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Charon

[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.10)

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Thank you @Charon your the best. 

23 hours ago, Charon said:
  • EMP charges and rockets no longer cause overdamage
  • Shock rockets no longer cause overdamage

Interesting, I dont remember them like this but good change, they shouldnt do that. 

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I've had shock rockets splat targets. In fact, I stopped using shock rockets after that. One rocket wasn't sufficient to take out a Sebillian terror unit at the time, while a second rocket splatted them. I think I've had the same issue with EMP rockets, so yes, good changes.

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6 hours ago, PALU said:

I've had shock rockets splat targets. In fact, I stopped using shock rockets after that. One rocket wasn't sufficient to take out a Sebillian terror unit at the time, while a second rocket splatted them. I think I've had the same issue with EMP rockets, so yes, good changes.

While it is true that a conscious unit made unconscious with a shock rocket generated a splashed asset, they still count as captured afterwards. The point was more about that items on the ground including already unconscious units would get destroyed afterwards, which ofcourse shouldnt be the point for shock equipment.

EMP change is self explanatory.

I hope with this we see an increased use of EMP and shock charges all around.

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Okay, so I could use a bit of help here.

I was playing around with the max stats of soldiers, giving them extra starting AP and whatnot.

The problem I've run into though is that I cannot find how the AP cost for attacking are calculated or the like.  I've run into the problem that all the attacks end up costing way more AP than they should.  A snap attack for a rifleman was taking more than 50 AP per shot, which is proportional to his increased stats but take up way too much of a total percentage.

I figured this was a balancing mechanism, but I cannot figure out which file(s) are used to calculate it or if it is even changeable.  Just frustrating after hours of looking.  That includes going through weapons files to check their associated AP costs.  None of that has been changed.

I'm using the standard CE-to-XDivision 1.00.10 setup with no extra mods outside of No Airgame, Nerf the AI, Slower Invasion, Don't Die on Me, and Palu's greatest Xenopedia hits.  Lol.  I do not believe any of those mods are causing this issue though.  I'm simply attempting to make ground combat a bit faster pace with some beefed up soldiers.  Nothing too outrageous.

Thanks in advance.

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TU costs for firing weapons aren't absolute but relative to the total TU, so a value of 35 would mean it costs 35 TU for a soldier with 100 TU, but only half of that for one with 50 TU, and double that if a soldier was hacked to have 200 TU. Some armors can provide bonuses and penalties on top of this, but two soldiers with the same equipment (and not being overloaded) can perform the same number of attacks, but the one with more TU can move further.

Thus, an attack specified to cost 35 allows a soldier to attack twice, plus move a bit, but never attack thrice, at that would use up 105% of the available TU. The TU cost displayed on the soldier for the various attacks are the actual TUs required after all adjustments have been performed (but excluding the TU cost of turning before firing, as that's a "movement").

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Thanks for explaining what's going on, Palu.  I'm still stumped on how to change it though, outside of going through all the weapon files and changing all the attack costs manually.  Ugh.  Thanks again though.

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Good morning, i come to report a bug, i am on the first terror mission, and from nothing 2 of soldiers turn on zombies on turn 6 (i think), they dont have received any damage from the black aliens, that facehugger was killed far from my soldiers... I cant understand. The most strange case was forom a shield soldier that have low thus, he even participate on the battle and become a zombie, no alien come near him. The giant disk shoot at them but the beam pass far away.

 

Obs.: As i say, no aliens come near that 2 soldiers, the got no damage physical or shoot and one of them was far from battle.

Sorry my poor english.

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I knew it didn't make sense that the optimalncourse of action was to bring all 160 scientists to the interrogation room with the alien medic and when they were done bringing them all to the alien technician, maybe having all of them dismantle a flame pistol inbetween.

 

Regarding ancient weapons: I like PALU's idea of mixed damage types, giving them a kind of reality-destabilizing vibe.

 

Unrelated: it might only be possible in Easy and using the AI-nerfing module, but I love it when a farmer soloes a sebillian by suprlocking it turn after turn. Or when a xenodrone walks into a shack turbed killbox and gets mauled down by three farmers; it was out of my sight after he entered, so you can inagine the situation when I engered it afterwards expecting a different kind of massacre.

Edited by Mr. Mister

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6 hours ago, Mr. Mister said:

Unrelated: it might only be possible in Easy and using the AI-nerfing module, but I love it when a farmer soloes a sebillian by suprlocking it turn after turn. Or when a xenodrone walks into a shack turbed killbox and gets mauled down by three farmers; it was out of my sight after he entered, so you can inagine the situation when I engered it afterwards expecting a different kind of massacre.

Dont worry, that happens on all difficulty levels. I mean i have never seen a farmer solo a sebillian on ng+2, but drones and other stuff.

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3 hours ago, Charon said:

Dont worry, that happens on all difficulty levels. I mean i have never seen a farmer solo a sebillian on ng+2, but drones and other stuff.

It's even more pronounced in my game due to the AP cost tweaks I made to the weapons.  LMAO.  Especially when the farmers/soldiers are grouped together and get surprised by a xenomorph coming through the wall.  They all take turns blasting the thing with three or four shots each.

It was really effective on the lower ranked or ballistic-ly weak enemies, but the stronger aliens just take it to the face and shrug it off.  Awesome and lifelike, but even I have a sense of 'OMG, did that thing really just survive that?!'.  Heh.

On another note, is there still work being done to the research descriptions and xenopedia files?  I've run across several blanks on both sets that involve mid-late game researches and subjects.

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I'm not aware of any blank/dummy xenopedia entries for anything that actually appears in the game (without hacking, of course), so if there are any I'd like to know. There are a fair number of entries that are described as "Dummy" as they don't appear, though. I don't believe there's any work done on the research descriptions, though.

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59 minutes ago, thethirteenth1 said:

...why did this medium ship have TERROR CARRIER escorts... ._.
(Phase 1, NG+1)

Chance for that is 10%. Its there to force alien bases upon the player if they dont take it out while landing.

Edited by Charon

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1 hour ago, Charon said:

Chance for that is 10%. Its there to force alien bases upon the player if they dont take it out while landing.

<3

I've found my way back to this mod after a long time away (Like .96 I think?) I must have learned something because things are going a lot smoother with less save scumming!

I'm loving the fleshed out descriptions for everything. Really helps tactical decisions as well; I remember I used to have to go into the .xml files just to figure out what was going on.

Small Note: Facehugger Autopsy still has XXDescriptionXX

Also, what / where is the soldier sort button, and what does it do? I've installed the latest .10 unofficial patch, but don't see it on the soldier equip screen.

 

It's amazing watching this mod grow over the years!

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18 hours ago, thethirteenth1 said:

I've found my way back to this mod after a long time away (Like .96 I think?) I must have learned something because things are going a lot smoother with less save scumming!

<3

Maybe its because we improved on the overall gameplay ? How do you like the additional options in the installer ?

18 hours ago, thethirteenth1 said:

Small Note: Facehugger Autopsy still has XXDescriptionXX

Im pretty sure that you cant get anything that would identify as a Facehugger Corpse in the game. You can only get them alive.

18 hours ago, thethirteenth1 said:

Also, what / where is the soldier sort button, and what does it do? I've installed the latest .10 unofficial patch, but don't see it on the soldier equip screen.

It sorts ... soldiers. You can choose the order of your soldiers with it. Thats a definite plus when you have more than 16 soldiers in a base and are under a base attack. The game takes the dropship crew + the rest of the soldiers following in a chronological order. So if your best horse is at the top of list but at 32% hp, you can sort him out of the combat readiness.Unbenannt.thumb.png.1c36306fa7566222dd54713586144e78.png

18 hours ago, thethirteenth1 said:

It's amazing watching this mod grow over the years!

PAW ! ><

Edited by Charon

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On 1/14/2019 at 7:38 PM, henito said:

Good morning, i come to report a bug, i am on the first terror mission, and from nothing 2 of soldiers turn on zombies on turn 6 (i think), they dont have received any damage from the black aliens, that facehugger was killed far from my soldiers... I cant understand. The most strange case was forom a shield soldier that have low thus, he even participate on the battle and become a zombie, no alien come near him. The giant disk shoot at them but the beam pass far away.

 

Obs.: As i say, no aliens come near that 2 soldiers, the got no damage physical or shoot and one of them was far from battle.

Sorry my poor english.

Attach savegame and I'll check it.

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@PALUSince you are one of the few people so far ahead, whats your oppinion on the new randomised valkyrie droppod area ?

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I'm only on my 5:rd Valkyrie mission so far, so I don't have too much data. I've got a few comments, though:

- All of the drop areas have been in the SE corner of the map, closer to the southern end than the Eastern. To the south it's just enough to get a vehicle out. I have no problem with it being predictable, though.

- I'm not too happy with the drop pod locations inside the area: My first attempt tried to get my mech out to the north, but for some reason it wasn't possible, as I think a pod blocked the way somehow, despite having had crew open 3 "doors" which should be wide enough, the mech refused to move to the tiles vacated by the 3 "workers". I'd like it to be possible to get a vehicle out in any direction. It's also a bit annoying you have to use soldiers to open "doors" to let the vehicle out, as it can't "open" or smash them itself.

- My second embark had me exit to the west, only to find that I couldn't get out because farm equipment blocked the way (one of these big round things that might be irrigation hoses). I reverted back to my embark save and exited to the south instead (which is why I know you can just get out that way).

- I also had an issue with a wraith that somehow managed to teleport to a position where I couldn't attack it from the SE (probably due to a pod to the east side of it), leaving only a very narrow attack angle (it would probably have been wider if the "door" to the NW had been opened, in addition to the ones to the W and to the SW). However, moving into position and find you can't fire at the enemy for unclear reasons isn't exactly fun.

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4 minutes ago, PALU said:

- All of the drop areas have been in the SE corner of the map, closer to the southern end than the Eastern. To the south it's just enough to get a vehicle out. I have no problem with it being predictable, though.

We dont really have an influence on where the valkyre spawnpoints are. Those were made by the mapmakers of XCE.

6 minutes ago, PALU said:

- I'm not too happy with the drop pod locations inside the area: My first attempt tried to get my mech out to the north, but for some reason it wasn't possible, as I think a pod blocked the way somehow, despite having had crew open 3 "doors" which should be wide enough, the mech refused to move to the tiles vacated by the 3 "workers". I'd like it to be possible to get a vehicle out in any direction. It's also a bit annoying you have to use soldiers to open "doors" to let the vehicle out, as it can't "open" or smash them itself.

One of the major points i wanted to reach with the new design is that you cant get your vehicle out any direction you want to, unless you shoot down the pods. The randomness of the 23 maps should provide a unique approach to every mission.
That vehicles cant open doors is just a vanilla restriction.

10 minutes ago, PALU said:

- I also had an issue with a wraith that somehow managed to teleport to a position where I couldn't attack it from the SE (probably due to a pod to the east side of it), leaving only a very narrow attack angle (it would probably have been wider if the "door" to the NW had been opened, in addition to the ones to the W and to the SW). However, moving into position and find you can't fire at the enemy for unclear reasons isn't exactly fun.

Yes, droppods are very good cover. For you, but for your enemy as well.

 

I think you never saw the original valkyrie design ?

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13 hours ago, Charon said:

Maybe its because we improved on the overall gameplay ? How do you like the additional options in the installer ?

Im pretty sure that you cant get anything that would identify as a Facehugger Corpse in the game. You can only get them alive.

It sorts ... soldiers. You can choose the order of your soldiers with it.

The installer makes things so much easier. Was a rather big factor that convinced me to reinstall it "Oh, i dont need to go through hell and back copying files manually"

Oops, not autopsy, the one thats done on an alive one. Don't have the game open right now; is it called analysis?

Awesome, thats what i was hoping the sort would do! I just didn't notice those arrows xD

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3 minutes ago, thethirteenth1 said:

Oops, not autopsy, the one thats done on an alive one. Don't have the game open right now; is it called analysis?

Than you are propably talking about the research previews. Yeh, they won´t get done. It was originally sfarrelys work, and we added some new stuff after he left, so those entries won´t be done.

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I haven't seen the original Valkyrie design, that's correct.

I don't like random drop pod placement, both because it's annoying and because it goes against the selling point of the Valkyrie of allowing you to arrange deployment, which ought to extend to the pods, at least to the extent of them not being placed in the way of your exits (I realize it probably wouldn't be reasonable to allow the player to actually arrange the pods, and it would probably get old fast if it was). If it was my choice I'd use a static pod deployment of either the corners or, if the area is large enough, 3 tiles in a row along each side with possible vehicle exits on both sides (requires an inner area of 9*9).

Another Valkyrie deployment oddity: You can deploy your troops next to the wall on all sides but the North one, where there's one row you can't deploy on, so you'd have to move an extra step to get out that way.

Minor bug encountered: The manufacturing description for the Katana Mk-2 claims a Katana Mk-1 is produced, but the correct item is manufactured.

Related oddity: There's a "manufacturing" option generated: "Praetor Fleet Leader RE" (under Dissection Phase 4 Caesan & Wraith), which doesn't seem to produce anything at all (XXDESCRIPTIONXX). I think it was generated from the Autopsy research (but I'm keeping the old researches when upgrading to keep the campaign, so it might have been fixed).

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4 hours ago, PALU said:

I haven't seen the original Valkyrie design, that's correct.

Its just 4 flares on the ground to mark the entry zone. Nothing else. No walls to protect you. No decision in your exit zone, no protection from fire all across the map, no cool droppods. If you think thats fun than imagine landing naked in the middle of a terror site.

Unbenannt.thumb.png.ad7ce16e3d0e48957c576935394c89e8.png

 

4 hours ago, PALU said:

I don't like random drop pod placement, both because it's annoying and because it goes against the selling point of the Valkyrie of allowing you to arrange deployment, which ought to extend to the pods, at least to the extent of them not being placed in the way of your exits (I realize it probably wouldn't be reasonable to allow the player to actually arrange the pods, and it would probably get old fast if it was). If it was my choice I'd use a static pod deployment of either the corners or, if the area is large enough, 3 tiles in a row along each side with possible vehicle exits on both sides (requires an inner area of 9*9).

Hm, but since you dont know what your immediate environment is you cant know what your exits are either way, no ? Sometimes you land in the north corner and have exit SE and SW, sometime you have a wall at SE, making everything else your exit. The preview window of sorting your soldiers doesnt allow you to view your environment.

I personally think that a randomised starting position is better, increases the replayability and keeps the interest and challenge for the player fresh and new. But this might take time to realise, as 5 combat zones are not enough to get an endless feeling for the missions.

If you like a static design you can go into maps/dropships/valkyrie and choose one to your liking and delete the rest. This way you can try out static design vs a dynamic one.

 

4 hours ago, PALU said:

Minor bug encountered: The manufacturing description for the Katana Mk-2 claims a Katana Mk-1 is produced, but the correct item is manufactured.

 

Fixed.

4 hours ago, PALU said:

Related oddity: There's a "manufacturing" option generated: "Praetor Fleet Leader RE" (under Dissection Phase 4 Caesan & Wraith), which doesn't seem to produce anything at all (XXDESCRIPTIONXX). I think it was generated from the Autopsy research (but I'm keeping the old researches when upgrading to keep the campaign, so it might have been fixed).

Actually, there is a manufacture option for the Base, Terror and Fleet Praetor. I removed the unlocking of the manufactures from the research entries right now. Fixed.

Edited by Charon

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While I can't see anything (which you really ought to have been able to, if you're dropped from a hovering drop ship, which ought to have a view over the area), I can still detect where the map borders are, and thus know the two directions that lead out into the "backyard" (sometimes you tend to start a fair bit away from both sides, and thus have 3 main directions to move in, but there's usually only 2).

I'd rather be dropped in the open on a terror site than at a downed terror craft site... In the former case there tends to be buildings you can get cover from, while a downed terror craft desert map is a major pain even with a drop ship to provide some cover (I think I was attacked by about 13 different enemies, all from out of sight, at the end of the first turn on one of those).

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