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


drages

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having just won the game there are some things i think can recommend you do in the future and some things i noticed.

-its a bit to easy to skip tec levels and end up quite overpowered as a result. you can just have a science base research everything super quickly. limiting scientists or labs could be a solution or upping tec cost.

-you end up with way to many alloys and they have little use perhaps allow the manufacture of some parts you need like engines or computers with a lot of it. i ended with almost two thousand.

The skipped techs are what those alloys were meant for.

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0.99 has a loong way, i cant say the exact time. Its a about the content i plan to change/add. 0.99 will be the final release before 1.0 so i want to finish as much as i can. And it wont work with old saves, because there will be very much thing changed/replaced/added.

Victor, some ppl tried to answer you about the AI of the aliens. Let me explain it further...

Enemy AI got many things to consider when it will make its move. Most of players thinks everything is "visual". The AI got infos about your places from different senses, like "sound" and "from other aliens". AI reacts like yourself. AI calculates the position and the health of your soldiers and its own survival. If you have someone wounded and AI can kill and somehow run into your LOS, it will choose it. AI calculates the posibility of your units position. Sometimes it fails. You can see that when an enemy goes to open and go back without doing anything. AI calculates theirs and your dead units positions too, they are calling for help and giving info about each others detection.

I love this. I am against huge dps weapons and one shot kills but i am al up for an AI act like me. For 20 years we put our soldiers in front of the UFO door and we open the door and shoot them at one turn. After 20 years at an UFO game, aliens goes out and resist this tactic.

Please open aiprop.xml and read the meaning of the calculation parameters. You will get the WHOLE idea. Xenonauts dont use many aspects at the core game because of this kind of questions.

About that alien which goes invisible sometimes, is a game anomaly. I made some tests on that alien and you see it totally at first but if you save/load you lose them.. so its not about missing frames. I dont have any idea that the game acts so only for this aliens.

That's a nice explanation! :D

So, I understand now how that alien "sensed" my soldier out of the UFO. The aliens knew I had a wounded soldier nearby (they saw me), knew it was around the right side of the UFO, thought my soldier may not had runned far away so the alien took it chances and did a daredevil run, scored, and is my fault for not retreating a wounded soldier thinking the aliens was morons. Actually... I love that it happened now!

But there is still two points:

1- Can the aliens actually "hear" me!? This is actually a kinda of extra sense that the human didn't have, since we cant hear the aliens, I mean, no from where the sound is coming. If the AI can tell from where a sound came, like footsteps or a door opening, it just can "sense" the player like a radar while the player cant do the opposite. I mean, I can hear UFO door opening, but I cant hear an alien moving on the other side of the wall.

2- I'm not sure if the explanation about the AI smartness awnser they throwing grenades over walls in situations there is no way it had seen my soldier. If they "heard" my soldier, they basically sensed my soldiers like I said before. I was thinking it was a feature for caesans, since they are telepathic creatures, but sebillians do it to. Now it seens they just are not deaf like my soldiers... It would had being great if Goldhawk had implemented a "sound spot" kinda like Silent Storm had. (I wish someone could convince Chris do to some DLCs... Xenonauts is so great and could be made even greater like this mod already do)

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-Different post for different subject-

I miss more lore and info for alien weapons, so I was thinking that I could help writing it the group. But I have some problems that I wish to ask out before posting there:

- My english sometimes sucks. I think I can put out a good text, but someone may had to correct some grammar. Is that a problem?

- I saw people posting fully codes like this:

<Row ss:AutoFitHeight="0" ss:Height="165.75">

<Cell ss:StyleID="s74"><Data ss:Type="String">Researches.AlienElectronTechnolog y</Data></Cell>

<Cell ss:StyleID="s74"><Data ss:Type="String">Alien Lightning Weapons</Data></Cell>

<Cell ss:StyleID="s74"><Data ss:Type="String">xenopediaimages/alienelectronweapons</Data></Cell>

<Cell ss:StyleID="s74"><Data ss:Type="String">Alien Weapons</Data></Cell>

<Cell ss:StyleID="s74"><Data ss:Type="String">WEP</Data></Cell>

<Cell ss:StyleID="s74"><Data ss:Type="String">

I dont understand Xenonauts gamefiles that much. Would it be a problem if I post, like, just the weapon name or there is a tutorial of how I get those codes?

- For a better immersion of what I'm writing, I may need to see the weapons stats. Wich files they are in?

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having just won the game there are some things i think can recommend you do in the future and some things i noticed.

-the ufo disasembly lore should have what you actually get from dissembling them. its vary hard to tell what ones you need to do missions for to get the materials you need.

-the final mission could be a lot harder i cleared it easily. adding twenty or so more enemy's would greatly improve it.

-its a bit to easy to skip tec levels and end up quite overpowered as a result. you can just have a science base research everything super quickly. limiting scientists or labs could be a solution or upping tec cost.

-the end game weapons are way overkill for even the top level aliens. the higher level enemy's could use some more powerful armor and weapons. perhaps a new race that gets introduced later that has vary powerful armor and weapons on par with the human gauss weapons capable of killing an mec suited soldier with a few rifle busts. not too common but have something to be afraid of later. it was terrifying early on when the enemy's keep getting harder but then i just started wrecking them when i got wave weaponry and mec suits and it never gets hard again.

-alien ammo has no apparent use and the default plasma battery's sell automatically

-you end up with way to many alloys and they have little use perhaps allow the manufacture of some parts you need like engines or computers with a lot of it. i ended with almost two thousand.

-some kind of in game list of things you need to capture would be nice

-manufactured shields seem to start out with no durability

i loved them mod and its slower pace keep up the good work :D

1. UFO Diasembly, yes i will put more clear explanation for many aspects not only for this.

2. I didnt touch it so its normal to be easy but with new terror teams i will update htat mission too.

3. This is about the balance of the money. Player gets uncontrolled money at late game, i will make them starve :) and i am planning to make all the automatic researches to manual..

4. The human weapons are getting unbalanced after the wave weapons you are right. Mec armours values are high to counter alien snipers but as i said before snipers and armour values will be balanced again. The DPS of human weapons get nerfed. The beginning will be easier and the late game will be more harder.

5. I want to get rid of manual looting because its annoying for many players. This is because of a anomaly at game code. Game doesnt let you loot other then default ammo-grenades. But sometimes it lets you. Its very strange. For example i am working on special terror units and after i added their new weapons and tested it, i saw that game started to loot all the very new terror weapon ammo-grenades including other grenades like alien stun ones.. Nobody knows why. I hope Kabill will handle it with next CE edition. After 0.99 finished i will find a way to use the alien "ammo"..

6. End game alien alloy values are again very high as we see here. I will recalculate them.

7. Yep there will be a list to guide you.

8. This is a new problem.. nobody reported this.. which shield does have this problem please?

And thank you for survey. It helped me much!

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-Different post for different subject-

I miss more lore and info for alien weapons, so I was thinking that I could help writing it the group. But I have some problems that I wish to ask out before posting there:

- My english sometimes sucks. I think I can put out a good text, but someone may had to correct some grammar. Is that a problem?

- I saw people posting fully codes like this:

I dont understand Xenonauts gamefiles that much. Would it be a problem if I post, like, just the weapon name or there is a tutorial of how I get those codes?

- For a better immersion of what I'm writing, I may need to see the weapons stats. Wich files they are in?

I will consider this "6. sense" again and i think you are right about giving it to proper enemy types. To be honest, i dont know what enemy hears. AI coding is the most complex piece of the modding. Hearing could be a weapon fire, a door opening or a scream.. but honestly i dont know.

At lore group you just dont need that coding stuff at all. If you love to right, you are always welcome and ppl always correcting others there.. i think there is no problem. Our team leader is nuclear, you can tell him which one you want to write.

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I will consider this "6. sense" again and i think you are right about giving it to proper enemy types. To be honest, i dont know what enemy hears. AI coding is the most complex piece of the modding. Hearing could be a weapon fire, a door opening or a scream.. but honestly i dont know.

I mean, the Xenopedia says that all caesans seens able to have a telephatic nature, but few really uses it. Still, I thought they would be kinda able to sense my soldiers especially if they are scared or with low moral. Not really "I know exactly where he is', but "I know someone is around". But when it come to psions, I really thought the aliens could sense soldiers nearby by not just "he is around", but "he is somewhere to my left".

I not telling to put in the game, is just how I was roleplaying caesans fighting my soldiers (like when runned out of the UFO and shooted me or throwing a grenade without LOS). I thought it was real in game code. Only when I saw a senbillian doing the grenade stuff I thought it was odd.

Plus, I will mess around the group seeing what people already wrote to have a feel of what I should do! Thanks, I wish I can help, this mod really gave one step beyond XNT! It's not like playing the same stuff but only with more content. I'm actually losing more soldiers than I ever did and gun fights feel more intense... haha!

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I think I will move this question to Bug Reports or CE. But since the game is out for so long and the CE already is doing so much... why nobody fixed it yet? Is it that hard, impossible, whatever? Can XDivision do something about it too?

Actually; humans & aliens alike can through grenades through "ceilings" in Alien Base Assault Missions because there literally isn't a wall or ceiling above Ground Level to stop the grenade from landing and hitting.

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Hi Drages, I don't know if it has already been written by anyone but I have found a MAYOR bug.

When you leave a weapon in the inventory, you save and load that save the weapon has been magicaly recharged.

I didn't try for all weapons, but this happens 100% with weapons introduced by your mode.

Let me know

Lorenzo

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1. UFO Diasembly, yes i will put more clear explanation for many aspects not only for this.

2. I didnt touch it so its normal to be easy but with new terror teams i will update htat mission too.

3. This is about the balance of the money. Player gets uncontrolled money at late game, i will make them starve :) and i am planning to make all the automatic researches to manual..

4. The human weapons are getting unbalanced after the wave weapons you are right. Mec armours values are high to counter alien snipers but as i said before snipers and armour values will be balanced again. The DPS of human weapons get nerfed. The beginning will be easier and the late game will be more harder.

5. I want to get rid of manual looting because its annoying for many players. This is because of a anomaly at game code. Game doesnt let you loot other then default ammo-grenades. But sometimes it lets you. Its very strange. For example i am working on special terror units and after i added their new weapons and tested it, i saw that game started to loot all the very new terror weapon ammo-grenades including other grenades like alien stun ones.. Nobody knows why. I hope Kabill will handle it with next CE edition. After 0.99 finished i will find a way to use the alien "ammo"..

6. End game alien alloy values are again very high as we see here. I will recalculate them.

7. Yep there will be a list to guide you.

8. This is a new problem.. nobody reported this.. which shield does have this problem please?

And thank you for survey. It helped me much!

its the manufactured shields so the titanium and the force field shield. i can see it in the equip screen when i equip them and when i go into a mission they are 0 out of whatever and break immediately on getting hit but when i get back they returned to maximum and work fine there after.

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Hi Drages, I don't know if it has already been written by anyone but I have found a MAYOR bug.

When you leave a weapon in the inventory, you save and load that save the weapon has been magicaly recharged.

I didn't try for all weapons, but this happens 100% with weapons introduced by your mode.

Let me know

Lorenzo

I think its a default problem, not only about X-Division. Can you check this please.

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Hey great mod and all but do you plan on changing the accuracy of Xenonaut soldiers because it is absolutely game breaking for me... having 30% chance of hitting an ennemy that is just 5 or 10m in front with no cover and using a rifle feels very frustrating... at beginning I have to use my 10 soldiers on one Sibillian to kill it.. or use rocket launcher...

thanks for your work

Edited by Bozz13
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Hey great mod and all but do you plan on changing the accuracy of Xenonaut soldiers because it is absolutely game breaking for me... having 30% chance of hitting an ennemy that is just 5 or 10m in front with no cover and using a rifle feels very frustrating... at beginning I have to use my 10 soldiers on one Sibillian to kill it.. or use rocket launcher...

thanks for your work

Your problem is that you're getting too close to the Sebillians--you need to engage them at a farther range with explosives, smoke and preferably; Sniper rifles. If they get to be too much of a hassle; chuck a brick of C4 at em' and it'll chop off most of their HP.

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after a few days playing I just decieded to abandon playing this mod, it is very unbalanced and ridiculusly difficult, really doesn't seem fair at all, I remember playing it a few months ago and it wasn't that difficult at all, now there is absolutely no fun in playing this...

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There is a chart where I can see wich are the aliens subtypes, their apparence and if they can be interrogate?

I think I already capture all the early caesans and senbillians for interrogation, but I'mo not certain and it's tough to continue to risk my xenonauts to capture live specimens.

Also... there is also kinda of a guide to what I cand do with UFO parts I capture both from missions and disassembly? Because I dont know what I can sell for profit and what I should have in stock.

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There is a chart where I can see wich are the aliens subtypes, their apparence and if they can be interrogate?

I think I already capture all the early caesans and senbillians for interrogation, but I'mo not certain and it's tough to continue to risk my xenonauts to capture live specimens.

Also... there is also kinda of a guide to what I cand do with UFO parts I capture both from missions and disassembly? Because I dont know what I can sell for profit and what I should have in stock.

Here you can have the info about them

If you finished a set of 4, you dont need to try to capture until next ufos.

You will need all the ufo parts, only the most expensive one is for profit.

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New alien specialist list you need to capture:

4 types 3 class 2 race..

For sebs and caesans:

1. class : light scout - scout - corvette

2. class : corvette - cruiser -landing ship

3. class : cruiser - carrier - battleship

medic - physician - doctor (white caesan - non armored pink sebillian)

technician - engineer - chief (green caesan - a bit armored pink sebillian )

navigator - pilot - cruisecommander (yellow caesan - a bit armored pink sebillian)

weaponsergeant - weaponofficer - weaponcommander (green caesan - pink armored sebillian)

For androns:

Hub-Server-Terminal-Controller

You mean the aliens specialists I capture from a scout will not be the sames from the ones in a cruiser and a carrier and I need to capture the colorful ones from those ships too? That's nice! I really miss later game capture! Stun weapons almost ever lose their purposes as soon as they emerges!

Anda you mean those "Recovered [ufo] Equipment" are for profit? Thanks, you just made me profit almost 2 millions and finish my research base!

Edited by Victor_Tadeu
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Heh yeah exactly that. You need to capture new ones to advance. More capture research will come with 0.99!

This is great! By the way, I was thinking... I think it may be something beyond a mod and more into X:CE, but wouldn't be possible for certain research need some aliens to research?

I mean, like when you will research Stun Gas. It already appears on your research screen, but there you can see something like "Requirements: One alien of any type" or "Requirements: one caesan of any class"? This would make capturing aliens not only needed to unlock new researchs, but also for to make some of those researchs. Like, if the cientists wants to test a new stun gas or weapon, they need to see if it's effective, right? And nothing better than a live alien body. Than, for example, to research a new weapon, you may need to capture one sebillian and one xenomorph, so the cientists can see if the weapon is actually effective.

I think it not only would make the game more immersive, but make capturing live aliens more meaningful. For whatever anti-alien operation I think constantly capturing live specimens would be a frequent part of the job, but in Xenonauts it doesn't matter much as soon you have any of each type. Maybe you could interrogate alien specimens/officers more than one time, and they could reveal alien base locations, spoil where next UFOs will appear, give you a research boost or whatever.

I think the alien capture/interrogation could be revamped. You already did great with your mod with all those new aliens types and classes, but I think it may be the limit without new game codes or such... :(

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Sadly u can't make any kind of caesan like command. You need to say specific things at code. It would be very helpful at all if we got something like that. You can't use same requirements again and again for research too.

I will try to use stun as much as I can.

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One change that would be nice. Captured aliens could be SOLD for profit instead of merely executing them. (Except psion.)

And stuff that is not used for something could be immediately sold so they don't clutter the inventory... and don't need to keep everything thinking it might be useful???

Capturing aliens risks the lives of soldiers and to get NOTHING for capturing an alien would be a waste. Perhaps even making more medical stuff available for research using captured aliens.

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Dead or alive alien selling is a bit non sense. Who would pay for that? Mostly you only need one enemy alive for research. After that you don't need to capture them. I will bring more medical items for research and manufacture.

I will clean the items inventory too as you said. Thx

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Dead or alive alien selling is a bit non sense. Who would pay for that? Mostly you only need one enemy alive for research. After that you don't need to capture them. I will bring more medical items for research and manufacture.

Singapore, the Middle East, China, Russia, people from S. Africa, scientists working for private companies, "alien-traffickers", [The list goes on...]

Realistically speaking; you could sell alien corpses (which are in decent condition) to "private research companies" for about $15-to-$25, a live specimen you could probably sell for $40-to-$80 (containing the alien would be their problem).

Psions would be executed and/or burned.

Alien Officers would be worth the same as any other 'normal' alien.

A living Alien Leader you could probably sell to some local governments for about $200-to-$300 (the Ceasan Leaders being excluded)

Reapers of course are incinerated--just like the xenopedia states.

Wraiths also couldn't be sold as it'd put too many people at risk.

Praetors would be exclusively held/executed/burned by the Xenonauts Coalition.

Androns could be disassembled and scrapped for parts to fuel the planet's War Effort.

Living Harridans would likely sell for about $110 (disabling the Harridan's secret distress signal raises the value to that point, and Harridans would make excellent engineers once 're-wired')

Basically what I'm trying to say here is that; Virtually everything the aliens have, can be made useful to the Humans (after all; it is the backend of the Cold War).

Edited by Man of Doge
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I am thinking the X-Division as a more secret organisation, with less ppl know, more better idea. X-Division is a operation very few ppl know so the aliens wont get any intelligence about it. Aliens aware after some months that there is an organisation special against them at world.

For this reason, X-Divisions foundation is limited as well as their crew. Their research-manufacture is special for them too.. But this is what i think about it..

If not, you are totally right.. i realy like your ideas :)

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I am thinking the X-Division as a more secret organisation, with less ppl know, more better idea. X-Division is a operation very few ppl know so the aliens wont get any intelligence about it. Aliens aware after some months that there is an organisation special against them at world.

For this reason, X-Divisions foundation is limited as well as their crew. Their research-manufacture is special for them too.. But this is what i think about it..

If not, you are totally right.. i realy like your ideas :)

Makes sense.

In that case: PM me if you're interested in improving Civilian AI, Local Forces AI, and potentially the Civilian Weapons. I've got some code you might be interested in.. ;)

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