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


Charon

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Excellent. Everything has worked and I am sincerely happy to join the crowd of admirers of the creators of this fashion and game. I cried with happiness, passing the first mission. Nostalgia. I just started, but I want to say - thank you very much for the best game in the style of ufo. I played 100 and 100 (1000?) Hours in OpenXcom. And now, I'm afraid, I'll have to cross out of my life as much as I did. Cursed aliens.))

Tell me, maybe there are some instructions or wiki for internal use, where the file is written for what it answers. If I suddenly decide to translate something for myself into Russian.

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I think you are looking for this:

http://www.goldhawkinteractive.com/forums/index.php?/forum/14-translation-discussion/

Also I think there is translation somewhere in web, but not shure it will work fine with this mod.

Friendly advice: CAPTURE FREAKING ALIENS OR YOU WILL SUFFER. And check alien resistances(first post in this topic), couse it's VERY IMPORTANT of game.

Edited by Elarion
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24 minutes ago, Elarion said:

I think you are looking for this:

http://www.goldhawkinteractive.com/forums/index.php?/forum/14-translation-discussion/

Also I think there is translation somewhere in web, but not shure it will work fine with this mod.

Friendly advice: CAPTURE FREAKING ALIENS OR YOU WILL SUFFER. And check alien resistances(first post in this topic), couse it's VERY IMPORTANT of game.

Thank you friend. I'll take your advice. The aliens are already trembling, seeing that the chinook is coming to the landing. And they envy those who died in the accident. It's better to die than to get alive to our scientists)). About resistance to the damage, I realized. I looked in aiprops. Caesans - energy+ shild, Sebillian kinetic + regeneration, Andron kinetic+ chemical.

Tell me the limits of training my soldiers? 100 or more? Or where you can see their parameters and limits. I love to grow superhumans.

 

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More than 100.

Also i have some tables, done it recently, maby it will help a bit. It's research tables, so there is only research info(for example not all aliens can be researched, so they not in list).

And it help a bit to understand specific of research in this mod.

https://drive.google.com/open?id=0B06uJuNuR5DCTzlpb1h0R2g0MXM

https://drive.google.com/open?id=0B06uJuNuR5DCaUZQbFJqVHA2Rkk

https://drive.google.com/open?id=0B06uJuNuR5DCMExMNU5IdWt0VmM

 

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Hey fellas, I've been giving .33 a shot and I'm loving it so far, but I've run into a bit of trouble here. I can't seem to put any of my upgraded aircraft weapons on any of the planes, I've built a few mausers and fighter beams but they don't show up as options. I was reasonably sure I had installed correctly, with all the patches and hotfixes, but maybe I messed something up.

Modlist.png

Lets Die3.sav

Edited by thatguysenpai
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Hi, appologies if this has been asked before, but while I scaned 6 pages, I have no energy to scan all 62. Again, appologies.

My "issue" is, some weapons after being researched and build, do not show as possible in the weapon slots. Goes for aircraft and tanks. I.e gaus gun for aircraft, or sonic missile, there are just not there. Or Division machinegun, gauss gun or plasma gun for tanks (Tried with Defender)

Also, now that I am in September 1982 Alien air attacks occur every 2-3 days. They used to be there between 7-9 days before.

I understand that the mod/gameplay is/are insane, I respect that, but having 5-6 massiv ships and 2-3 large hitting you every 2-3 days is beyond insane. Is there a way to slow it down? Or, in "worst case", mod it down?

I am deeply greatfull for your help.

Cheers

Jasse

Edited by jasse
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11 hours ago, jasse said:

Hi, appologies if this has been asked before, but while I scaned 6 pages, I have no energy to scan all 62. Again, appologies.

My "issue" is, some weapons after being researched and build, do not show as possible in the weapon slots. Goes for aircraft and tanks. I.e gaus gun for aircraft, or sonic missile, there are just not there. Or Division machinegun, gauss gun or plasma gun for tanks (Tried with Defender)

Also, now that I am in September 1982 Alien air attacks occur every 2-3 days. They used to be there between 7-9 days before.

I understand that the mod/gameplay is/are insane, I respect that, but having 5-6 massiv ships and 2-3 large hitting you every 2-3 days is beyond insane. Is there a way to slow it down? Or, in "worst case", mod it down?

I am deeply greatfull for your help.

Cheers

Jasse

 

Hi Jasse, 

I am in no way a developer, but I have some suggestions. You say you are in 1982, that is late game. Very late game. Something I have come to notice is that the mod demands you build bases just to launch aircraft. If you don't have many set up, I suggest setting up bases just to launch aircraft. Have teams rotate to fight. You are facing the full brunt of the invasion now. It is time to show the Xenos not to mess with earth. Secondly, make sure there are no alien bases. They increase the max number of active UFOs.

 

Edited by Xplodingducks
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6 hours ago, Xplodingducks said:

 

Hi Jasse, 

I am in no way a developer, but I have some suggestions. You say you are in 1982, that is late game. Very late game. Something I have come to notice is that the mod demands you build bases just to launch aircraft. If you don't have many set up, I suggest setting up bases just to launch aircraft. Have teams rotate to fight. You are facing the full brunt of the invasion now. It is time to show the Xenos not to mess with earth. Secondly, make sure there are no alien bases. They increase the max number of active UFOs.

 

Cheers for your help. I mean it.

I have right now 1 base wit 5 aircraft and 4 more with 6 each. On average 4 Corsairs and 2 Furys (modded with more of a "hitpoints" to make them robust, as I was totally getting my butt kicked). Apart for biggest Motherships and Dreadnaughts with escorts I take down fair number ox ufos. And no alien bases, I destroy them as soon as they appear. But like I said, huge attacks every 2-3 days are very tireenig (sorry, I dont mean to moan, just state a fact). And I have respect that the mod is supposed to be insane. Actually I love it!!!! My "issue" is if there is a way to "slow" dose attacks down, to say every 6-7 days again.

 

And also the "not showing" weapon thing.

Again, cheers for you taking your time, appreciate it!

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Look guys, any advice here?

I have researched and produced plenty of aircraft weapons.

However, I cannot use them as there are simply not there when I try to implement them! I am getting my butt kicked by ETs spaceships and loosing fights simply cause my weapons are so iferior. Even though I had researched AND produced way better weapons then Plasma Torpedo or MAG Gun (to name a few). So what gives? PLZ give me some advice as I dont simply know what to do.

Same goes with tanks. Have even Timberwolf but it doesnt matter as it cannot use ANY weapon! Really frustrating. Am running Community Edition wit X-Division mods.

Please give me some advice guys!

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On 10.04.2017 at 10:46 PM, jasse said:

Look guys, any advice here?

I have researched and produced plenty of aircraft weapons.

However, I cannot use them as there are simply not there when I try to implement them! I am getting my butt kicked by ETs spaceships and loosing fights simply cause my weapons are so iferior. Even though I had researched AND produced way better weapons then Plasma Torpedo or MAG Gun (to name a few). So what gives? PLZ give me some advice as I dont simply know what to do.

Same goes with tanks. Have even Timberwolf but it doesnt matter as it cannot use ANY weapon! Really frustrating. Am running Community Edition wit X-Division mods.

Please give me some advice guys!

Give yours save game ( geoscpae only ), please.

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You see, some of those air weapons, like sonic missile, fusion missile, particle torpedo do not show as alternative in my game. they are produced, as your picture above shows, but they are just never an option for my aircraft. Same goes for a number of dogfight guns. They are here, but they are not in my game. They just dont sow up as an option.

Similar thing goes for tank weapons. Only difference is that they show as alternative, but if equiped and you go to a ground mission, weaponm slot is empty. And you end up with a "funny" tank with no weapon at all.

Perhaps it is something I do wrong, but I just cannot figure out what it is. I am really puzzled and without ideas....

 

Edit: my airplanes are modded. They do have 2 normal and 2 heavy, or 2 guns and 2 normal weapons. Could this be the "trouble"?

Edited by jasse
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Well, good work, seriously, buuuuut:
Pulse weapons too strong
The research is extremely complicated and there is very little ingame clues, Towards the endgame it is complete mess, ingame hints and keeping tracks of what you need would be appreciated a lot, especially the need for dreadnought, boy was I glad I could finally end it.... (golden rule is stun everything and pray).
U stunned it.. gratz :p / loved it but the lore is REALLY needed, keeping fingers crossed ;). The lore, where written is way off the "truth".But yeah, I know you know :).
Nerf  pulse, way too strong.

Anti-matter rifle MK2 too strong / too early (might have gotte lucky dunno)

Nerf blood weapons ... way too strong.
Nerf reapers... way too strong, armor  should at least give you a fighting chance / like gave probability to resist or so (as it is best thing is to just wait and get them with reaction fire).
Nerf stun gas towards xenonauts, way to strong and stupid that armor does not counter it.
AI for the "civilian" soldiers could fight more and hide less... but I understand this is not a priority :).
The aircraft weaponry has quite a lot of useless stuff, should be balanced more I suppose (mag cannons and the second graviton torpedoes does it until the very end, phase 4 weapons are quite disappointing).
The aerial combat is way too hard without the easy mod and is too tiring. doing 4 - 6 manual almost an hour long combats every wave will burn out everyone (when it is from time to time it is great though, please diverse the ufos more). Some ufos like terror dreadnoughts turn rate is rather extreme. Ufos speed is ridiculous, big are too slow, small are too fast, does not really make sense. I like the old xcom model better (good try though;)).
Base defense missions too easy, I liked the frequency, that was quite on point.
Shock grenades can detonate ANY explosive - I liked it a lot, makes kinda sense too. But rocket launcher is pretty much useless this way.
Gimme psionics and researches for different praetors, come on, you can make it. Implement some OP very endgame stuff, we  deserve it after hundred of hours of grind ;).

Timberwolf can be assigned spiritwolf weapons and becomes tank.... not sure if it works viceversa.
Once you are superb all over the world it becomes almost impossible to lose them if if I neglect the globe for a year... perhaps the increments and decrements could be looked into.
I loved the reward for terror missions, feels really good. Perhaps you could lower it a bit though.
I love how you can nurture your alien fortress,  it is kinda pity that the race is randomly chosen at the beginning (can save/load it), would make sense if it would get the race for good from  the ship that established the base.

Would be great if ufos could be shot down by the nations, you should work further on the idea of "Xcom" joining the fight not being the only force. (percentage based, not the capital ships I guess...).

Production of items should make money... or perhaps giving plus points towards the rating from the nations... make sense,  balance required  ;).

Some sort of verbal  rating could be implemented like in the old ufos, would feel good.
New soldiers should have better stats and should vary A LOT more (40-80), a lot, could progress with the phase. It does not make sense that your guys can get twice the fast as "the best" spec ops. In fact they should not get that much improvement at all I believe. If injuries could lower their performance that would be good. Forcing player to rotate more soldiers would be good (make recovery twice, triple longer!), instead of just kill/load/swear replace.

U basically lowered the amount of soldiers and "forced" player to use vehicles... not cool, like vehicles are super needed anyway but the old ufo's "let the player decide" is better. I want to bring  two mechs! (perhaps not right into chinook but....) Repairing of the vehicles could be nice idea, but might not be worth the hassle.
That's all I can think of I suppose. I understand it is a lot, and hard/impossible to do,  just my thought ;).

All in all - totally awesome job you guys, it shows it is not finished but it stole another week of my life :D, and  here I though im too old for this kind of hardcore gaming :).
 

ENJOY EVENING!

Edited by tomchiconi
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Hi guys! This mod is awesome! So much so I have done some writing for a couple xenopedia articles. I would love to help with writing. Here's what I have so far, feel free to criticize and suggest things! 

 

 

 

Mauser

 

Recent combat trials with the autocannon show that it is less than what we could have hoped for in terms of stopping power, especially against alien fighter craft, where the difference between victory and defeat is decided in very seconds. With this in mind, my team and I have worked to design a cannon that would narrow the gap between us and the aliens. The idea for a more rapid fire weapon came from a bonehead in the engineering department, who suggested that we just make the cannon rotate faster instead of add more barrels. Using this less than eloquent suggestion, we came up with the “Mauser”. We focused on the fire rate of the cannon, and we are pleased to say that the Mauser fires nearly four times as many rounds per minute than the autocannon does, allowing it to shred alien fighter craft.

During development, we ran into a road block when constructing the weapon that resulted in some severe burns of some researchers and engineers. Standard steel and even titanium actually melted when the cannon was fired for more than a half of a second, due to the intense heat produced by the extreme fire rate. However, the high melting point of alien alloys recovered from downed alien craft were able to withstand the intense heat generated during sustained fire, and the dense nature of the alloys makes each round to do more damage when compared to the autocannon.

However this fire rate and increased damage come at a price. The length of the barrels had to be shortened and the rounds are heavier, which means the range of the Mauser is much less than the autocannon, and the amount of rounds had to be reduced to forty rather than the autocannon’s 100, all changes made due to weight limitations. So while the Mauser’s damage per second is much higher than the autocannon, its final damage output is actually less. This means the Mauser is less effective at shooting down large UFOs, but will be extremely effective in shooting down small craft such as fighters. This should be taken into account when you scramble fighters, Commander.

 

Fighter Beam

 

The Fighter Beam is a radical and bold change of engineering when it comes to fighter cannons, abandoning conventional ballistic cannons for a beam weapon. It is unlike anything that humanity has ever designed before. The idea came from a much too intelligent man to be working in the engineering department, when he wondered out loud why we didn’t just take the beam found on alien craft and weld it to a fighter jet. The rapid fire nature of the weapon emulates the one found on alien fighters, which use a powerful combination of lenses and power sources to create a rapid fire weapon that can shred a Condor in seconds. We imitated this weapon in the creation of our own beam weapon, and it is a massive improvement over the autocannon, being able to deal more damage quicker, while maintaining the range and slightly exceeding the autocannon in the final damage output. It is an all purpose weapon, being effective against alien fighter craft as well as heavier UFOs.

Each “beam” is actually a pulse of weakly energized light that lasts for around a fifth of a second. The beam passes through multiple lenses that bend the light to a tiny point, which allows a large amount of energy to be fired at a small area on the alien craft, resulting in combustion of the surrounding air and an explosion. This unique design allows for the power source to fit within the weapon itself. However, the amount of power required to fire each pulse is too much for terrestrial reactors, requiring alien Allenium. The “rounds” of this weapon are not actually rounds at all, but rather Allenium power shells. The shrunk down and modified Allenium reactor is capable of firing the cannon forty times before it is depleted.

However, the advanced systems and engineering exceeds the capabilities of our current technology, which means we require the weapon systems of alien craft to create the weapon. You see commander, we merely repurpose the alien weaponry to function on our fighter craft by decreasing energy requirements, weight and heat production, rather than actually build the weapon ourselves. So please, tell your soldiers to be careful when breaching alien craft, as it is the only way to recover alien weapon systems. Finally Commander, keep in mind that we require LIGHT alien weapon systems to build the Fighter Beam. Heavy or medium weapon systems will not work.

 

Alien Fighter

 

The Alien Fighter craft is a very small saucer shaped UFO, apparently designed for air supremacy. It is slightly smaller in size than our Condor craft, with a width of around 28 meters and a length of 45. The Alien Fighter is exceptionally well equipped. It’s main and only armanet is a rapid fire weapon that does not ap

pear to fire ballistic shells, but rather intense pulses of light. This weapon should not be underestimated, as it is capable of shredding a Condor in a few seconds. More interestingly, it is also equipped with what appears to be counter measures for missiles. But rather than producing an alternate heat signature like terrestrial fighter craft do, it actually fires a short range laser to obliterate the incoming missile, making missiles almost useless unless the missile is fired at nearly point blank range.

The maneuverability of the fighter craft is astounding. While the speed of the fighter is nothing remarkable, only reaching a speed of 1,800 kilometers per hour, it is capable of turning extremely quickly, much quicker than our fighters. It can quite literally fly circles around our craft. It achieves this not through aerodynamics, but through a unique set of thrusters and stabilizers. Even more interestingly, it does not appear to have a pressurized crew cabin. The amount of biological material within the wreckages of the craft confirm it is not unmanned (or unaliened), but the lack of transparent canopy or even control systems suggests the pilot is much more integrated into the fighter than terrestrial pilots.

The Alien Fighter will commonly be found escorting larger craft, discouraging direct engagement of the main UFO, but also flying in air superiority wings of 1 or 3. They do not just target our interceptors. They will shoot down anything they come across, from military aircraft to civilian airliners. Such attacks result in hundreds of deaths and large scale publicity and terror, so once a fighter wing is identified, I suggest we shoot it out of the sky as soon as possible.

Finally Commander, the aerial wargamers have come up with a maneuver to destroy entire fighter wings with minimal damage to our craft. Aptly named the “Twin Dragon” maneuver, it is done by flying straight at the fighter wings with two or more interceptors. Once the fighters hit the alien firing arc, an evasive roll is performed, each rolling in the direction of the other fighter. You will be able to get a glancing salvo at the fighter. Then each fighter turns to engage their original target, and the maneuver is performed again. Correct execution of the maneuver will result in the destruction of the alien fighter wing with minimal damage to our own craft. However, if incorrectly done, it can spell the end of our engaging fighters. This is by no means the only way to destroy alien fighter wings, so take discretion in engaging.


 

Alien Scout

 

The Alien Scout is a heavier version of another reconnaissance vessel identified; the Light Scout. It is around the size of a small building, and contains a reasonable compliment of crew of around ten aliens.

The armaments of the Scout are heavier than its lighter cousin, having a powerful repeating beam cannon as well as an interesting homing plasma weapon that functions in a similar way as terrestrial missiles. The cannon is dangerous, but not dangerous enough to risk flying through the firing arc to get behind the craft. Unlike the Light Scout, the Scout cannot do an evasive roll maneuver due to it’s size, making traditional air-to-air missiles effective against it. While not heavily armed, such weaponry discourages direct head to head engagement.

The maneuverability of the Scout is nothing to sneeze at. While slower at both turning and speed than the Light Scout, it still turns fast enough to make getting behind it without entering its firing arc impossible. Our fighters will be damaged when engaging the Scout. However damage will generally be light unless something goes completely wrong.

During breaching, it is comprised of a large section that is entered through the main door that contains the weaponry, engines and control systems. Be careful commander, there are likely to always be at least a few aliens within this compartment. Passing through a set of double doors leads you to the data core compartment, which has proved impossible to decode. If I were to guess, I assume it contains data about our planet and species from the “eyes” found on the outside of the hull, which appear to be multi-purpose sensors detecting everything from infrared to seismic quakes. Be extremely careful when fighting in this room Commander, if the data core is destroyed or damaged a failsafe will activate, and Allenium explosive charges built into the hull will detonate after an hour, destroying the craft and anything salvageable.

Finally, a maneuver has been developed to engage the Scout. Using two or more fighter

craft, the interceptors fly directly into the firing arc of the Scout, rolling to avoid missiles. Once it reaches close to the edge of the arc, the fighters are to roll to get out of the firing arc, then slow down and deliver their deadly salvo.

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@Xplodingducks Sure, i like it. You should rethink using exact values though as they will always be subject to change. And some values are and paraphrases are not correct - the alien fighter flies at whooping 2970 mph and the maximum damage of the fighter beam is 400, compared to 500.

You seem to like to address the player directly with air comabt manouvers. I think you could make it a kind of a design how you deliver this information to a player, with a fancy name and a recogniseable writing pattern. Maybe refrain from addressing the player too directly and more like " Here is a report, i suggest you read it but thats up to you".

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On 4/17/2017 at 10:53 PM, tomchiconi said:

U basically lowered the amount of soldiers and "forced" player to use vehicles... not cool, like vehicles are super needed anyway but the old ufo's "let the player decide" is better. I want to bring  two mechs! (perhaps not right into chinook but....) Repairing of the vehicles could be nice idea, but might not be worth the hassle.
That's all I can think of I suppose. I understand it is a lot, and hard/impossible to do,  just my thought ;).

All in all - totally awesome job you guys, it shows it is not finished but it stole another week of my life :D, and  here I though im too old for this kind of hardcore gaming :).

Thank you..

We did not force the player to use vehicles, we let them use the vehicles without any penalty. So vehicle is not a choice now, it's something you need to use, like your soldiers. As you said, the vehicles super needed, because the mod is created  this way. You are against harder enemies with big vehicles/creatures. At default game, you can easily ignore vehicles to get more soldiers, now it's not something you can ignore. 

All the maps are edited to be able to use vehicles freely. So we made the vehicles a thing rather then a choice which u would ignore. We erased 1 soldier as i remember from all crafts and added vehicles for 0 soldier place. So think your vehicle as your lovely soldier. 

And bringing 2 vehicle will be OP..

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New Version is out and it requires a new installation.

DAY 256 Version 0.99.4 "Enemies inbound"
Link

  • Increased damage and stun damage for shotguns/carbines by 15%
  • Terror Battleship: Increased Turn Rate, Added Drones
  • Lotus: Change weapon outload from 2 heavy and 1 normal to 1 heavy and 2 normal weapon slots
  • Increased the speed of all drones
  • Increased recovery threshold of soldiers to the intended level, soldiers have a chance to be recovered to up to 49 damage points below 0 hp
  • Moved the shields to the new One Time Updating system
  • Buffed First Aid Kit
  • Aircombat Radio Sounds 2.1 V1.0 integrated
  • Revised medipacks and first aid. Medipacks now have 4 stages and the feedback from the community has been integrated. First Aid is now good at what it actually should be: quickly patching up wounds while having less healpower per weight than a regular medipack
  • Revised the bleeding system, increased bleeding chance, decreased damage per wound
  • Anti missiles are now infinitely available
  • increased alien surival chance on UFO crash = more aliens, lower chance that valuable operators gt killed during the crash
  • Race research bonus increased,tweaked and normalised to around +20% per race, catching the maximum amount of different units yields the maximum bonus, medics have a seperate +8% bonus
  • The Hive updated to 0.9, new models, new units, completely revised stats and AI, new gas animations, new abilities .. and more ..
  • New and revised andron race into andronx, new units, new AI, .. you get the drill ... :)
  • New, flat suppression system
  • Increased bravery gain per medal from 1 to 3, making medals more than a armour decoration
  • Decreased weight for all flamethtowers and their ammo to be below a hmg, and increased its damage by 100%
  • It is now possible to retake xenonaut bases within 48 hours if you at least put up a fight to save it. The retaken xenonaut base will lose all of its scientist/trolls/aircraft
  • Increased Game losing condition from mostly 4 lost countries to:  9/9/8/8
  • It is now possible to retake lost countries. Once a country gets lost an alien base spawns in its parimeter. To retake a country all alien bases have to be eliminated - including the spawned one.
  • Psi Game v0.5:
    Decreased chance of berzerk happening from 10% to 1%
    Decreased stabilisitation from 40 to 20 points
    decreased Moral regeneration per turn from 10 to 2
    Basically doubled the bonus for the highest officier on the mission from maximum 20 points to 40
    Increased Vehicle loss malus
    increased chance for an moral event happening for every point below 40 from 1.75 to 3.5
    The most important change is that suppression fire no longer reduces moral, but by 1 - 2 points. Wounds also only do half of teh damage in moral points
    increased bonus for aliens when killing civilian/xenonauts/locals. If you encounter an alien on a rampage it might be very hard to suppress him
    Decreased fear damage from -80% to -50%
    decreased message duration overall. This can be further decreased
  • Brand new code: Safety in Numbers:
    At the start of the turn, the game looks for the highest 2 (!!!!!!!!!) ranked soldiers in range of every soldier and adds a bonus threshold of both values together. If the highest ranked soldiers in range are a captain and a major the bonus pool will be 5 + 6 = 11.
    This bonus will NOT (!!!!!!) get taken into considerations when calculating % reductions like fear. If a soldier has 50 moral points and gets a bonus of 11, then a reduction of 60% means -30 points and the total moral points will be 31.
    The bonus pool cant get reduced. This means if you have a bonus of 11, then you will never be able to have less than 11 moral points, no matter the circumstances.
    The Safety in Numbers code line is not so much as a bonus pool, but rather as a failsafe net, which lifts you higher up and prevents you from falling below a certain value. It is a quite THE prevention for your soldiers to fall below a certain value and panic. So ... dont go alone, take some comrades with you !
    The bonus pool will get cleared and refilled at the start of every turn again. This happens BEFORE the chance of an moral event is calculated. This means you could lose moral points if you went away from your squad, and it could mean that you will gain moral points when the soldier gets into the range of higher ranked officiers again.
  • revised antimatter weapons
  • Implemented human stun variant with 1/2 of the damage
  • All stun gases now have multiple per tile properties - this makes the alien stun gas an powerful position denier tool
  • changed manufacture requirements for all upgraded grenades/ockets to need its predecessor
  • increased TU cost for alphareaperclaws from 30 to 40 %TU, same for omega and zeta reapers
  • Improved tooltips design in the soldier equipment screen
  • a lot more


Charons Changes mod:

  • Increased AI aircombat thinking chance on veteran from 0.5 to 0.7
  • Fixed Phase 1 Division and Laser MK3 being in the wrong category
  • Added different requirements for Phase 2 MK3 weapons
  • New visuals for aircombat
  • Increased crouching consumption from 3 TU to 10 TU, and turning while crouched from 1 to 2 TU, increased the bonus while kneeling from +20% to +30% accuracy and +20% to +30% cover. This change is to demonstrate that you cant simply make a sprint then throwing yourself into a crouch and still expect to have better aim. It also makes a real decision, because crouching and uncrouching now takes away 20 TUs, which is substantial. This makes the alien way more dangerous when suppressed - so take care, commander ;)
  • Revised character panel drag costs: Into hand: from 12 to 4, Into Backbag: from 4 to 10, Into Belt: from 4 to 2, on the ground: from 0 to 0, quickthrow: from 8 to 8
  • Increased recover time for destroyed airplane to 144 hours

 

3.1 Installation

1. Make a fresh install - just to make sure everything is the way it is supposed to be.

2. Install the latest XCE version.

3. If you downloaded the steam workshop support mod install it now. This is to show some support but has no other purpose than that.

4. Download all 3 parts of X-Division 0.99.4: Download ( Part 1 MD5: ad4da0a00434208b0069f9f51474f714, Part 2   MD5: e635e5ada7cc9bafca2131149ba7baea , Part 3 MD5: eb7a87b4801c18917038e7d686c3a7f2 )

0.99.4 main 1.png0.99.4 main 2.png0.99.4 main 3.png

 

5. Unpack the multi rar file and put everything into your Xenonauts folder:

Xenonauts folder.png

 

6. Delete your C:\Users\Username\AppData\Roaming\Goldhawk Interactive\Xenonauts\internal folder every time you change or install something. Like right now. (windows, i dunno about other OS).
    Ubuntu 16.10 :  /home/USER_NAME/.local/share/Goldhawk Interactive/Xenonauts/mods/internal/scripts

This is important - every computer has these files.

X-Division internal,scripts.png

 

7. Start up your game, and bring your modloader to EXACTLY this state:

modlauncher1.png

modlauncher2.png

 

There are some optional mods you can activate/deactivate. Lets go through them one by one:

1. X-Division Easy Airgame

  • X-Division Easy Airgame increases all autoresolve winning chance calculations by around 70%, totally throwing off my balancing and making you a favour. Additionally the dmg to the winning squad gets reduced from 30% to 20% and the coeff for the winning squad is set from 2.0 to 1.3. 0% winning chance is 0% below 0.875 and 100% is above 1.25, meaning that when the autoresolve calculator shows 100% you have a reasonable chance to emerge without any harm from the Airfight

Recommended state: ON if you want the airgame to be easier autoresolveable.

2. COM - Ambient Sounds/COM - Ambience Forest

  • This mods add ambient sound and add the least amount of instability to the game - it still makes the game more unstable.

Recommended State: OFF if you dont want to risk a higher instability for beautiful sounds.

3.  COM -   [V1.08] Jsleezy's Real Fighter Portrait Pack

  • Adds alternative soldier faces to the game. Deactivate Khall´s more Portraits if you are using this to avoid art inconsistencies

Recommended State: OFF if you dont want to play with more realistic faces.

 

Checklist:

  • You only have X-Division Workshop Support if you subscribed and installed it from the steam workshop
  • The modloader needs to be EXACTLY in this Priority 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.

 

8. Apply the latest available patch - 3.4 Latest Patch section ^^. Every patch contains all prior changes as well.

This is a picture.png

 

You did it. Welcome onboard, Commander ! :)

Edited by Charon
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