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


drages

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I've had a lot of success with this team build in the early game:

Shield with pistol and lots of flashbangs

2 Machine Gunners

2 Snipers

3 Riflemen with grenades.

Hunter Scout for near constant supression. I generally don't shoot the aliens directly but aim nearby

Snipers are the main killers in the early game for me. Their damage in this mod is insanely high, though they get an aim penalty it seems if they move before their shot, so there's some positioning finesse to be had.

Xenomorphs and Reapers are still a pain but I just don't play games of luck with them. I'll have my snipers take shots at them (they can usually down them in one hit) and if that doesn't work I toss grenades on top of them and be done with it. Once I get flamethrowers, I generally have a couple high strength Riflemen carry a flamethrower in their backpack to deal with the reapers and xenos.

Edited by wufame
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Heh.. i dont blame you for that aggressiveness.. The starter weapons are really annoying.. If you can mod yourself, yes you can pass that lame start.. after that the mod is much better. Still there is huge problems i know as accuracy for both sides and weapons, but its beyond a hotfix so i am totally engaged with 0.99 rather then patching 0.98..

If you think, you can add balance to game with playing mod files, i can put it here as a balance fix too.. i would be happy for that.. so more ppl can enjoy it until 0.99.

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Two things:

1. I would really really love some balance and i'll definitely get 0.99 but in the meantime, I might try wufame's setup for my squad

2. Umm... So, I started a game with X-Division and really wanted to try the AWACS but I can't find the launch interceptor button with the new UI, either I'm just missing it or it's actually been moved, but where to?

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Heh.. i dont blame you for that aggressiveness.. The starter weapons are really annoying.. If you can mod yourself, yes you can pass that lame start.. after that the mod is much better. Still there is huge problems i know as accuracy for both sides and weapons, but its beyond a hotfix so i am totally engaged with 0.99 rather then patching 0.98..

If you think, you can add balance to game with playing mod files, i can put it here as a balance fix too.. i would be happy for that.. so more ppl can enjoy it until 0.99.

I can certainly share my edits if people wish to use them. And with your blessing also. And ofcourse I can send the files to you beforehand to overview before release to public to make sure they are up to your standard before release.

I shall make a completely fresh install of X-Division so I have completely clean mod files from 0.98.2 HF 4 and work from there and make some sort of balance mini mod from scratch for the basic human tech. (Human Pistol, Rifle, Shotgun, Grenades Shield etc and Hunter) Just to give them better Range, Accuracy and damage.

Would people want solider stats edited in any way? IE Closer to vanilla? Or?

Two things:

1. I would really really love some balance and i'll definitely get 0.99 but in the meantime, I might try wufame's setup for my squad

Providing drages is fine with it. I shall be starting on a little Balance minimod for 0.98.2 HF4 ASAP for Basic Human Tech. If this is what you refer too.

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Just make your balance mod as you want and make a topic for it.. i will put link and info to the first page and my signature..

I am totally happy to have mods for my mod.. for that reason i try to make it as clean as i can.. I cant check what you did because i dont have even a 0.98 and i nearly changed everything already..

I advise you to buff laser and newgen weapons too if you normalize starter weapons and nerf plasma.. Lowering some enemy accuracy would help too..

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Just make your balance mod as you want and make a topic for it.. i will put link and info to the first page and my signature..

I am totally happy to have mods for my mod.. for that reason i try to make it as clean as i can.. I cant check what you did because i dont have even a 0.98 and i nearly changed everything already..

I advise you to buff laser and newgen weapons too if you normalize starter weapons and nerf plasma.. Lowering some enemy accuracy would help too..

That's great too know.

I'm currently half way through the basic human tech. Pistol, Assault Rifle, Shotgun, Sniper Rifle, LMG and the Rocket Launcher are all done along with the basic Frag Rocket. I was going to leave the other techs alone. At-least for now. By half way I mean comparing how a middle stat between your mod and vanilla sits.

I was also going to test out armours a bit more and see how they held out. And maybe make some small edits to those aswell possibly. Again it depends what other people also feel could do with a tweak.

I just need to give the Hunter scout car a bit of a do over and make it a bit more viable in terms of what it is. And then do some testing.

If anyone else wishes to help me test some of the changes to the early tech. And drages is fine with that. I'd be happy to have some folk give me a hand with what they think feels right and wrong. When the time comes and I have a bit more to actually test.

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Hi Drages. I hope you don't mind me posting here. I'm still not entirely sure in what way to format the thread as I'm still jotting my ideas and current progress and such down as I go along.

I wanted to post what I currently have here so that current players and yourself could give an overview on the changes and tell me what they think if that is okay? If not please do tell me and I will delete the post ASAP.

I also apologize in advance for the double post.

Done list - Spoiler for formatting sake

Pistol - Range increased. Accuracy and the cost of firing changed accordingly. Projectile speed has been lowered.

Rifle - Range Increased. Recoil lowered slightly. Reaction Modifier changed from 1.2 to 1.0 Reinstated all 3 aim states. Hip fire, Steady Aim and Iron Sights. Accuracy and AP cost changed accordingly. Burst fire cost and accuracy changed accordingly. Burstfire suppression value and radius increased. Damage increased.

Shotgun - Range increased. Reload cost lowered from 40 to 30. Suppresion Value increased. Second aim mode added. (I would add a third but I suppose most people would shoulder a shotgun for most general shooting of a 12gauge or similar anyway so 2 states of aim should cover it nicely) Accuracy and AP cost changed accordingly. Damage increased (But AP damage has remained untouched.)

Sniper - Range increased. "isheavy" varible disabled due to being merely a larger caliber AR with an optic. All 3 Aim mods reinstated - Hip fire steady aim and down sights (As I refer to them - why the third one was removed from a sniper rifle is beyond me.) Muzzle velocity or projectile speed has been increased slightly.

LMG - Range increased. Suppresion Value increased from 1.5 to 2.5. AP Cost to burst fire increased and lowered the accuracy slightly. Damage increased and projectile speed decreased ever so slightly.

Rocket Launcher - Increased suppression radius slightly (What...it's a rocket launcher....) Increased accuracy but also tweaked the AP costs to suit.

Changed frag rocket stats slightly - Almost doubled the damage. Doubled the explosion radius. Increased firechance by 5 percent and made the chance for smoke from frag rockets a lot higher.

---

Hunter Scout Car:

Vehicle Stats - Increased front, side and rear armour slightly.

.30 Cal Mounted Machine Gun - Increased Range and accuracy. Increased AP cost. Increased suppression radius. (It's a dual barrel mounted .30 Cal...) Increased damage and increased mitigation slightly. Now fires in 5 round bursts but is far more accurate.

Slowly wittling down the list. Experimenting in game with the weapons and such right now with my current changes and making small edits as I go. It makes the early game a lot more enjoyable and this is without making any edits at all to the AI themselves.

I shall keep moving forwards and see how it plays out. Any suggestions would be great. Especially from you Drages. :)

The early game is certainly now still more forgiving but it is still a challenge when played on your suggested difficulty of veteran.

Edited by Ajaxial
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I really don't mind about double post or anything. They are nice updates. But when I made the beginning weapons so low, I did the nextgen weapons to take their place. So there won't be much different then your normalized starter weapons.

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I really don't mind about double post or anything. They are nice updates. But when I made the beginning weapons so low, I did the nextgen weapons to take their place. So there won't be much different then your normalized starter weapons.

It is why I have made them not quite as high stat wise as they normally would be in terms of damage. They will still be useful in terms of range. And accuracy but they do not pack the same punch. The Advanced ballistic weapons still give the edge over the starting tech. This is to just give a helping hand at the start until the player can research the next tier of Kinetic weapons.

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I wouldn't mind helping test your starter weapons build, Ajaxial. Just let me know what to change out and I'll play through a month or so. Whatever you recommend.

I just need to make a couple more tweaks here and there and It'll be ready for a small test run. I've ran the current build I made and I'm able to play through to the Laser tech without touching the Advanced Kinetic tech at all really. So I'm gonna nerf what I've coded slightly and run a few more battlescape tests.

Bear in mind this is my first modding to Xenonauts at all. (All my other modding antics were to Stalker series and other games) so it isn't flawless and I'm still grasping bits and pieces of it all.

I truly appreciate that wufame. It would truly help.

I would just need you to run some battlescape tests with basic tech. Make sure they feel useful but not overpowered. And then play up to the point where you can use the basic hunter scout car and the Advanced Kinetics and make sure that the the latter feel like an upgrade the basic weapons your start with.

When the time comes ofcourse.

Is there any changes people would want?

I've made VERY VERY tiny edits to the Enemy accuracy in the gameconfig, by which I mean lowered the enemy accuracy from as an example 1.2 to 1.1 on veteran. If people wish I can completely revert or leave these edits out.

I'd love to make an entire expansive minimod for X-Division once my grasp of the files and code layouts allow it.

-Edit-

Just as a sidenote

The edits I have made do not show in the loadout screen. To clarify. When you hover over a weapon in the screen when you can drag and drop weapons and items into the means loadouts, the tooltips showing the various values don't quite match up to what they actually are now.

I'm still trying to figure this out.

Upon first editing I changed the shotguns back to the vanilla 8 round capacity, and noticed in the loadout screen and dropship landing that they did not hold 8 rounds. However upon editing weapon.xml and weapon-.xml the loadout screen it showed 8 rounds in the shotgun, when in the inv of a trooper, however not upon landing and NOT in the tooltips.

Some guidance upon this matter would be fantastic. I know I can eventually find the values myself and fix this issue via experimentation. A finger in the correct direction would just be a fantastic time saver and help me push out a cleaner and less buggy balance mod for the starter tech.

Thanks in advance. :)

-Edit 2-

Upon further file digging and investigating the Adv kinetic weapons. Their stats are basically a stones throw better than the basic gear that you start with. To balance the starting gear. I'd have to make it better than the Kinetic gear that you research. To balance that. I'd have to make the Adv kinetic gear better than the starting gear. Which would make Laser tech obsolete. To balance that...well you get the idea...

Basically it would snowball horribly.

I'm not sure what way to go around this. Over than to completly disable the VERY initial basic gear. And make the supposedly Adv kinetic gear either the primary gear from the start and give it balanced stats. OR disable the adv kinetic gear and make it skip right through to lasers.

At this moment I'm not entirely sure what other way to go about it all.

Drages. Which way did you go about balancing the weapons for 0.99? So far all avenues lead me to throwing the balance off somewhere for all other techs. At-least from what I can tell at this exact moment in time. I'll keep digging and looking at all the code.

Edited by Ajaxial
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First of all.. all the tooltips are written at string.xml.

Second is you are wrong about adv kinetic and laser weapons damages being same. Yes they are because they are different damage types. Nextgen is ballistic and laser is energy damage type. So for example u can't touch androns with ballistics but u can kill them with lasers. So for that reasons, at every branch there are ballistic and energy weapons like laser and alloy, plasma and Alenium, mag and particle weapons..

I got tons of calculations and their charts at excel but they are so different then 0.98 so they will only confuse u. Weapon names are even totally different..

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First of all.. all the tooltips are written at string.xml.

Second is you are wrong about adv kinetic and laser weapons damages being same. Yes they are because they are different damage types. Nextgen is ballistic and laser is energy damage type. So for example u can't touch androns with ballistics but u can kill them with lasers. So for that reasons, at every branch there are ballistic and energy weapons like laser and alloy, plasma and Alenium, mag and particle weapons..

I got tons of calculations and their charts at excel but they are so different then 0.98 so they will only confuse u. Weapon names are even totally different..

Ah thank you for the pointer. It makes sense now!

I wasn't aware androns as example were COMPLETELY immune to kinetic damage. I had noticed that Laser did energy damage as opposed to kinetic but didn't realise that Andron were completely immune to it. (I apologize for my abrupt assumption, that is my bad for not investigating even further into the damage types and enemy resistance.

On a sidenote though surely hitting an Andron with a handful of 12.7mm (Or .50 as most people call them) or a 105 mm L/52 M68 sabot round would still realistically kick it's ass though right? :P (Sorry I couldn't resist)

In light of that and on a serious note. I'll work around making kinetic weapons as balanced as I can without trying to make ADV Kinetics not much better than the starting gear and still keeping them relevant. Thank you Drages. Truly appreciated.

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drages, you are continually psyching me up for 0.99. Please stop that. :D

Edit: I will take drages side in that I really enjoy the different damage types. It avoid a one weapon fits all scenario. The 12.7mm on a scout car should at least eat through the ballistic armor the Androns have and open up for other ballistic weapons to take over, though the best option would be to have energy weapons.

Side thought: Does anybody have any suggestions for mid-game loadouts? I never know if I'm going to be fighting robots or fleshy aliens when I land a dropship. Should I just always be having my guys carry energy and ballistic weapons and switch out on when we land? It seems like the max strength of any soldier (except for the starters) is 60. This seems low given that the equipment they have to carry is more than vanilla and a lot of the equipment is heavier.

I really wish you could like store gear in the dropships and be able to have the soldiers re-equip from there.

Any suggestions?

Edited by wufame
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I've downloaded the mod but for some reason every time I research alien weapons or interrogate caesian medics, the research just shows up blank and goes to the condor tab (while still being completely empty), I went on the internal files to investigate and for some reason the xenopedia images do not exist; can someone assist me in solving this problem?

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Wufame in terms of the strength. The X-Division Gameconfig seems to contain this.

<strengthProgress pointsToProgress="20"  maxPointsInSingleBattle="20"  globalMaxProgress="98" strengthCoeff="80" comment="Points are given when soldier moves one tile while carrying more than strengthCoeff percent of its maximum carry weight"

I'm pretty sure vanilla runs off the same sort of code also. But anyway rom what I can tell. (Although I could be totally wrong) it maxes out at 98 strength. It just takes a lot of points to accumulate to progress that stat. As noted by it taking 20 points to increase the stat each time. And you can only increase the stat by a total of 1 entire unit per mission. At-least this is my understanding.

----

On a sidenote.

I've now nerfed my current build of starting gear and given adv kinetic gear a bit of a boost. Shall be running a few tests and will report back here soon. If anyone wishes. I can post a small list of current changes. Or if people want I can post an EXACT list of changes from default X-Division to what I've changed. If that makes sense.

Edited by Ajaxial
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What I meant to say is that a private seems to max out at 60 strength, which I do not recall being the case in vanilla. Because of this, it can be difficult to find fresh recruits that can hold a lot of items up front, which seems to be almost a necessity in the mid game.

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Don't think so realistic about resistances. Don't do it over all.. because everything go chaos and you lose the game.

Privates should not carry so many things. You can try to use armour Penetrating weapons for multi purpose teams. Get a alien base asap.

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I guess i got an issue. I played 3 game months already, but still i'm not able to disassemble alien crafts or research next tier interceptors. Information of alien craft also DID NOT appeared in xenopedia. Is this a known bug? Or it's not a bug at all and i'm doing something wrong?

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I'd like to see tech tree to make sure everything okay. I didnt capture any specialist, except caesian psion, guard and some guy in pink shirt, medic i suppose, and also a sellebian guard.

You need to capture alien specialists as said at first page. You won't get anything if you kill all of them. Tech tree should be somewhere here at topic but I don't remember exact place. And this mod has one of the most complex tech tree you would able to see.

The list of specialists are at 3. Post here. Didn't you thing that many color full aliens got a reason :)

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After having a game for months I've yet to see a terror attack. In one game I had 3 Alien Bases discovered (which I let grow out of control and had to end the game) and still no terror attacks. Is that normal. Are terror attacks dropped from the game?

Edit: I looked back through the pages in this thread and it seems like the terror missions are just really really rare. Is that correct? I played through to like March or so and never saw one.

Edited by wufame
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