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


drages

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@Raywalker: You sure about the deconstruction...I don't remember getting any alien alloys from that???? But the storage room is so full I don't know what I got in there....plenty of stuff but I'm not sure what to keep and what to sell...It would be nice if it was in some kind of ORDER (alpha would be nice)...but it appears to be random. In the meantime I'm trying to figure out what is what in the storage rooms. And there are NO reports as to what deconstructing a ship gets you...just a message saying it is finished...and than the only thing I noticed additional to the storage room is the "recovered" ships which I sell.

Blood weapons are still disappearing when I outfit and arm my men with them during combat. Haven't noticed any other stuff disappearing.

My game now crashes the second I go to outfit the vehicles (I just got the AP? machine gun)...built it since it does not need alien alloy...but CTD when I go to the outfit my vehicle screen.

Not into modding a lot...tried my hand at changing some obvious stuff...but cannot figure out how to get alloy manufacturing into this mod. Tried but had to restore "old" xml's since it did not work and crashed the game . . the research for the alloy manufacturing should be intense (costly both in time and $$). Most of that being analyzing the alloy to determine what elements are used and how they are forged into the alloy. Manhours may be intensive depending upon what is needed to make the alloy--crystallization would really up the time needed. It takes a long time to make crystallized stainless steel but it is 100,000 times stronger than regular stainless steel--and the crystals can be made into tread to weave armor clothes.

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I am pretty sure one gets resources(alloys and alenium- from scout size up for alenium) from the deconstruction as I have been in the position of wanting a few materials for a bomber (alloys being them) and after a couple of backlogged deconstructions of the larger UFOs and I had enough materials.

Personally what I do is ignore the store room in the bases that attack crashed and landed UFO's and centralize and transfer parts and equipment when required and have a manufacturing base make no alloy goods for profit( which takes a while to make a pure profit but it feels like an investment that runs in the background). When I run into trouble from poor management I sell my manufacturing base goods and deconstruction recovered goods.

I do agree that a search or sort function would be beneficial though.

Also, haven't been that far yet, but I also noticed that there is an enrichment process for alloys so it seems that there might be something along the lines of what you are saying in this mod. Although it seems that the alien alloys are used as a base for a stronger compound.

I am sure drages or any other knowledgeable person should be able to guide you to a link or provide information to add something to manufacture line:)

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Larry, you're putting the cart before the horse. Don't look for a real-world explanation of something then simulate it in the game. Simulations of real-world things in games tend to fall over - games as a rule don't like to stand too close to reality. Look for a game mechanic that you feel is suitable, then give it the appropriate window dressing. Manufacturing alien alloys is as easy or as hard as it should be with reference to the things that are made from alien alloys and the effect of making those things either easier or harder to obtain.

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I guess I played too many war games that were reality based....(when I worked for the USN). Of course, the main goal of those games was to teach officers how to fight and win REAL battles. And to design and test tactics that would work on the battlefield where lives were at stake not just winning a game. The games were also used to concept design weapons and equipment--like drones that were later used in real battles or helmets that show the squad leader where his guys are and how they're doing. I like games that are as logical and based on reality as possible.

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Hello again, drages.

I have completed the game on veteran (xenonauts 1.5 + 0.32 HF2 with mod 0.98.2 without hotfixes).

To begin with I want to thank you and all people working on x-division. You have already made a big job and in the end this mod will be great. I would like to play the final version.

Here I describe some issues which I encountered. Some minor issues (like mistakes in Ufo-pedia) I can send you via private message if you would like. All my remarks are IMHO and are based only on my walkthrough (other people may not encounter them at all).

My suggestions are under the spoiler. If anybody doesn't want to know about some advanced techs/weapons or storyline don't open it.

General

1) First and foremost I think the tech tree should be revised.

- Some research should be more succesive – one should be devised only after another. For example, in the game I encountered: construction of F-24 demands elerium, but elerium technology is not researched yet; I got Shrike dropship long after I got Valkyrie; I also researched Maradeur after I got Fury :). It is possible to research particle sniper rifle before researching alenium sniper rifle. But the first one demands the second to manufacture so that means that logically it must have been known.

- Sometimes it is difficult to predict what should be researched to improve weapon/armor. Faster weapon bullet technology game me alien alloy enrichment. Maybe add some clues to what other technologies research projects may lead.

2) I didn't manage to find sebillian weapon sergeant and sebillian weapon officer. Finally I found sebillian weapon commander (as I remember on board of a cruiser). But maybe I just was unlucky.

3) Sometimes it is not clear what you should do to continue progress espessially with interrogations. Maybe put somewhere a list of aliens you haven't interrogated yet. Also in game I have 'objective: complete operation endgame research' and there in no information that firstly I should eliminate drednought.

Crashes

- Game crashes when hyperion or centurion hovertanks are selected in workshop management interface.

Bugs

- Storm mobile artillery and rain mobile artillery fire on themselves.

Balance:

- In the late part of the game new science projects go too quickly. There is no need to manufacture new weapons/armors/aircrafts because in several days/weeks there will be new ones. All you need just built several new laboratories and hire enough scientists and in the late part of the game it is no problem. Perhaps somehow restrict the pace of technology development in the late part of the game or may it appear after some events.

- I had too much money (more than 30 mil) in the end without cheating with no idea how to spend it. On the other hand I could have build another 2-3 bases.

This is what I now remember. If you have some questions on some other specific issues I would be glad to answer.

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Stem 11 I am so happy to hear someone finished the mod. Please send me an endgame save so I can see it by myself. I want to check how many laborers and workers you used.

You got very nice points.. I totally agree with everyone..

Research and entry naming is important to give player some clues about them.. I rewrite them 2-3 times in progress but the names of them still same..

To give ppl some idea about the specialists interrogations i think we can do an entry for itself.. i can ask my lore writers..

(We need an entry about specialists ranks and what we need them for at an entry. Paul will explain it to us.. you got the message :))

Some research chains got little timing problems and without economical balance, you always got the money for tons of researchers... i mostly concentrate on a smooth working mod rather than details like names-entries-money.. they are all very important but as a one man at coding, it takes time and effort..

If there was some heroic ppl who helped me, i was already finished..

Stem11 thank you agin.. and as a finisher if you got any idea about giving clue to players (as research description-name) i can accept all help..

Edited by drages
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drages try to resize (if you can) the armour selection scroll down, i get problems to equip ripper armours to my soldiers because mousewheel (wich scrolls the armours) scrolls the soldier too :) at least at my sesolution 1366x768 :)

To be honest it was working before 0.32 because i was using kabills armour UI at equip screen.. but after ce 032, something changed and when we used it, you cant see anything at equipscreen..

I think i can handle or ask kabill for a new UI file..

Sell all your useless early armours.. so you can have less armour to select!

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To be honest it was working before 0.32 because i was using kabills armour UI at equip screen.. but after ce 032, something changed and when we used it, you cant see anything at equipscreen..

I think i can handle or ask kabill for a new UI file..

Sell all your useless early armours.. so you can have less armour to select!

Unfortunately it shows all the possible armors even if you have none produced. I've had the same problem with armors. Only my resolution is 1980x1080.

Make that 1920x1080.

Edited by Larry Burstyn
Correct resolution.
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if you got any idea about giving clue to players (as research description-name) i can accept all help..

It is difficult to suggest something without having full research tree and seeing all dependencies. As a temporary solution you can just add to research description some phrases in brackets.

For example:

- If this is a dead-end research you can only add '(This research project will help us develop new/improve our aircraft/ armor/ weapon etc.)' or even don't add anything if it is clear from a description.

- If this can lead to some other projects you may add '(This research project is necessary for improvement of our airforce/groundforce etc.)'.

- If this is project which leads to all sorts of improvements than add '(This project is crucial for further understanding alien technologies)'.

- If this is a key project for the game plot than add '(This project is crucial for stopping alien invasion)'.

- You can also combine some of them: 'This project is crucial for stopping alien invasion and will help us better understand alien technologies.'

Also some my other suggestions for the future:

- There is such thing in game as alien fugitive. This may be turned into a separate storyline. For example, if you encounter some new UFO this alien fugitive will tell you that you may find a new fugitive specialist on board of such ship (this may be a single non-combatant without a weapon) who is to be rescued (via stunning) and will help you discover something new after interrogation. This also may help to stop research pace until new fugitive specialists are rescued.

- Chemical injector could be turned into a separate line of lethal one-shot one-handed melee weapon. Every type of this weapon could act only on one type of alien (sebellian/harridan/xenomorph/adron etc.) and have accuracy lower than 50% (it is difficult to hit a target in unarmored place) and take about half or more of TU, but if hit than kill (except leaders and other highranking aliens – for them 2 shots). To create this weapon against certain type of enemy it can demand interrogation of living alien of this type to make experiments on him.

- The idea with different damage types is great. Maybe enhance it so that you can kill alien only with corresponding weapon and other damage types will give them virtually no harm despite number of shots with the exception of rockets/grenades/stun. And include some universal weapon (e.g. kinetic or energy) which will make some less than usual damage to all types of aliens. This will make research and use of new weapons more useful, but on the other hand will make game more difficult.

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Here you can find the full research tree of 0.98.2 HF2[/url] :)

I see, fascinating isn't it :). It is difficult to recommend something other than somehow simplifying it. There are too many dependencies and I assume it is difficult to control balance and add or change something in the present state.

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I see, fascinating isn't it :). It is difficult to recommend something other than somehow simplifying it. There are too many dependencies and I assume it is difficult to control balance and add or change something in the present state.

Hahaha I loled much when I see the answer to your research tree question. Yep you have the tree now :) simplify is not a solution.. there is 300 research topic and countless manufacture and xpedia entries. Thx Kubi.

Stem I am reading all your entries and pm s. I will make a patch sheet for all them.

Can u write what do feel about mid and end game ground combats? Do u die easy? Does enemy die easy? Just explain me the balanced and unbalanced things..

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Since only I have reported a CTD when trying to access the vehicle outfit screen maybe no one else has this problem. I have already included a saved game in an earlier reply to Krages

Additional info if needed.

Mod Manager List of Mods from 1 to 9.

1 X-Division 0.98.2 HF2 (it says 1 because modinfo.xml says 1)

2 Khall's Tundra Tileset 1.0

3 New Cars by Ufo Tubby 1.0

4 Random Map Pack Arctic Collection by Kabill 1.0

5 Random Map Pack Desert Style by Kabill 0.2

6 Random Map Pack Farm Edition by Kabill 1.4

7 X:CE Balance Adjustments 0.32

8 X:CE Settings 0.32

9 XLCE Base Mod 0.32

New Cars only adds more cars to the battle maps not new player vehicles.

In earlier games (non X-Division) I have had CTD when accessing the vehicle outfit screen but only when I've been

building stuff for that location's screen...now it all the time.

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Can u write what do feel about mid and end game ground combats? Do u die easy? Does enemy die easy? Just explain me the balanced and unbalanced things..

- In the beginning when you use only ordinary/laser weapon it is difficult (very difficult if you try to seize an alien base). You should really try to play carefully, tanks were very helpful. Save/load was a necessary option, otherwise you can end the battle without half of the group.

- The mid part wasn't hard – you get new weapon/armor/grenades/rockets, but I can't say it was easy. And it continued so until I get into technological singularity. Then it become easier and easier. The easiest part was in the end – you can kill virtually any enemy from one shot at any distance (in final combat I killed about 130 reapers and other aliens until I got out of ammo and then left the location). In the end 1 sniper = 2 dead aliens in one turn. So in first turn you can eliminate all aliens in sight (and your flying units can have good sight). In this part your soldiers will die if you are careless or unlucky.

Some other points:

- Carriers/Battleships have few and sometimes none aliens except on the highest floor and right behind the door on the ground floor.

- I liked AI of some aliens, especially reapers and xenomorphs – they are really trying to hide and attack from behind. Wraith are good – they teleport sometimes right behind you, so you should be carefull. Some other aliens (Sebillians, Ceasans) are more lazy and don't like to move – you can find them on the same spot or very near during several turns, they don't try to actively attack you or go near you for better shot. Harridans are often soaring in the sky and can be eliminated quite easily (via rocket or sniper).

- Psi abilities of aliens can make your life harder. Sometimes they work strange - even a soldier with high bravery (over 80) can panic and flee, so several psions can drive half of your squad mad. In addition to this I would prefer to remove berserking and replace it with simple panic.

- As it happens I started my game with about half of the group having sniper rifles and ended it the same. I don't want to say that sniper rifles are too strong (but they are strong), but ordinary rifles and shotguns are noticeably weaker, but maybe it is only my playstyle.

how much time it took you to beat the game?

It very depends on your playstyle and how drages will adjust difficulty in the next version :). I think in general it will take about 2 weeks. If you really like tactical battles and will play most ground combats, go through every terror mission, seize all alien bases – it can easily take a month.

Edited by stem11
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In case someone is curious how did I fix the bug of alenium explosives in the game I have started with 0.98.2 before HF1 came out...

  1. Edit XDivision/scripts/researchview.lua by adding the following lines:
    require "scripts/style"[color=#FF0000]UnlockKnowledge( "Researches.AleniumExplosives" );UnlockManufacture( "ManTech.grenade.alenium" ); UnlockManufacture( "ManTech.rocket.alenium" ); UnlockKnowledge( "weapon.explosive.alenium" ); UnlockKnowledge( "VV.ALENIUMCANNON" ); UnlockManufacture( "ManTech.explosive.alenium" ); UnlockManufacture( "ManTech.cannon.alenium" ); UnlockManufacture( "ManTech.cannon.lightalenium" );UnlockKnowledge( "AV.ALENIUMMISSILE" ); UnlockKnowledge( "AV.ALENIUMTORP" ); UnlockManufacture( "ManTech.missile.alenium" ); UnlockManufacture( "ManTech.torpedo.alenium" );  UnlockManufacture( "ManTech.vehiclerocket.alenium" );[/color]


  2. Start Xenonauts
  3. Load your save
  4. Open the research view screen --> the script executes: knowledge and manufacture is opening
  5. Close the research view screen
  6. If everything wnet well, then there is a manufacture popup. Be happy!
  7. Open manufacture view and check new items
  8. Save your game
  9. Exit
  10. Clen-up the mess from XDivision/scripts/researchview.lua
  11. Reload, enjoy and blow holes more easily to the back of a cruiser using alenium explosives!

Please note that using this method for cheating kills all navy- and baby seals!

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Drages, is there a reason why are the second level specialists so rare?

I capture all caesans and sebillans alive wherever it is possible. I have seen pilot and physician only, but no engineer or weapon officer.

In theory, the second level should appear with medium UFOs, but as I can see in the ufocontents directory XMLs, they are quite rare even in cruisers.

I understand that this is a slow game, but this is a bit too much :)

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I don't have any special purpose. I tried to give a bit RNG. I don't want u meet them at your first ufo.. but I don't trust this games RNG s. Thé 1 tier specials are many.. but some missions and bases should have a specialist for sure.. I need to check again..

I am rewriting all ufo spawns from beginning and I will reorganize the crew for this reason.. I got another crazy ideas as always..

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