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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)


Charon

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38 minutes ago, a23s4a said:

 

1) The bug with praetor reaction fire remains after applying the appropriate small patch. I  added my last save to this post. After I fire another shock rocket into the praetor I hear a reaction fire from somebody other (a laser rifle?) and then the game freezes. I think it is the moment the praetor is going to reaction fire. I hope I don't have to start the alien fortress assault from the very beginning?

 

This fix only works on a mission started AFTER applying it, so if you applied it while already in a mission with a praetor it won't work for that particular mission.

39 minutes ago, a23s4a said:

2) Is it normal that being at phase 3 I still have only the default dropship? Thanks to the stun and shock rockets I captured many aliens alive and researched everything they gave to me but still no new dropship technology.

This one is more complicated. Prior to 99.3 all the advanced dropships were impossible to research. We brought them back in, but my testing has shown them to not unlock as intended in games already in progress prior to the update. They will unlock as intended if you start a fresh game.

Hope that helps and thanks for the reports.

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Hi,

I just started to play this mod a week ago, before I played the plain vanilla game a year or so ago and I must confess I really enthusiastic about this mod. I'm at phase 2 now and want to share here my impressions from the mod so far.

Air combat:

Really demanding and in some places a little bit of unfair but life ain't easy right?! And at least I learned to handle it or least I hope so, but believe me it was a long way(I don't use the easy air combat mod).

Here is my tactic for the people who are also struggling with the air combat, maybe it helps someone. :rolleyes: I try use one of my planes as a bait to catch attention of the enemy, once I have it I let the UFO follow my plane in the "desired" direction during that I try to sneak with my other planes behind the UFO's out of their weapon range and shoot them down. I always fight at full acceleration it helps me to escape the enemy fire at the outside limit of their weapon range. And dude try to get the Gravity Torpedos as soon as possible as they make your life really much easier at phase 2 at least. :cool:

My question is why does the Lancer Bomber has only one heavy weapon hardpoint like the Foxtrot I mean the plane is much bigger can carry more load, the higher HP and a little more speed are not so significant that it makes sense to build it or would a second hardpoint make it to imbalanced?

Ground combat:

Here the same point which was already mentioned, once you start to have large crash sites with bigger UFOs it is sometimes hard to storm the bridge of the UFO as you have there 8 or even more enemies. Besides I would like to see alien units with shields which try storm and try to kill your units with melee weapons or in other words more melee fights, please. Not only more reaper and infected. :cool:

Questions/hints:

Please could also someone post a list with races which can be stunned/EMPed or not? For e.g I tried to stun infected civilians, Androids (to be honest I nearly tried everything stun ^^) it do not to work for some races, so I pretty sure it is not possible, but who knows maybe I haven't forced it enough and there are some more research to discover?!:confused:

When will be that next troop carrier available? As  I wrote I'm in phase 2 now, so who needs to be stunned or what captured I'm ready for anything...;)

I can build the hunter, defender and seeker vehicle but I can't place canons on them. Is it possible at all or do I need another chassis for that? Maybe some can post a whole list with all chassis and the phase when they become available? The same would be also great for planes.... :rolleyes:

Last but not least a big thanks to the developer crew for this great mod and  the gaming fun.

 

Please note English isn't my first language so if you find mistakes you can keep them.... :p :)

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36 minutes ago, Subcode said:

Ground combat:

Here the same point which was already mentioned, once you start to have large crash sites with bigger UFOs it is sometimes hard to storm the bridge of the UFO as you have there 8 or even more enemies. Besides I would like to see alien units with shields which try storm and try to kill your units with melee weapons or in other words more melee fights, please. Not only more reaper and infected. :cool:

Questions/hints:

Please could also someone post a list with races which can be stunned/EMPed or not? For e.g I tried to stun infected civilians, Androids (to be honest I nearly tried everything stun ^^) it do not to work for some races, so I pretty sure it is not possible, but who knows maybe I haven't forced it enough and there are some more research to discover?!:confused:

When will be that next troop carrier available? As  I wrote I'm in phase 2 now, so who needs to be stunned or what captured I'm ready for anything...;)

I can build the hunter, defender and seeker vehicle but I can't place canons on them. Is it possible at all or do I need another chassis for that? Maybe some can post a whole list with all chassis and the phase when they become available? The same would be also great for planes.... :rolleyes:

Last but not least a big thanks to the developer crew for this great mod and  the gaming fun.

- We will look for the command room chaos. There is no melee weapon images for any default enemies so we can only use creatures for melee.

- You already figured out that. Infected cannot be stunned and android ones too but androids and any big drone/tank/disc are invulnerable to EMP damage.

- If you start the game from 99.3 version you will find it soon. I hope :)

- Yes chassis should be different. At next version you won't able to have those weapons before you researched the chassis which can use it.

No problem at all. Welcome!

(Air questions could be answered by other team members)

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Hi drages,

Thank you for the answers so far.

I have some more questions regarding the ground combat and you seem to be the right person for that. Would be great if you could explain to me the stun/capturing system a little bit more. I mean do hitpoints have any impact of the success to stun an enemy? For me it seems that there is a separate "hitpoints bar" for stun damage and the hitpoint damage level of an enemy has no direct impact on the chance to stun it?! I had this idea to use a knife in one hand to give an enemy a few strikes with it and than to stun it with a stun pistol shot - some kind of a combo attack to capture enemies faster. But it never worked, the alien even could take some more shots from a stun rifle of a mate or stun pistol although the next strike with the knife or a shot from a gun killed alien finally.

Are there any other factors which have an impact to stun? I mean like suppress fire or flash bangs, fire generally or smoke? For me it seems that only stun gas and "emp smoke" have some impact and enemies fall faster unconscious.

Thanks.

 

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2 minutes ago, Charon said:

22 minutes ago, Vulkannu said:

Okay, ill uninstall Xenonaughts completely and work from there ill let you know on steam if i have the same problem

So about crahses and freezes.

 

Sleepy ...

 

 

A crash or freeze normally points that you havent installed or activated all the map packs which are required: Heres the list as a reminder:

 

On 10.8.2016 at 7:22 PM, Charon said:

Requirements

XCE 0.34.1

  • Either change your steam version to XCE under "Properties" "Beta" for steam or download the official version from the forum.
On 12.8.2016 at 6:23 PM, drages said:

Right click to Xenonauts at library, then properties. Choose Betas and then XCE.. the game will get an update and u will have the real XCE.

This mod is map pack ressource depending:

Khalls´s Tundra Tileset
Random Map Pack Arctic Collection
Random Map Pack Desert Style
Random Map Pack Farm Edition
Restored Community Map Pack
Skitsos Alien Base Booster Pack
Skitsos Improved Tile Art Pack
Skitsos Ultimate Mega Mix Map Pack 2000

  • All this map packs are available in XCE as of 0.34.1

Due to respect to their original creators X-Division doesnt implement the ressources for this maps needed. X-Division only includes the xml files for the maps but not more.

As this seems to be a big problem to understand im thinking about putting the necessary ressources into a seperate mod to download, as i dont want to integrate something which other people may want to seperate again. Although because of the way the modlauncher works this causes as many problems as it fixes.

In other words theres no way around this:

On 10.8.2016 at 7:22 PM, Charon said:
  • The modloader needs to be EXACTLY in this order
  • ALL mods you want to play with need to have a "YES" in the Active column, if you want to play with X-Division Easy Airgame you have to activate it ( I dont )
  • You shouldn`t play X-Division with any other mods than stated. Only cosmetic mods are allowed and only if you know exactly what you are doing. Keep in mind every savegame is unique to its mods its saved with.

 

 

Edited by Charon
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i made some things clearer:

 

Quote

 

7. The modloader should look like this MINUS the things you dont have or dont want, except for the things you ABOSULUTELY need ( Requirement Section ).
 

  • You only have X-Divisision Workshop Support if you subscribed and installed it from the steam workshop
  • The modloader needs to be EXACTLY in this order
  • ALL mods you want to play with need to have a "YES" in the Active column, if you want to play with X-Division Easy Airgame you have to activate it ( I dont )
  • You shouldn`t play X-Division with any other mods than stated. Only cosmetic mods are allowed and only if you know exactly what you are doing. Keep in mind every savegame is unique to its mods its saved with.

 

 

 

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3 hours ago, Subcode said:

Hi drages,

Thank you for the answers so far.

I have some more questions regarding the ground combat and you seem to be the right person for that. Would be great if you could explain to me the stun/capturing system a little bit more. I mean do hitpoints have any impact of the success to stun an enemy? For me it seems that there is a separate "hitpoints bar" for stun damage and the hitpoint damage level of an enemy has no direct impact on the chance to stun it?! I had this idea to use a knife in one hand to give an enemy a few strikes with it and than to stun it with a stun pistol shot - some kind of a combo attack to capture enemies faster. But it never worked, the alien even could take some more shots from a stun rifle of a mate or stun pistol although the next strike with the knife or a shot from a gun killed alien finally.

Are there any other factors which have an impact to stun? I mean like suppress fire or flash bangs, fire generally or smoke? For me it seems that only stun gas and "emp smoke" have some impact and enemies fall faster unconscious.

Thanks.

 

 <Row ss:AutoFitHeight="0" ss:Height="114.75">

   <Cell ss:StyleID="s70"><Data ss:Type="String">Knowledge.GroundCombat</Data></Cell>

   <Cell ss:StyleID="s70"><Data ss:Type="String">Ground Combat</Data></Cell>

   <Cell ss:StyleID="s70"><Data ss:Type="String">xenopediaimages/KnowledgeGroundCombat</Data></Cell>

   <Cell ss:StyleID="s71"><Data ss:Type="String">Technology</Data></Cell>

   <Cell ss:StyleID="s71"><Data ss:Type="String">NULL</Data></Cell>

   <Cell ss:StyleID="s72"><Data ss:Type="String">Here we are, back, commander. With our boots in the dirt again. Mostly you, but i try to equalize here. &#10; &#10;Our latest field reports say that half of the regular damage has the same impact on aliens neural system as well, and on our soldiers too. Close range weapons like shotguns which have additional stun damage features should be able to almost fully stun a target. Although i would say it dies before that, so a stun weapon of choice will still be necessary for the last part.&#10; &#10;Alien UFO doors appears to be locked but shouldnt be able to withstand an explosion or some heavy firepower. &#10; &#10;Our melee weapons will be a special treat because a trained soldier will almost always be able to bypass or break through the armor, but against the hardest of targets. Just dont try to break an energy shield with it, that is pretty futil. If you have the time sneak around and attack the back. At least that is what I would be doing if I wasn´t so busy sitting in our lab saving the earth. &#10;I advise you to instruct your men accordingly. Over and Out.</Data></Cell>

  </Row>

 

and 

 

Quote

All dmg now does 50% of its damage as stun damage, or rather it decreases the stun threshold by 50% of its damage done. Now add that to the fact that melee weapons do 25% stun dmg and you have 75% stun weapon. An actual case ingame example is around 60% of stun like that, the rest has to be done with batons. Even an phase 1 stun grenade on a phase 3 unit will do the job like that.

The hp threshold is the stun threshold at the same time but they are both seperated bars.

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8 hours ago, Subcode said:

My question is why does the Lancer Bomber has only one heavy weapon hardpoint like the Foxtrot I mean the plane is much bigger can carry more load, the higher HP and a little more speed are not so significant that it makes sense to build it or would a second hardpoint make it to imbalanced?

Design decision.

8 hours ago, Subcode said:

Please could also someone post a list with races which can be stunned/EMPed or not? For e.g I tried to stun infected civilians, Androids (to be honest I nearly tried everything stun ^^) it do not to work for some races, so I pretty sure it is not possible, but who knows maybe I haven't forced it enough and there are some more research to discover?!:confused:

weapon-stats 0.99.ods - Unit Probability, last spreadsheet.

8 hours ago, Subcode said:

When will be that next troop carrier available? As  I wrote I'm in phase 2 now, so who needs to be stunned or what captured I'm ready for anything...;)

Researches.AlienElectronics(AND)Researches.AlienAlloyFabrication(AND)Researches.CaesanengineerInterrogation(AND)Researches.DirectionalThrusterArray

8 hours ago, Subcode said:

I can build the hunter, defender and seeker vehicle but I can't place canons on them. Is it possible at all or do I need another chassis for that? Maybe some can post a whole list with all chassis and the phase when they become available? The same would be also great for planes.... :rolleyes:

vehicles - vehicles.xml

aircraft - aircrafts.xml - they are all sorted nicely.

! Dont spoil the fun for others about vehicles and airplanes ! Its part of the journey !

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On 9/20/2016 at 3:23 AM, Sectiplave said:

Also it will fix the biggest battlescape exploit I know of in X-Division; where you can block hallways with your vehicles on Base assaults, making melee aliens invalid.

After 0.34.2 XCE, you will block the hallways with soldiers to save your vehicle... 

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43 minutes ago, drages said:

se_0002.pngse_0002.pngse_0002.pngse_0002.pngdraconianbird.pngse_0002.pngse_0002.pngse_0002.pngse_0002.pngse_0002.png

Yes, i spoil them finally.

Those are the new aliens, all images finished, coding is still on at Draku.

Final six are new Draconian race which will join to game later.

First four are cyber dog and drone mech from robocop to Androns. 

- Cyber dog or robodog as i say short, are very fast melee units to support slow androns. They are seek and destroy units. Their biggest difference from other xenomorphs and reapers, they are anti vehicle. Their bite got a huge EMP shock and they got a shock wave detonation when they died. But don't worry they can tear flesh easily too..

- New mech will be a replacement for andron mechs probably because it fits much more to the game.

- Mantiraptor, as you see there got a raptoristic body, some alien horns and paws.. his mantis claws are enough to make you 2 piece. Again fast and deadly. He will be at sebs side, as a lesser reaper.

- Endacore is a huge alien brute creature which will take a side with sebs again like the xenomorphs heavy units. You won't want it near your soldiers.

As the new things we got from solver, we will have evolution chains now. What is this mean? For example you will see many xeno eggs at the map.. after 5 turn, those egg will become a drone.. after 5 turn it will be a walker.. then preadetorian and then queen.. if you don't kill that creature in given time, you doomed. Same for sebillians as mantiraptor will become reaper and a reaper becomes endacore.. Addition to that, a lame little alien, could turn a human to a much worse creature when it bites.. As our choices are endless here, we don't know what chains we will create.

Enough spoilers.. i go sleep.. cya!

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Hello,

I’m currently at the end of phase two and want to give my impressions so far (veteran difficult, v. 99.3). 


-    Airfight: I have 5 bases and each has only 3 Aerius/Corsairs with the upgraded spear cannons (great vs 3 heavy alien fighter). There is simply no need for torpedo bombers or missiles. I can easily bring down every UFO so far, mostly using one aerius as a bait and the other two going behind the ufo, same or better with Corsairs. This feels a little bit to easy for me, maybe increase the HP of all larger UFO by 50% and the damage. of the torpedoes too.


-    Stunning aliens:  This is really complicated, it’s a save & load to get the desired ones. Especially because they are so aggressive in the beginning of the mission. It would be nice if the alien specialist can stay defensive in the ufo. But not the command room!
-    Ufo command room:  8 Androns and 2 small drones and a medium one require too much try and error. You should limit the number of aliens staying there to max 4. 
-   Alien storming out of the ufo after breaching the door: Its to easy, you have just to set up a trap to kill them all. I have never seen the inside of a corvette!  Some alien should stay inside, distributed in the ship. But only a few! 


-    Xenomorph predators/warriors needs more HP or needs to be faster.


-    My general feeling is that kinetic weapons are much better, mostly because of drones, which are my main fear enemy. Additionally they have a good mitigation, so are useful vs. Androns as well.


-    The base carry capacity is to low. I normally total overload my soldiers, and start to remove stuff at the begin of each mission. If I then need something I simply ran back. This is tedious, especially with new recruits. Due to the many different enemies you have to prepare for everything!


-    There should be a slightly increase in the general stats of new recruits during the game (+1 per month maybe). To train new soldiers in simple missions is boring.


So far really a great mod, but needs some polishing. 
 

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9 hours ago, kottis said:

-    Airfight: I have 5 bases and each has only 3 Aerius/Corsairs with the upgraded spear cannons (great vs 3 heavy alien fighter). There is simply no need for torpedo bombers or missiles. I can easily bring down every UFO so far, mostly using one aerius as a bait and the other two going behind the ufo, same or better with Corsairs. This feels a little bit to easy for me, maybe increase the HP of all larger UFO by 50% and the damage. of the torpedoes too.

Trolololol, you are the first one to report that the airgame is too easy. But i get your point, the damage difference between what larger UFOs represent and how much dmg torpedos and missiles do is misrepresented. Ill put it on the list to get the air game revised.

9 hours ago, kottis said:

-    Stunning aliens:  This is really complicated, it’s a save & load to get the desired ones. Especially because they are so aggressive in the beginning of the mission. It would be nice if the alien specialist can stay defensive in the ufo. But not the command room!

The way you describe it is exactly the way i want it to be, so thats designed. Both points are important.

1. That the GC is a fight where the aliens are going to play you after THEIR tempo, and they are designed to respond with tactical lethal force and try to overwhelm you ASAP as a good squad would always do.

2. Stunning aliens is a serious job and should be difficult. This is not pokemon where you pack your pokeballs and get your 6 pokemon ready to gang upon 1 lonely monster at a time. To stun multiple aliens during 1 intense fire fighter takes skill, patience, prudence, and risk managenment at the same time. Sometimes you just roll unlucky and have to change your plan. A good plan is always open to changes.

10 hours ago, kottis said:

-    Ufo command room:  8 Androns and 2 small drones and a medium one require too much try and error. You should limit the number of aliens staying there to max 4. 

Theres no trial and error in this game, you go with the flow. But we will look into the command room issue.

10 hours ago, kottis said:

-   Alien storming out of the ufo after breaching the door: Its to easy, you have just to set up a trap to kill them all. I have never seen the inside of a corvette!  Some alien should stay inside, distributed in the ship. But only a few! 

 

I agree, I will put it on the list.

10 hours ago, kottis said:

-    Xenomorph predators/warriors needs more HP or needs to be faster.

They will be completely revised for the next patch, everything will be completely revised for the next patch.

10 hours ago, kottis said:

-    My general feeling is that kinetic weapons are much better, mostly because of drones, which are my main fear enemy. Additionally they have a good mitigation, so are useful vs. Androns as well.

I agree but Drages wants them this way.

10 hours ago, kottis said:

-    The base carry capacity is to low. I normally total overload my soldiers, and start to remove stuff at the begin of each mission. If I then need something I simply ran back. This is tedious, especially with new recruits. Due to the many different enemies you have to prepare for everything!

Thats the game. Think about with what you want to load your soldiers with. Otherwise every soldier could have an unlimited inventar with unlimited items for every situation.

10 hours ago, kottis said:

-    There should be a slightly increase in the general stats of new recruits during the game (+1 per month maybe). To train new soldiers in simple missions is boring.

There will be a new system for this.

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On 9/11/2016 at 1:38 PM, lazylegionspark said:

*Reads main post after not being on for many a day* "That is why I am getting swamped"

Hi yall. Nice to see the forums again. Looking quite spiffy. Last time I tried to get on I spent a day and a half getting error messages. I guess the reason why was because of this upgrade.

If I had gotten on at the time I would have given a balance update due to several things happening in my game. One such thing was the fact I was being goddamn swarmed with Terror Ships, Air Terror site units, and Terror Battleships. If only I could have gotten on at that time I could have salvaged this campaign. I managed it due to Airgame combat skills and the fact that I had 6 bases each with at least 4 very capable aircraft. Problem got serious was when Cruisers and heavier alien craft started running around unmolested by most part because I just could not keep up. What made it worse was the Terror Site that happened EVERY. DAMN. WAVE!. Never had time to get to more then one or two crash a wave. Thankfully I know better now. While there any a number of things that I can comment on(Good and not so Good) the only thing I will say is that the research descriptions are really useful. Could have helped immensely first time around. They are almost like Xenopedia Entries by themselves. Also never saw a landing craft. Straight from corvettes to cruisers.

Finally a question for Charon: I was reading the changelog for your modification and everything seems workable and something I could try with exception for one thing.

No reveal on terror sites after 25 turns. For me that is a deal breaker. Had too many nightmares and traumatic experiences from early Xenonaunts before they added that feature. Hyper reactionary androns hiding in building corners never moving or worse as several of my xenonaunts experienced.

"Xenonaunt IRON WALL: Where are puny aliens? I wish to beat their heads into paste. Xenonaunt MARCUS: We have been scouring the entire battlefield for 20 minutes straight and no contacts but our readings indicate something is still here. IRON WALL: My gut is acting up due to coming off of the adrenaline. I will use the restroom. *Opens bathroom door* Large Drone humms with energy. IRON WALL *Turns around* "DEAR GOD HEL-" *Is vaporized.*  I always demolished every building with C4 is early Xenonaunts for this very reason. So much C4

If that feature is not there I will gleefully try you changes. As such would it be possible for me to return it to normal?

Hey Charon. I believe I after much digging in the game files I believe I found where the reveal after "X" turns is at. That place being the config.xml this section: <RevealAllTiles afterTurns="20" /> <!--For Town, SovietTown and XenoBase tilesets -->

No need to answer my question anymore. Glad to see you back btw.

 

Also nice drages, very nice indeed. :)

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3 minutes ago, lazylegionspark said:

Hey Charon. I believe I after much digging in the game files I believe I found where the reveal after "X" turns is at. That place being the config.xml this section: <RevealAllTiles afterTurns="20" /> <!--For Town, SovietTown and XenoBase tilesets -->

No need to answer my question anymore. Glad to see you back btw.

 

Also nice drages, very nice indeed. :)

Must have missed that question, sry.

Yes thats indeed the code line for the reveal after 20 turns. Charons Changes mod only config line is:

    <RevealAllTiles afterTurns="999" /> <!--For Town, SovietTown and XenoBase tilesets -->

XD

 

Good to see YOU back.

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Unfortunately, I can't enjoy this mod coz of crappy site you uploaded it to.

Despite me registering there it never sent me an activation e-mail, so I can't download the file. Even if I choose "download with browser", it tells smth like "you have exceeded the downloadable amount of info, to download more, plz register kthxbye".

 

Sorry, but I can't have that. Can you upload it anywhere else?

 

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1 minute ago, Rallige said:

Unfortunately, I can't enjoy this mod coz of crappy site you uploaded it to.

Despite me registering there it never sent me an activation e-mail, so I can't download the file. Even if I choose "download with browser", it tells smth like "you have exceeded the downloadable amount of info, to download more, plz register kthxbye".

 

Sorry, but I can't have that. Can you upload it anywhere else?

 

Mega is the most used, most helpful, most practical and mostly only %1 of people got problem with it..

Do you have any suggestion? 

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@kottis - This air game tactic of baiting large UFO's gets strongly countered by Phase 3 UFO's, the larger craft (and even one of the smaller ones) have equipment that means you need to bring down the UFO ASAP or have anti-missile weapons equipped.

But yes what you describe works maybe a little too well during Phase 1 and 2.

Edited by Sectiplave
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