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


Charon

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4 hours ago, Pandi said:

For medkits - try to catch some sibil medic (they really know how regen fast ;)). For shields - armor and alloy related researches will be handy, and alien shields of course (caesans use them).

Misunderstanding. I am not missing them ingame, i am missing them in the XDiv Tech Tree so would like to know in what file the prerequisites are located.

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14 hours ago, BHef said:

i am still missing techs, not x-division origin but vanilla, like advanced medpack or combat shields. They are not inculded in your posted tech tree? Any help where i can find them?

Basically unified answer about all of your research problems is "Capture living aliens". There A LOT of unique type of aliens, especially specialists, like engineers, medics, navigators, weapon sergeants, etc. Every one of them looks subtly different (combination of color, armor, and headgear), and almost every one of them serves as a gate to some research. So, requisition more rookies, dress them in Jackals, give em shield & mace, and CHAAAAARGE! old-school style.

 

Now a question of my own: I just met a regular sebillan guard with regular flamer rifle, but this specific guard did 110-180 damage per shot(shot, not burst) on my (Jackal-clad) guys, instead of usual 30-40.

He got a drop on me, killed 2 guys this way, then I killed him, but still: wut?

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6 hours ago, BHef said:

Misunderstanding. I am not missing them ingame, i am missing them in the XDiv Tech Tree so would like to know in what file the prerequisites are located.

Uhm, i think they are actually not in the tech tree, because the tech tree only specifies what research leads to other researches, but it does not specify what the research actually does. Now some researches are fairly obvious, like Researches.division.cannonmk2, but it doesnt specify what Researches.division.cannonmk2 actually does.

For combatshields its ... its not included in the game.

For the medikits its Researches.SebillianphysicianInterrogation. Thats Phase 2.

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1 hour ago, Morhem said:

Now a question of my own: I just met a regular sebillan guard with regular flamer rifle, but this specific guard did 110-180 damage per shot(shot, not burst) on my (Jackal-clad) guys, instead of usual 30-40.

He got a drop on me, killed 2 guys this way, then I killed him, but still: wut?

This can only happen when sebs fire burst shots. What basically happens is that one shot of the burst hits a prop and all 3 shots get multiplied by the incendiary prop damage multiplier, which is x5.

Its a bug, will be fixed next XCE version.

Edited by Charon
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1 hour ago, Shan said:

Can't seem to download this mod in ver 0.99.4

 

On 19.4.2018 at 12:36 PM, Charon said:

Download sections down, you can totally praise @Solver for upgrading the forum software ;).

Use this MEGA links for the direct download of step 4 instead:

1. https://mega.nz/#!tR5HiDzC!zYEY4CFu_uiptRIJCQkhVcoT-xroNOz-zdC_ByymqL8
2. https://mega.nz/#!oM5xFDwI!5_Qq2i5rg17HNGbpdQ1qWgc4BeOiUpOb-BbTnzzbaWE
3. https://mega.nz/#!cI4UBCqa!wY4ozZOm50mit3OrBufQVFPlTUoAofpRyVk_SFepSwA

and for step 2 of the update:

1. https://mega.nz/#!1QpDWLIA!xavuzJOVHnRaLi1vVHW_Oh-sPiOdaWAeZbj-tx3uNx4

 

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On 4/19/2018 at 11:36 AM, Charon said:

Download sections down, you can totally praise @Solver for upgrading the forum software ;).

Use this MEGA links for the direct download of step 4 instead:

1. https://mega.nz/#!tR5HiDzC!zYEY4CFu_uiptRIJCQkhVcoT-xroNOz-zdC_ByymqL8
2. https://mega.nz/#!oM5xFDwI!5_Qq2i5rg17HNGbpdQ1qWgc4BeOiUpOb-BbTnzzbaWE
3. https://mega.nz/#!cI4UBCqa!wY4ozZOm50mit3OrBufQVFPlTUoAofpRyVk_SFepSwA

and for step 2 of the update:

1. https://mega.nz/#!1QpDWLIA!xavuzJOVHnRaLi1vVHW_Oh-sPiOdaWAeZbj-tx3uNx4

Sweet! Thanks!

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Searched this topic for enchanted shield and didnt find anything stating if its broken or not. I researched it twice, i built it twice (80 alien alloys bye bye) but its still not working... wont do it a third time though.

Soooo... bugged?

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4 hours ago, BHef said:

Searched this topic for enchanted shield and didnt find anything stating if its broken or not. I researched it twice, i built it twice (80 alien alloys bye bye) but its still not working... wont do it a third time though.

Soooo... bugged?

No. Look into your equipment screen.

What is bugged is that the one time manufacture doesnt disappear after the second research. This is going to be fixed in the next XCE version.

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@Solver and I worked together so the download links in the descriptions are working again, as well as the links pointing to it.

The Forums download section is still under reconstruction but you can access the downloads through the direct links provided in the description of the corresponding entries.

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Continuing to play. My expiriences so far:

First phase ended, and I got my whole squad in Wolf armor, and got some nice Mk.3 lasers. Corvette phase was a joke, nothing could injure me, and thank god for laser Miniguns. Even first andron corvette was easy.

Then my main base got attacked by ceasans.. there was sounds of shooting & death, couple xenomorphs busted in, then I hunted down like 2-3 remaining ceasans, and it was over. Base entrances was a graveyard - for some reason, most of the attackers killed each other.

And then Light Cruised phase came - it was most intense and best balanced for some time - my armor was vulnerable, but meaningful, enemies tough, but killable, and even using save-load mechanic I returned from every UFO assault half-dead, and with a ton of new research.

 

Just researched & build shock weapons.

Shock weapons is useless. And I mean, shit, completely. Some random ass operator (red jumpsuite) took 4 bursts point-blank from shock rifle, no effect. Well, they are good versus mechanical stuff, right? Right, if you mean light drones, but those explode if you throw rock at them anyway. Everything else just resist it forever & ever. (Also, robo-reapers? Really? Yay, more reapers!)

 

And lastly, got a terror attack (ceasans). Im still in the middle of it, but there is some weirdness: There was a wraith, and I poured 300+ damage into it (not counting the resistance) and then, xenomorph the size of a truck burst out of it! Well, I guess that happens in life. No matter.

But then, there was (another) xenomorph the size of a truck, I shot at it for quite some time, and... another xenomorph burst out of it..? Uh, what?

 

Last question: How do armor resists deteriorate? Does "15% of the damage it prevented" means weapon with 1000 mitigation and 100 damage will never make it degrade, and will just make 100 damage, or will it degrade by 15 damage? Or 150 damage?

Edit: Fuck chemical weapons.

Edited by Morhem
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2 hours ago, Morhem said:

Last question: How do armor resists deteriorate? Does "15% of the damage it prevented" means weapon with 1000 mitigation and 100 damage will never make it degrade, and will just make 100 damage, or will it degrade by 15 damage? Or 150 damage?

Armour degrades by the amount of damage armour blocks. If the armour blocks no damage it doesnt degrade.

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42 minutes ago, Charon said:

Armour degrades by the amount of damage armour blocks. If the armour blocks no damage it doesnt degrade.

So, basically weapon with 20 damage is WAY better then 10 damage and 10 mitigation, right? Dang, I thought mitigation made it better at shredding armor. Might need to reevaluate my choices.

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2 minutes ago, Morhem said:

So, basically weapon with 20 damage is WAY better then 10 damage and 10 mitigation, right? Dang, I thought mitigation made it better at shredding armor. Might need to reevaluate my choices.

Indeed.

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Hey there congratulation on the excellent mod. I have one question to ask thow, i read that the mod has implemented the fire in the hole mod , but even thow i use high explosives charges i still fail to do any damage to the ufo. Is this a problem from my end ? (to be fair i just enterd the ufo phase 2 of the game so maybe it will work with later tech? I am still on improved allenium exploseives , no other mods are active and the load order is as it should be and everything else works fine)
ps:When i click to launch xenonauts i get the following message from the mod installer: the xenonauts community mods are either not active or they dont have the recommended mod prioriy.Do you want to fix this automatically? I always click no to that. Is that correct? Thanks for your time.

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11 hours ago, Waifu said:

i read that the mod has implemented the fire in the hole mod

Where does it say that ?

11 hours ago, Waifu said:

ps:When i click to launch xenonauts i get the following message from the mod installer: the xenonauts community mods are either not active or they dont have the recommended mod prioriy.Do you want to fix this automatically? I always click no to that. Is that correct? Thanks for your time.

You didnt follow the installation instructions or made the wrong advanced installer choices (delete zips in mods folder). Other than that No is definitely the right answer.

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the mega download links no longer work, the alternate ones I find takes hours for each one...(i often finding downloading directly via chrome takes a bit longer....many hours longer. 3 hours longer, I can normally download 2gb things within 20 minutes tops)

Edited by darkkrusty
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1 hour ago, darkkrusty said:

the mega download links no longer work, the alternate ones I find takes hours for each one...(i often finding downloading directly via chrome takes a bit longer....many hours longer. 3 hours longer, I can normally download 2gb things within 20 minutes tops)

Clicking directly on the MEGA link no longer works. This looks to me for a further inconvinience to safely store data where people cant look into. This is also seems to be related to this forums update, as the integrated software would change mega links so they no longer work without notice even before. Any conspiracy theory for that @Solver ?

However, copy and pasting the link still works the old way. I have updated the description. Thanks for bringing this to our attention :).

Edited by Charon
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  • 2 weeks later...
On 4/20/2018 at 10:59 PM, Charon said:

(...)Its a bug, will be fixed next XCE version.

Speaking of next XCE version, whats the current schedule on that? And next X-div?

Wondering if I should hold back on the mod if the next version is around the corner or the development has stalled and this is it for now?

Cheers!

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