic and tier 1 lazer.

hardest part was the first months until i got specialised stun weapons,i got 2 full team wipeouts trying to capture alive alien specialists,my total casualties amount to 42 xenonauts dead.

any tips concerning ufo breach tactics?i usually have 2 teams both sides of the door,and 2 snipers facing the door on overwatch.

this is the phase i got the most casualties, i try to get closer to the door as possible, an alien pops out lobs a grenade and kills 2-3 party members.but after i get in,usually all surviving aliens will pop out from where they hide and start lobbing nades like stosstruppen clearing a french trench lol:p

also they have very high reaction stats,opening doors/moving/firing in the vicinity of an alien usually means i loose 1-2 xenonauts from reaction fire.

divisionmodchart_zpskoq6yjk4.png

divisionmodchart_zpskoq6yjk4.png.650b4e8

Edited by varangos
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Wait, let me google french trench ... :D.

""Veteran" Difficulty is all stats are 1/1. Normal Difficulty can be easier then expected." - Drages. Maybe he was wrong :D:D:D:D:D.

Just kidding :D, you can try it on the easier difficulties but i would say you are behind a bit in your research thingies.

I think i already had predator, wolf and direwolf armors en masse on your date.

Heres a story I wrote:

Alien Fortress

Cosmetic Changes are ok with the mod, only the Lore+ doesnt fit into the game, but it doestn break anything either.

Heres my modloader I use for the 0.98 and 0.99 versions:

modloader 0.99.png

Hm, thats a lot of dead Xenonauts. I could discuss strategy with you endlessly, but i think the best way to learn is to watch others play and listen to their explanations. This will give you ideas and what you can make differently.

modloader 0.99.png

577e7d5ec0048_modloader0.99.thumb.png.f8

Edited by Charon
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My main problem is the randomness of the type of the UFO you get,they may have the specialist you want or not.

That means if you don't get the correct type specialist you won't unlock anything and you will get stuck with low tier equipment.

For example when corvettes start to appear I don't have any planes capable to shoot it down yet and I have to rely to catch while it lands.

In xenophobia mod you could research cooperation with ussr\usa\european nation early and get aircraft capable to shoot down corvettes and even mother ships later.

My point is that research in this mod is unpredictable,it doesn't rely to players decisions but on luck.

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My main problem is the randomness of the type of the UFO you get,they may have the specialist you want or not.

That means if you don't get the correct type specialist you won't unlock anything and you will get stuck with low tier equipment.

For example when corvettes start to appear I don't have any planes capable to shoot it down yet and I have to rely to catch while it lands.

In xenophobia mod you could research cooperation with ussr\usa\european nation early and get aircraft capable to shoot down corvettes and even mother ships later.

My point is that research in this mod is unpredictable,it doesn't rely to players decisions but on luck.

First it is could have specialist problems because they got few crew. So I can't put all of the specialists in one scout.

Stunning an specialist should be not so hard. They are weak.

Please don't compare this mods to other ones. This mod is very different then the others. This mod created with the idea of terror from the deep.you won't get everything in one go. If you are at corvette age, its normal to have that tech. You should get the bomber tech asap from a technician.

its about luck yes. But its icon baby. Its about luck sometimes. Aliens are aliens.. they got the tech and power.

I accept some unbalanced points and bad decisions. For this reason its not yet 1.0..

its about game play too. They were people who finished this mod at veteran in some days too. So the you can be powerful too because aliens are not only the unbalanced ones..

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My main problem is the randomness of the type of the UFO you get,they may have the specialist you want or not.

That means if you don't get the correct type specialist you won't unlock anything and you will get stuck with low tier equipment.

For example when corvettes start to appear I don't have any planes capable to shoot it down yet and I have to rely to catch while it lands.

In xenophobia mod you could research cooperation with ussr\usa\european nation early and get aircraft capable to shoot down corvettes and even mother ships later.

My point is that research in this mod is unpredictable,it doesn't rely to players decisions but on luck.

Aaaaah Drages beat me to it :). Heres my answer:

Exactly my oppinion as well. We are trying to refrain from relying on such randomness in the future. Still it is heavily incorperated.

Aircrafts are loosely done in 0.98. The Aircraft Expansion (Overhaul i guess) in 0.99 has appropriate aircrafts for every phase of the game mostly relying on alloy research and UFO Datacores which you can easily get. Additionally there are reasonable autoresolve values for the first and second phase of the game. The third Phase has quite the twist in it and represents a steep challenge regarding aircrafts and manufacturing of them. Phase 4 is endgame phase.

I also thought about armors since they need andron parts to manufacture. If you get unlucky you might not even get to see them in the first place, leaving you with jackal armor to fight against plasma loving aliens. Getting androns to spawn is only a 33% chance from the 3 races and it can easily happen that you wont see them in the first 15 UFOs you encounter. Apart from that you regularly need andron crashsites to produce the exact right amount of armor you need, which leads to a very dicey dice roll on your progression through the game, emphasising luck over planning. Early on you dont have any quantum cryptology center either which tells you what alien is onboard what ship, which might lead to reasonable decisions regarding your progression through the game.

These things are on our radar.

Thank you for bringing this to our attention :).

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by the way i have seen that fire in the hole in incorporated but i havent seen any breaching charges buildable,what should i use to open holes in ufos?

or is this another meta tech you can get if you are a meta player?

You need to use heavy explosives.

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  • 4 weeks later...
9 hours ago, A_Honcho said:

SO I got this mod to work lovely on my game, but I've noticed that Sebillians done carry any guns and the Robot types never shoot at me, is this a bug or is there somthing i need to edit?

You need to make the patch editing written at first page.

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  • 2 weeks later...
On 11.07.2016 at 1:49 AM, A_Honcho said:

SO I got this mod to work lovely on my game, but I've noticed that Sebillians done carry any guns and the Robot types never shoot at me, is this a bug or is there somthing i need to edit?

on nexusmod, in conversation they say ... do everything according to instructions, but in the options mods disable XCE;settings und balance twiking... and the question at the start of the game , you should click NO .     it helped me .

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  • 1 month later...

Hey there I've been experiencing this annoying bug almost consistently I've downloaded the latest version and installed all updates and hot fixes to the mod and only use map mods whilst playing the game like stated. Once I've got into the game and I've captured a few aliens and need to capture an officer. So like clock work on multiple saves when i down a UFO normally a scout i deploy my troops and by the second alien turn the game crashes an i get a windows message stating 'Xenonaughts.exe has stopped working' i reload the save and it just keeps doing this and has done on 3 different saves I've reinstalled everything from fresh and it still happens i hope that there is a fix because im dying to get stuck into this mod.

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1 hour ago, Vulkannu said:

Hey there I've been experiencing this annoying bug almost consistently I've downloaded the latest version and installed all updates and hot fixes to the mod and only use map mods whilst playing the game like stated. Once I've got into the game and I've captured a few aliens and need to capture an officer. So like clock work on multiple saves when i down a UFO normally a scout i deploy my troops and by the second alien turn the game crashes an i get a windows message stating 'Xenonaughts.exe has stopped working' i reload the save and it just keeps doing this and has done on 3 different saves I've reinstalled everything from fresh and it still happens i hope that there is a fix because im dying to get stuck into this mod.

Welcome Vulkannu, i think you replied to wrong thread but not important. As i asnwered you at steam, there is no CTD we know of. Why don't u upload your save and we can check it.

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