Charon

[1.65/X.CE V0.34.3] X-Division 0.99 Beta

2,138 posts in this topic

1 hour ago, drages said:

Hey.  Try to disable all sound mods. 

Only sounds mods I have are Charon Changes, Psi, Sounds and Ambience Forest. Disable both and still stack on same screen. I don`t think that sound is problem, because when I click on OK button when mission is finished, game starts to load world map screen, then freezes. Sound form world map was loaded and playing in background but screen showing last screen from mission where u can see what have u find from aliens, new stats for your soldiers is still on monitor. Only mods that I have installed are xce 0.34.2 and X-Division 0.99.33. Hope this clarify situation. 

Edited by Ordinator

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36 minutes ago, Venenao said:

xenonauts 1.65w Stable(17 jan 2016)

Dont u use xce? Community edition? 

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43 minutes ago, Ordinator said:

Only sounds mods I have are Charon Changes, Psi, Sounds and Ambience Forest. Disable both and still stack on same screen. I don`t think that sound is problem, because when I click on OK button when mission is finished, game starts to load world map screen, then freezes. Sound form world map was loaded and playing in background but screen showing last screen from mission where u can see what have u find from aliens, new stats for your soldiers is still on monitor. Only mods that I have installed are xce 0.34.2 and X-Division 0.99.33. Hope this clarify situation. 

Tropical/Swamp map tileset mod comes with its own integrated ambient sounds. Try renaming 'sounds_gc' file in 'Xenonauts\assets\mods\Tropical and Swamp Tileset' folder to something else, and see if that fixes the issue. Note that this will disable the ambient and map-specific sounds for the Tropical and Swamp maps, but should be a small price to pay compared to freezes and crashes!

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7 minutes ago, SNAFU said:

Tropical/Swamp map tileset mod comes with its own integrated ambient sounds. Try renaming 'sounds_gc' file in 'Xenonauts\assets\mods\Tropical and Swamp Tileset' folder to something else, and see if that fixes the issue. Note that this will disable the ambient and map-specific sounds for the Tropical and Swamp maps, but should be a small price to pay compared to freezes and crashes!

:) Exactly that was problem. I was tested 3 times. 1 time change the name of sound file for Tropical and Swamp Tileset mod and 2 mods for sound was off in launcher. Game was loaded to world map after mission. 2 time just sound file was changed, 2 sound mods was loaded and game also loaded to world map. 3 time just to be shore restore original file name for sound file and game stack on ending screen of mission. Than you very match.  

I have one question about sound. Maybe someone know. When I installed X-division i lost all sounds for reloading guns from vanilla game. Is there some way to activate that sounds again?

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Thx snafu. 

All the default sounds are there already. I don't know why u can't hear.

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7 hours ago, Venenao said:

When i start the game i have error about manufacturing names.  ''Manu.armour" is not manufacture category name (name="mantch.jakal')! and more erros with another names

 

Check the requirenent section.

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Hi all) 

Now near end of p3, and since i take 2nd fortess as i understand i near finish if sientists work.

And... This hard to explain, but 

1 70% of reserches do nothing

2 90% of each phase reserches possible to finish in 20-30% of phase time, so all other time you only repeat ufo farm.... 

(I have near 150 sientists)

 

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9 minutes ago, zlodeische said:

Hi all) 

Now near end of p3, and since i take 2nd fortess as i understand i near finish if sientists work.

And... This hard to explain, but 

1 70% of reserches do nothing

2 90% of each phase reserches possible to finish in 20-30% of phase time, so all other time you only repeat ufo farm.... 

(I have near 150 sientists)

 

1. That could be about right

2. Your problems could be explained that you have too much money. If GC is too easy move up in the difficulty.

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14 hours ago, Charon said:

1. That could be about right

2. Your problems could be explained that you have too much money. If GC is too easy move up in the difficulty.

Im go in normal and , was hard in p1 ok in p2 and all is easy on p3. 

Now i just allow alien only construction runs. and havnt no terror and mybase runs in this game.

Also one point about chem granades as i seen they rly op in both sides. as exemple aliens can kill 3-4 men in one shoot using blood weapons or granades, other weapons for aliens much less usefull.

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Also as i remember in vanila alien icons at the right side, was different colors for regular and leaders, is it possible make checking fo captured and not in similar way

 

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Not work, 

Vw Sonik mg

Vw rail mg 

Spiritwolf sprite with timberwolf weapon bugged (same as for howertank)

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There was no such thing as different colors for any alien. They were always same. 

Are you sure that u got all the techs? Probably you don't captured specialists and operators mostly from terror and base attack missions. Do you have gauss and pulse mk 3 weapons? 

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1 hour ago, drages said:

There was no such thing as different colors for any alien. They were always same. 

In gold sign color nope? probably my mistake

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Good work.  You got most of them really. But you used Save load to get the alien fortress which u can't take them at a normal play so you got most of them earlier. 

So with those weapons you are ready phase 4 so p 3 is easy for you. 

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Hi. I have a suggestion.

Been really enjoying this mod; the long playtime and massive amount of content keep it continuously interesting. However, I think the length of each phase should be adjusted, as if you play well the game becomes much too easy and you spend lots of time waiting/airstriking before the next phase.

Phase 1 is a good length. If you play well, by the time you finish researching and equipping your soldiers to be able to breeze through phase 1, phase 2 will start shortly afterwards.

But then you go into phase 2 with multiple bases, a good amount of scientists and engineers and well trained soldiers. Now there's no building up/construction part and you just expand and develop your bases & soldiers so you finish research & development much quicker (unless you lose missions/bases etc.).
Eventually you get 75% through phase 2 and everyone has alphawolf armour and mk3 Mag weapons and you just have to fast forward & airstrike to continue the game.

newufos.png

If the attached picture is correct, then each phase >1 lasts 400 ticker points. The ticker rate is 0.002315 and alien missions (except base supplies) don't generate points. That's 120 in-game days (-1.5 days for each base supply run you allow) for each phase. Before I calculated it, though, it felt like a waiting game.

I think it's too long, though I haven't seen how other people handle it (since getting to phase 3 takes me over 60 hours of playtime anyway). 
I liked:
-The length of phase 1. It seems very close to how fast you progress.
-The fact alien missions don't generate ticker points, so if you start falling behind you only lose funding and won't fall exponentially the more you UFOs you miss.
I disliked:
-The longer lengths of phases 2+. I spent just over 30 days waiting for phase 3 to start.
-The lack of signs of progression for each phase. Now I know it's 120 days I can understand it, but before this it was confusing.

I propose:
-The phases are shortened (e.g. all 300 points, or phase 1 360, phase 2 330, phase 3 300 etc.)
And/Or
-There's overlap in the UFOs that appear, similar to "UFO and crew diversity" mod (on the workshop). Attached is an image that demonstrates its features for scouting and research missions. This allows for
1. Continuous progression into the phase. Currently it feels like you become OP then get destroyed by OP aliens when the new phase starts. This means both that you won't ever be too powerful, but also that you can start scraping for new tech then start building your strength to take on stronger UFOs, rather than forcing heavy losses then being OP then forcing losses again.
2. Indication of how far along you are. When you see your first cruiser, you'll understand "Uh oh, soon I'll get more of those. And hunters and terror dreadnoughts. I'm almost at the end of phase 2 now.". This allows people who aren't counting and calculating ticker points to know where they are in the game, and whether they're ahead or behind and should panic or not.

703771041_preview_Scout Research.png

I think it's a good idea and will make the mod more fair without removing the challenge, as well as help improve the gameplay experience and keep it interesting whether you're ahead of the aliens or behind.

Thanks for all your hard work!

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1 hour ago, Stufferino said:

Hi. I have a suggestion.

Been really enjoying this mod; the long playtime and massive amount of content keep it continuously interesting. However, I think the length of each phase should be adjusted, as if you play well the game becomes much too easy and you spend lots of time waiting/airstriking before the next phase.

Phase 1 is a good length. If you play well, by the time you finish researching and equipping your soldiers to be able to breeze through phase 1, phase 2 will start shortly afterwards.

But then you go into phase 2 with multiple bases, a good amount of scientists and engineers and well trained soldiers. Now there's no building up/construction part and you just expand and develop your bases & soldiers so you finish research & development much quicker (unless you lose missions/bases etc.).
Eventually you get 75% through phase 2 and everyone has alphawolf armour and mk3 Mag weapons and you just have to fast forward & airstrike to continue the game.

newufos.png

If the attached picture is correct, then each phase >1 lasts 400 ticker points. The ticker rate is 0.002315 and alien missions (except base supplies) don't generate points. That's 120 in-game days (-1.5 days for each base supply run you allow) for each phase. Before I calculated it, though, it felt like a waiting game.

I think it's too long, though I haven't seen how other people handle it (since getting to phase 3 takes me over 60 hours of playtime anyway). 
I liked:
-The length of phase 1. It seems very close to how fast you progress.
-The fact alien missions don't generate ticker points, so if you start falling behind you only lose funding and won't fall exponentially the more you UFOs you miss.
I disliked:
-The longer lengths of phases 2+. I spent just over 30 days waiting for phase 3 to start.
-The lack of signs of progression for each phase. Now I know it's 120 days I can understand it, but before this it was confusing.

I propose:
-The phases are shortened (e.g. all 300 points, or phase 1 360, phase 2 330, phase 3 300 etc.)
And/Or
-There's overlap in the UFOs that appear, similar to "UFO and crew diversity" mod (on the workshop). Attached is an image that demonstrates its features for scouting and research missions. This allows for
1. Continuous progression into the phase. Currently it feels like you become OP then get destroyed by OP aliens when the new phase starts. This means both that you won't ever be too powerful, but also that you can start scraping for new tech then start building your strength to take on stronger UFOs, rather than forcing heavy losses then being OP then forcing losses again.
2. Indication of how far along you are. When you see your first cruiser, you'll understand "Uh oh, soon I'll get more of those. And hunters and terror dreadnoughts. I'm almost at the end of phase 2 now.". This allows people who aren't counting and calculating ticker points to know where they are in the game, and whether they're ahead or behind and should panic or not.

703771041_preview_Scout Research.png

I think it's a good idea and will make the mod more fair without removing the challenge, as well as help improve the gameplay experience and keep it interesting whether you're ahead of the aliens or behind.

Thanks for all your hard work!

Thats some good feedback.

The thing i took away as a developer is that if things go perfectly you dont have anything to do.

This is so because atm:

A. You get enough money to build everything anyway, including hiring hords of scientists and being able to sustain enough airplanes to shoot everything from the sky. Once we revised the economy you wont be able to do that anymore., but we are not at at that point atm.

Yes, phase 1 is the most balanced one yet, and you so a more gradually appearance of UFOs. Thats the phase we have been working as the base point until now.

B. If you dont lose anything than ofcourse you are ahead, but imagine a guy who lost a base. We dont want those events to be campaign breaking, you should get a chance to recover from such blows.

 

If we get the feeling that phases may turn out like a waiting game we have a lot more content waiting, i think the lenght of it is quite good atm, but if we get more feedback like that we have lots and lots of content on standby for that. At least Drages has all this new ideas in his head. So i´d rather fill it with more interesting content until we reach a satisfying level instead of shrinking the game yet.

But we are not at this point yet.

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@Stufferino I also sense an maybe not appropriate difficulty level ? We are trying to give players easy, normal and difficult UFOs for every phase, and in such numbers that the player can more or less choose which UFO to tackle, and to climb the difficulty ladder in the same phase, if you are bad or had horrendous loses you can take on scouts and shuttles or corvettes, after that cruisers, and carriers are a middle step, then come battleships, terror UFOs, Dreadnaughts, mothership, and infiltrator.

For the people which dont quite feel the burn yet i made the Charons Changes mod. Did you try that ?

But yes, we are at this point right now, revising all the ufocontent.

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@Charon Yeah I do use your changes mod. And I play on Veteran, as recommended. But I really like browsing through game files so I check all details and also edit them to suit my liking. No real significant changes, but small tweaks here and there. 

Mainly I calculate and plan things a lot so things rarely go wrong. I look at enemy AP and resistance values to calculate where to put my soldiers, morale vs. weapon suppression, how far away to be from a reaper, whether I should shoot or train reaction fire or throw smoke, whether it's possible to stun them in 1 turn or I have to wait, how AI calculates priority of which soldier to attack etc.. So I have a lot of foresight and planning that you won't get from just playing through the game normally.

Also this isn't my first playthrough! Originally I had a lot more trouble and didn't quite like the direction of my game, so I started a new Tryhard save and this is the one where I'm not challenged enough. I have about 160 hours played in X-Division now. In addition to foresight, I also have hindsight so I really know the game mechanics well enough to succeed.

I forgot for a moment that the mod is far from completion. Filling up the gaps with new content would be awesome; my suggestion was partly based on the notion that the in-game content was somewhat finalised. Until that day comes, I'm perfectly happy tweaking the files again to change the ticker rate and overcome my issues. Keep up the good work, I'll wait patiently :D

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Hey it's nice to have an analysist like you. As we can't find time to play because of nodding, this kind of info is very important. 

Game has enough content but as Charon said, we did not make a economical balance including all the research and manufacturing times. So when u got researches with triple time, you won't able to say this. 

And again, you play the mod most perfect. So we can't judge the game with your playing. There are many players who don't know that kind of info and just want to enjoy. We can give a much harder insane difficult. 

Another thing is,  we are already working on alien expansion which creates totally different experience. I would like to hear your experience after we release it. 

 

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Now that I seem to have found the correct forum to be posting this in, can someone please see if they can help with a problem I am having.

I downloaded the X Division Mod and followed the instructions for installing it. I also updated it with the latest patch. The problem that I am having is that when I am in game, I get absolutely nothing appear in my workshop that is available to be built. It is always blank.

Can someone please help me??

 

Thanks in advance

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57 minutes ago, Terrorhawk said:

Now that I seem to have found the correct forum to be posting this in, can someone please see if they can help with a problem I am having.

I downloaded the X Division Mod and followed the instructions for installing it. I also updated it with the latest patch. The problem that I am having is that when I am in game, I get absolutely nothing appear in my workshop that is available to be built. It is always blank.

Can someone please help me??

 

Thanks in advance

Which XCE version do u use?

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