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


Charon

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Guys, I want to try out a fix for the zero cd bug, so please support me in this and try it out.

The steps are those:

1. Whenever you want to play X-Division always go straight to "New Game" and start a new game, no matter the difficulty

2. Load your current save from there.

Dont reload a save in any other way than this and give me feedback if it works, or if this fixes one thing but breaks another.

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Found a game breaking bug, when a Preator fires the game freezes and doesn't respond. I can still see that fires and other non static props like radars are moving but I am unable to click or move my units. This has happened 4 times under the same situation I can reload the mission and it happens the same way each time upon the Preator firing his weapon (which doesn't have a particle effect or animation)

20160821115050_1.jpg

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31 minutes ago, blackwolf said:

so this is for users who already got the 0 CD bug, or this happens to everyone no matters what, and the only safe way to reload a game is using this metod?? 
(i mean, i should always do this, right?)

This should not happen to players who didnt mess with their files. Only players who already have the 0 cd bug should do this.

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33 minutes ago, TheLoneCenturion said:

Found a game breaking bug, when a Preator fires the game freezes and doesn't respond. I can still see that fires and other non static props like radars are moving but I am unable to click or move my units. This has happened 4 times under the same situation I can reload the mission and it happens the same way each time upon the Preator firing his weapon (which doesn't have a particle effect or animation)

20160821115050_1.jpg

Thx, ill forward it.

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36 minutes ago, TheLoneCenturion said:

Found a game breaking bug, when a Preator fires the game freezes and doesn't respond. I can still see that fires and other non static props like radars are moving but I am unable to click or move my units. This has happened 4 times under the same situation I can reload the mission and it happens the same way each time upon the Preator firing his weapon (which doesn't have a particle effect or animation)

20160821115050_1.jpg

For now go to mods/xce and start the game  with the Xenonauts_gc_editor.exe, load your mission, press "v" to win and save the game afterwards. Exit and start the game normally.

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first of all respect and kuddos for such an extensive mode! and hi to everyone!

i've been hooked on games like this since xcom2 apocalypse, and when xenonauts were published i couldn't wait to get hold of the game... unfortunately the hype lasted until i started playing. two days ago i stumbled upon youtube video about modded xenonauts and started exploring. i found x-division, read about improving mid and late game and was, like, i might just get the chance to properly enjoy this game :) 

so, after getting the 0.99.11 running i've spent half a day playing and really enjoying the air game and just managed to down a light ufo when i get a ctd crash.

after my 1. downed ufo, which is my 3. ground mission, previous 2 were after other nations downed ufos, game crashes at the end of first turn. it's desert map, and when i reloaded and got a different desert map, same thing happened. i tried with starting a new game and reloading it from there and got the same ctd on the end turn. i tried the finishing the problematic mission with editor and on the next mission, after successfully downing another ufo ;), the game crashed again at the end of first turn.

any idea how to fix it?

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5 minutes ago, Dr. Bloodmoney said:

first of all respect and kuddos for such an extensive mode! and hi to everyone!

i've been hooked on games like this since xcom2 apocalypse, and when xenonauts were published i couldn't wait to get hold of the game... unfortunately the hype lasted until i started playing. two days ago i stumbled upon youtube video about modded xenonauts and started exploring. i found x-division, read about improving mid and late game and was, like, i might just get the chance to properly enjoy this game :) 

so, after getting the 0.99.11 running i've spent half a day playing and really enjoying the air game and just managed to down a light ufo when i get a ctd crash.

after my 1. downed ufo, which is my 3. ground mission, previous 2 were after other nations downed ufos, game crashes at the end of first turn. it's desert map, and when i reloaded and got a different desert map, same thing happened. i tried with starting a new game and reloading it from there and got the same ctd on the end turn. i tried the finishing the problematic mission with editor and on the next mission, after successfully downing another ufo ;), the game crashed again at the end of first turn.

any idea how to fix it?

You are the first one to report such an issue. There shouldnt be such a bug like this, the game runs stable.

I think you should check the installation process again. Especially the requirements and modloader section.

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Mod looks great so far. However, for me it crashes every time I click "End Turn". it gets halfway through the alien and civ turns and then "stops working". 

desert map. Similarly to the issue stated above

Edited by harvac
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It's Oct 15 1979.  I captured 10 scouts (9 regular and 1 Small).  That includes local force shoot downs.  Not one scout has escaped but several (around 5 or so) were shot down over water since shooting them down was preferred to letting them escape.  This does NOT count the UFO's that never came within radar range of my 3 bases.   Is this the right number I should see in a month and a half of game play?  And I've captured EVERY one that crashed on land.  With them I built 5 Foxtrots (?whatever they are called), 1 fighter, and one Aseriuous (spelling).  So of course the Terror Carrier shows up at worst possible position for me.  Local force (2 F-17 and one Foxtrot) have no chance of actually shooting the escorted terror carrier down.  I expect it to land somewhere nearby but the local ground forces have only original equipment and are not the best fighters I have.  My best force (N America) is very far from China and the trip would take almost a day, but they are the only ones equipped with Lasers Mk1 and Mk2..have not got the ballistic research yet as I have been unable to capture the right specialist.

 

Oh, I'm nearly broke.  You sure 8 million is enough?

Edited by Larry Burstyn
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13 minutes ago, Larry Burstyn said:

It's Oct 15 1979.  I captured 10 scouts (9 regular and 1 Small).  That includes local force shoot downs.  Not one scout has escaped but several (around 5 or so) were shot down over water since shooting them down was preferred to letting them escape.  This does NOT count the UFO's that never came within radar range of my 3 bases.   Is this the right number I should see in a month and a half of game play?  

Just from my own observations, I'd expect 1 wave per week and 3-4 enemies per wave during that time period (so 21-28 in total, which includes fighters).

Regarding terror carriers, i really don't believe you're meant to be able to shoot them down at this stage, but you'll need to get Drages or Charon to confirm that.

Edited by sfarrelly
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2 hours ago, paramaniac said:

Hello Guys,

This is my first time to try apply a mod and  i have crash problem at the battlefield. Do i need all of the mods you mentioned on the picture at the first page? This my mod manager page :)  Mod Manager.jpgmod on xenanouts

Thanks..

You don't have xce. This mod needs xce. Xenonauts community edition .

Regarding to all first fight crash problems, you need xce too and if you got it, you need to be careful at mod list. This mod got no problem about running. If you get crash at first ground combats , the problem is at your side %99.9.

Terror ships are very hard but not impossible.

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10 hours ago, harvac said:

Mod looks great so far. However, for me it crashes every time I click "End Turn". it gets halfway through the alien and civ turns and then "stops working". 

desert map. Similarly to the issue stated above

You are the second guy who has this issue.

@Dr.Bloodmoney any news on your front? Was it possible to fix this ?

8 hours ago, Larry Burstyn said:

It's Oct 15 1979.  I captured 10 scouts (9 regular and 1 Small).  That includes local force shoot downs.  Not one scout has escaped but several (around 5 or so) were shot down over water since shooting them down was preferred to letting them escape.  This does NOT count the UFO's that never came within radar range of my 3 bases.   Is this the right number I should see in a month and a half of game play?  And I've captured EVERY one that crashed on land.  With them I built 5 Foxtrots (?whatever they are called), 1 fighter, and one Aseriuous (spelling).  So of course the Terror Carrier shows up at worst possible position for me.  Local force (2 F-17 and one Foxtrot) have no chance of actually shooting the escorted terror carrier down.  I expect it to land somewhere nearby but the local ground forces have only original equipment and are not the best fighters I have.  My best force (N America) is very far from China and the trip would take almost a day, but they are the only ones equipped with Lasers Mk1 and Mk2..have not got the ballistic research yet as I have been unable to capture the right specialist.

Like i said its my oppinion that terror sites happen too early. They should happen at 200 ATP. This is Drages site.

Although i agree that you shouldnt be able t win everytihng. If terror sites happen every 30 days as planned than you will maximum lose 2 terror sites before you reach the aforementioned 200 ATP where even i think this is the right time for terror sites. If these happen over 2 different countries this means you shouldnt lose any.

Maybe im going to increase the starting relation points so that early terror sites dont kill the first country 100% of the time.

I will look into this problem when i probably start my developers diary lets play.

8 hours ago, Larry Burstyn said:

Oh, I'm nearly broke.  You sure 8 million is enough?

I havent check this yet, need to start with a new game, but my playthrough is with 6 kk.

8 hours ago, sfarrelly said:

Just from my own observations, I'd expect 1 wave per week and 3-4 enemies per wave during that time period (so 21-28 in total, which includes fighters).

Regarding terror carriers, i really don't believe you're meant to be able to shoot them down at this stage, but you'll need to get Drages or Charon to confirm that.

Uh, eh guys ???, terror UFOs are NEVER meant to be shot down, they are terror UFOs ! It´s possible though and quite rewarding. I m jsut saying theres something HIDDEN.

4 hours ago, paramaniac said:

Hello Guys,

This is my first time to try apply a mod and  i have crash problem at the battlefield. Do i need all of the mods you mentioned on the picture at the first page? This my mod manager page :)  Mod Manager.jpgmod on xenanouts

Thanks..

Installation

1. Delete everything X-Division related from your mods/... folder.

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

3. Download X-Division: Download ( MD5: 87d1e080cbf36a92684ca4207094a7b5 )

MEGAdownload.png

4. Unpack the rar and put X-Division 0.99 Beta and X-Division 0.99 Beta Part 2 in your mods/... folder

X-Division mods folder.png

5. 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)

X-Division internal,scripts.png

6. If you think the airgame is too hard download the Easy Airgame Mod, you may need it: MEGA

  • 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 withou any harm from the Airfight

7. The modloader should look like this MINUS the things you dont have or dont want.
 

  • 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.

modloader beta 1.1.png

 

49 minutes ago, paramaniac said:

Thanks for the tip it works now :) except of ufo doors but no worries blow them up :D

Front doors are meant to be locked.

Edited by Charon
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I noticed in the mod folder you have listed New Airgame?  What is that?  I play with easy air game because I'm terrible at air combat as it is simulated in this game.

And losing a funding nation early in the game is a frustration i could do without.  Those morphs that kill with one attack are murder to fight as normal weapons are practically useless against them.  Lost my entire squad...only the tank survived to the point where I ended the battle (terror mission).  Restarted the battle and bugged out of there--losing China as a funding nation.

 

I think I might (probably did) have overspent on grenades as I made a lot of them (the ones that don't require any resources you've captured) and other stuff that does not require captured resources.  (boy that is really bad english.)

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31 minutes ago, Larry Burstyn said:

I noticed in the mod folder you have listed New Airgame?  What is that?  I play with easy air game because I'm terrible at air combat as it is simulated in this game.

 

Its a few scatches from Drages upcoming airgame. It might replace my own airgame and make it optional.

 

32 minutes ago, Larry Burstyn said:

And losing a funding nation early in the game is a frustration i could do without.  Those morphs that kill with one attack are murder to fight as normal weapons are practically useless against them.  Lost my entire squad...only the tank survived to the point where I ended the battle (terror mission).  Restarted the battle and bugged out of there--losing China as a funding nation.

China didint survive ? It starts with 600 relationshippoints and a terror site does 300. You must have had quite the UFO activity over it.

The only relationship starting value which is troublesome is Central America ( Mexico ). The value has now been increased from 300 to 400.

 

What i havent wrote anywhere guys is the fact that there is no funding cap anymore. This means every action above every country gets fully counted forever. Shoudda write this somewhere ... .

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On 22/8/2016 at 5:46 PM, Charon said:

What i havent wrote anywhere guys is the fact that there is no funding cap anymore. This means every action above every country gets fully counted forever. Shoudda write this somewhere ... .

 

HA! THAT'S A GOOD NEWS! Such a Tiny thing is a HUGE modification of gameplay!


Anyway i found a couple of tiny bugs that could be listed:
 

  • Seeker tank is improperly named "####" in the manufacture screen. [FIXED]
  • In the mission summary screen, when redundant stunned wraiths are executed. they're also labeled as "####".
  • There are quite a bunch of wrong quotations in Xenopedia, litereally there are "&quote" codes and other similar things in the text, i assume they are wrong/not properly closed closed tags. If you want, il go reading through all my unlocked xenopedia and list them.
Edited by YaK
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I began a new game, normal difficulty, with XDivision and did five missions (3 small scouts and 2 large scouts). Ended up with one soldier dead because of a mistake on my part while assaulting a medium scout.

The feeling in combat of 0.99.11 was already much better than the first 0.99, great work. I'm not fond of the closed UFO doors and the removal of the "peeking outside AI" but I understand why it is that way. I've observed the AI run aggressively toward my guys when confident, take cover or run away when under heavy fire, or use grenades which didn't kill my guys right away but suppressed them and infected heavy pain. That was all good.

The heavy-weapon guy, with a machine gun, can really shot often. The TUs used by the machine gun seems to be way too low.

As for the bugs, you can duplicate medpacks (put one in your hand then take it back, the ghost in the left hand turns into a second medpack). And reloading is lacking sounds. You can also shoot 10 bullets but have only 3 in your loader.

The debriefing screen shown alien corpses sold for $1 (weird), I guess that's because you can't destroy them? You get very few money from the mission, but again I guess you can sell alien artifacts if you need money. The total earned is not easy to read because it doesn't have a black background. Also my Corporals didn't get a promotion even after a few missions, which was surprising since in the vanilla XCE they usually get promoted at their first or second mission.

The soldiers stats are back to the common 50 medium values when hiring (instead of the 70 I seen in the first 0.99, which was weird). So, not superhumans. Training will have to be done on the field.

The air combat is incredibly difficult with F-17, which somehow makes it gratifying and interesting. I got absolutely crushed by an alien fighter, the small scouts gave in a harsh fight, and the medium scouts where too strong for me, I had to catch them when landed. They land very often by the way (which is strange). Autoresolve is totally off and wrong by the way, you may want to just remove it completely.

The science projects to disassemble the first alien weapons are incredibly fast (way too fast), and the desc of the science does not provide any information about the possible outcomes of the research or what they are going to do. This goes along with the Xenopedia articles which really lack a ton of information. I'm not asking about Lore here, but useful informations would be amazing (it replaces the features documentation, basically).

Finishing a weapon science seems to enable an identical weapon in your workshop, but it needs an alien core... although my guys have no idea what an alien core is since they never seen any. Maybe there's a science step lacking here.

Building a Hunter car was incredibly fast (way too fast). I like the fact that the hunter car is cheap and quick to build, but it shouldn't be "free" like it is right now.

Will continue testing, so far it's a lots of fun.

Edited by OzoneGrif
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I had two really tough battles and it was fun, because it was totally not expected:

  1. Engaged a light shuttle, crashed it and assaulted it with my chopper that was coming back from a really good assault of an anlien outpost. It should have been easy. but it was not. 8 Guys, readily armed (hey, i just had assaulted an alien outpost! I geared them with EVERYTHING it could be useful! There was Xeno Queen, Praetorian and whatever inside there!) and a Tank against a tiny shuttle's surviving crew! What could go wrong?
    REAPERS. LOTS OF THEM. I couldn't also keep the position in my sieged chopper trying to kill them while coming. Too much of them.
    After several failded attempts, i try a tactical approach. Just in front of my chinook, there was a container with stairs (thank's skitso for making them climblable! :D). I take position there, with my Shield man closing the breach on the stairs, hoping i could kill everyone coming before they destroys his shield. It worked. Just one civilian survived, hiding in furthermost corner of the map. It was really fun! :D
  2. I assaulted a medium one, cause after destroying his two heavy fighters escort, it landed. It was a new one, an extreme landing ship, but I had my best men rock and ready, they've done the impossible until now, so i wasn't worried. There was Caesean. Nice. But the Xenomorphs seeems a bit different. BOOM. 2 Guys one-shotted. Xeno warriors and Xeno stalkers. A Nightmare. It seems the plot of the second Alien. I Win just because a Caesan miss his shot and hit the Stalker for 80 dmg that was just in front of my chopper door, with my man without any tu's, ready to slaughter everything inside with the help of the hell that was outside coming. After my lucky resistance i took a break, open a beer and lighted a cigarette, thinking "What should i do? Should i gater the nearest artifacts and go away? All my men are maimed and without lots of ammo, could i breach the UFO'S door? My tank has just two shoots! In the end i tried. I was scared as hell. Two Cyberdisk in my way to the UFO. Damn. I took cover and patiently tear them down. The last one exploded on the UFO's door, opening it to me. Really a lucky break. The first floor was fair enough, just five troops. At this point i was really scared. Until now, EVERY control room was a nightmare. This time only TWO guys stayed inside, a psion and che officer. I was so happy i could have killed them just with my medipacks :D

 

Great work guys, considering it's not polished yet, this is a really cool mod, causing me a lot of fun!

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I haven't had anywhere near as much time to commit to X-Division as I would like to, however I'm nearing the end of Phase 1 (I've restarted once) and I am really liking the changes that this overhaul brings to the table, calling this a mod doesn't do it justice, it's a complete overhaul.

The first thing I need to ask Charon & Drages, are you both fans of the Aliens franchise? I have the Aliens vs. Predator board game / wargame at home; the one made by Prodos Games, and I feel like I am getting to play this game via X-Division on some of my ground missions! I'm personally a massive fan of the Aliens series, I saw them when I was young and had many nightmares about Xenomorphs :D. I was surprised and excited to be encountering Xenomorphs in my ground combat missions. When I first played Xenonauts I dreamed up a mod that over hauled the game into the Aliens setting. I don't want to get carried away with it, as the game is still Xenonauts, but have you had any ideas about adding a Xenomorph Hive clearing mission like alien outpost missions? Some of the alien base tiles look like a Xeno hive, just the wrong colours.

In terms of feedback just adding my opinion to a few things I have seen mentioned in this thread and my thoughts playing the mod;

  • I am against increasing troop size, starting with 8 is plenty of troops, if the starting number of troops is higher it just slows down the ground game like Charon mentioned, I did like the idea of smaller capacity and faster drop ship options.
  • The Air game currently is extremely brutal! It frustrates me sometimes, however I like that the player now needs to maintain a large fleet of aircraft, I feel that this is also important as it keeps financial pressure on the player in terms of maintenance costs, and how much they can commit to upgrading the fleet vs. troops.
  • It's been mentioned many times, but Terror missions are also very tough in the early game, with the changes made by Charon so that a lost Terror mission doesn't result in the loss of the continent this helps balance Terror Missions, I agree that like Long War, you should not win all ground combat, there should be missions at the start of each Phase that you may have to consider withdrawing from and taking some artifacts with you.
  • It would be great to see the feature like Long War, where you could assault a tough alien base to recover the continent. This would add great depth to the Geo game.
  • I saw mention of Drages working on new buildings for bases, my one request would be alien containment, specifically Xenomorph containment, I'm sure you guys have seen Alien Resurrection, Even thought the movie is pretty bad LOL! You see what happens when unprepared scientists attempt to hold Xenomorphs in captivity, they are smarter than they look!
  • Legacy items should be removed from the game or re-worked to fit somewhere in X-Division, someone mentioned that there was an aircraft that was still in the game with the old build cost of $300,000, as X-Pedia is still a work in progress nothing indicates to the players that this craft is not suitable for X-Division.
  • Vehicles and Aircraft build costs are currently too low in my opinion, you can throw phase 1 vehicles at the enemy without much care of preserving them, maybe this is false security since you start with enough money to setup 4 bases and have a few million spare, this doesn't account for losing bases in the later phases if things become very difficult like you guys have mentioned. I guess I'll only really find out when I hit Phase 3 and feel the real terror.

 

I'm actually excited to reach the later Phases and see how things change, hopefully in the coming 2 weeks I can spend a lot more time and get a feel for the X-Division theme, I get the impression that Phase 3 will destroy all my bases and show me the game over screen :). I also saw it mentioned that the idea of the alien races being clones or being more of a collective of races working willingly under their rulers is still in debate. I think the aliens having some free will and mind of their own would not only give them some more flavor, it would also make more sense that they are willing to provide information during interrogation.

After I've spent more time I'll come back with more things to write about I'm sure, the bugs I've encountered are already covered here. I am still happy to help out with X-Pedia even if it's just doing spell checking work, to write entries I think I need to play the mod more and get a more solid idea of the alien factions status first to make the entries have a cohesive narrative.

Edited by Sectiplave
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