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


Charon

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48 minutes ago, Dagar said:

Are you sure that's how the tree block example goes? Because, if that is true, then each piece of cover essentially provides its cover bonus twice; first on the "does the bullet fly towards the alien" calculation and second on the "is the cover hit instead" calculation. Which just seems odd.

That is exactly what i am stating.

The bonus gets once applied as "obscuring vision" and it gets additionally calculated for every bullet which passes it. And its not odd at all, a tree standing in your way irl blocks your vision AND can block/manipulate your shot.

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Ohh, I get it - cover reduces your adcuracy twice: first for blocking your view, and second for blocking your bullets. And only the view-blocking is computed in the to-hit chance shown next to the reticule; the bullet-blocking chances are instead shown separately next to each obstacle in the way, and are only checked against if the bullet happens to actually cross them after roling for fire dispersion.

 

BTW, I can’t replicate your result of 67.5% to shoot at targeted tile from the first one diagram, pre-bulletblocking. You sure it’s not 51.5%?

Edited by Mr. Mister
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2 hours ago, Mr. Mister said:

BTW, I can’t replicate your result of 67.5% to shoot at targeted tile from the first one diagram, pre-bulletblocking. You sure it’s not 51.5%?

I tried to look up how i got to this number, but it should be wrong. The correct calculation is 135 * 0.9 * 0.3 = 36.45.

No, 135 * 0.9 - 70 = 51.5 is not correct, its always a multiplication.

 

Happy New YEAR.

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Newbie to this mod here, sorry if its been asked before but a quick search turned up nothing.  I just got the first lore report on the caesan guard corpse, and the avalanche torpedo, and both of their xenopedia entries just say 'description', nothing else.  Is this normal, or the sign of something like a bad installation/setup?  

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@Ion Mage : No, my post is a response to Charon's demands, not your issues. Unfortunately I don't know what may have caused your issue or how to resolve it. If it happened to me I'd wipe the installation completely and reinstall from scratch, following the installation instructions very closely, checking every step, and hoping that would resolve it.

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Just did that actually.  Same outcome.  Not only uninstalled, but completely wiped the xenonauts directory, and redownloaded it entirely.  I have applied the latest x-division patch too.  I don't presume I need to subscribe to the steam workshop entry for x-division, correct?  Its description seems to indicate its only there to advertise the mod's existence, since workshop doesnt let you post 6.6gb mods, so I doubt it, but its all I can think to ask at the moment.

 

Edit:  Just took a look inside the xenopedia.xml file from the extracted installer (for both the core mod as well as the patch), and it seems that the description just says 'description' there as well;

<Row ss:Height="51">
    <Cell ss:StyleID="s72"><Data ss:Type="String">AV.AVALANCHE</Data></Cell>
    <Cell ss:StyleID="s73"><Data ss:Type="String">Avalanche Torpedo</Data></Cell>
    <Cell ss:StyleID="s73"><Data ss:Type="String">xenopediaimages/avalanche_torpedo</Data></Cell>
    <Cell ss:StyleID="s73"><Data ss:Type="String">Aircraft Torpedo</Data></Cell>
    <Cell ss:StyleID="s73"><Data ss:Type="String">ACW</Data></Cell>
    <Cell ss:StyleID="s73"><Data ss:Type="String">Description</Data></Cell>
   </Row>

So, I don't think its a botched install.  Did I get the wrong patch?  I have the 1.00.01 patch, which as far as I can tell is the most recent one.

Edited by Ion Mage
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@Ion MageYes, you've got the wrong patch.

The latest patch is 1.00.10, posted about two forum pages before this one (it's the latest of a number of patches called 1.00.10). There are several versions of xenopedia.xml in the install, because there's one from the base game, one from X:CE, one from X-Division, and one from Lore++ (and I can't swear that's the complete set). The 1.00.01 patch doesn't contain my version, which is yet another override, but the 1.00.10 one does.

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@PALU At the time of my request i already reviewed your latest version, and i would still ask you to reinstate the original entry from XCE/vanilla effective immediately, and to send me any further changes beforehand for me to review and work on them. Changing vanilla lore is a hot topic and not something i take lightly. Thank you.

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This should be bug I think. I used lightly modded (some settings tweaked) X-Division 1.00.10 install. On second phase sent my "rookie" platoon to capture small UFO with couple of reapers. One rookie got infected, so I shot down that zombie and it came a pile of blood. Everyone else survived. Now for the fun part. After mission was succesfull, that zombified soldier was revived!

I thought that my light modifications are to blame and tried with fresh X-division install with 1.00.10 of course. Loaded save just before that battle began (Geoscape save) and let aliens zombify several soldiers. Again, some soldiers that were zombified and shot down were revived.

This is nothing game breaking of course, I just fire those "revived zombies".

Edited by Ruthless Reuban
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32 minutes ago, PALU said:

Lore: The Alenium and Powersource entries have been removed as to not override any entries. I neither know nor care if the X-Division version differs from vanilla and/or X:CE, as I don't have any authority over any of those.

xenopedia.xml

Here you go: xenopedia (1).xml I just added the original entries again.

 

Edit:

Quote

or you will invite attack by this weapon.

an attack

Edited by Charon
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I think the lore message was misunderstood: I deliberately removed the entries as you're not satisfied with my attempts (despite high praise for Mr. Mister's suggestion, which I incorporated), and the original versions aren't up to my standard, so I leave it up to you to come up with a version you like without any interference from me.

Campaign wise I'm slowly slogging through: third wave of phase 4, with the second wave being really nasty, as it contained a base attacking terror mothership as well a previous phase terror dreadnought on a terror mission (and to my surprise I actually managed to bring the mothership down: it was in the air long enough to be hit by almost all the bombers I had [damaging them badly, of course], including some that had taken on the terror dreadnought, reloaded, and flown over the Atlantic Ocean), plus an Andron bomber that surprised me with containing terror robodogs (the boss looked like a normal boss, but the Androns managed to put both of the "regular" Androns in the command center in a position where I had to eliminate them before the boss [and I didn't know they were only 2], so the battle was over when the shield went down (and the shield took a suspicions amount of punishment, as well as the weapon being fishy: no sound and minimal shield damage on my shield bearer). Something odd is that I'd recovered no alien interceptors from 3 escort missions during the two first waves, despite being over land, and only one each from the two escort missions of wave 3. The two interceptor wings of wave 3 yielded 3 alien craft each, though.

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3 hours ago, PALU said:

I think the lore message was misunderstood: I deliberately removed the entries as you're not satisfied with my attempts (despite high praise for Mr. Mister's suggestion, which I incorporated), and the original versions aren't up to my standard, so I leave it up to you to come up with a version you like without any interference from me.

HAH. You think i am going to touch it ? Or let somebody else do it ? You are the first and last X-Division lore writer and if you cant put it into the lore it won´t be there. You decide whether thats an honor or a curse ;).

 

How did you like the new and revised mothership ? We especially revised before the 1.00 version, and i dont even think we had enough time to throughly test it to the extreme, eg. i couldnt test it. The archelon needs a slight buff in either speed or manouverability, so let me know what you think.

About the odd andron and fighter stuff. Odd. But it shouldnt happen this way. Did you get both the alien interceptor and heavy interceptor ?

 

Cheers Mate. You look to be close to the finish line.

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The Archelon is a problem in that the research description is "xxdescriptionxx" (or something rather similar to that), so there is no indication at all what that aircraft would be, so I eventually looked up the specs to find out if it's something I'd eventually want to produce (most aircraft seem rather useless to me, while the Corsair remains the only real interceptor, and it doesn't cut it in phase 4: I had to use Hunters. There'd be room for a faster, nimbler, and more resilient interceptor craft). As far as I can tell, I'd want to build the Archelon, and I don't think I'd care about speed or manouverability as all I'd use it for is to drop mines flying almost at a 90 degree angle to the enemy craft with afterburners on (see next paragraph). Thus, the only thing of interest to me is mine capacity and resilience. I guess it will be some time before I get to build an Archelon, but I'll try to remember to give feedback on it.

Another general problem with aircraft is that the time it takes to change the loadout is so large that I'm forced to go with a one size fits all approach, as it may be possible to do two sorties with the existing loadout, but not change the loadout and then make two sorties. Since some aircraft have extreme range weapons, that means that torpedoes are rather useless because there is no room to get a lock and fire before the cannons shoot down the bomber (well, I think you may be able to fire once, but not get away), and many enemy craft have countermeasures anyway. Thus, it's mines throughout (which can be made to do the job, but it's a pity to have to use only a hammer for all tasks).

The Mothership is a pain to deal with due to the wave weapon (or whatever it should be called) that chews up the bombers [and the hunters taking out the escorts: the hunters were all shot down, but got the escorts]. The damage to the bombers means they're good for a single sortie only (I had a Lotus at the targeted base that got repaired sufficiently to get a second sortie and survive), but it can be done with a sufficient number of bombers (and time enough to get them there).

I haven't seen any heavy alien interceptors yet: all the escorts were Alien Interceptors (including the ones escorting the phase 3 Terror Dreadnought). I expect to get more Androns (it almost seems to be 50% Androns, 25% Sebillians, 25% Caesans), so I guess I'll get more chances to take a closer look at the boss (although the 3:rd wave Andron bomber had to be shot down into the drink).

And, by the way, the landing ship was a Caesan one, so I've still to get a single Sebillian base establishment mission...

Finish line: I thought I was at the end of the beginning, as I thought there would be a 100 day period of cool down before the end mission could be launched, and that it may be that further research is blocked during this period, so any tech will have to be in place before that's started?

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