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


Charon

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I had some problems to with the game crashing after shooting certain aliens.    But then in the mods launcher I clicked on the 'Default Setup' to rearrange everything to the X:CE default.  I turned off Lore+, and re-enablded the X-Division mod (ensuring it was above everythign relevant.).   Things worked good after that, though I do not know what was wrong before.    I also have an 'XCE:Steam Mod ' in my list which I haven't seen in anyone else's screen shots, but I think had to be enabled and placed in the correct order or it caused instability.  

 

And as far as I can tell the tropical and swamp tileset causes no problems, or the ultimate ambient sounds.   I recommend to activate the tropical tileset. It looks nice.

XenonaughtsLauncher.png

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23 minutes ago, Sir_Dr_D said:

I had some problems to with the game crashing after shooting certain aliens.    But then in the mods launcher I clicked on the 'Default Setup' to rearrange everything to the X:CE default.  I turned off Lore+, and re-enablded the X-Division mod (ensuring it was above everythign relevant.).   Things worked good after that, though I do not know what was wrong before.    I also have an 'XCE:Steam Mod ' in my list which I haven't seen in anyone else's screen shots, but I think had to be enabled and placed in the correct order or it caused instability.  

 

And as far as I can tell the tropical and swamp tileset causes no problems, or the ultimate ambient sounds.   I recommend to activate the tropical tileset. It looks nice.

XenonaughtsLauncher.png

Could it be that nobody rearranged his modloader order after the XCE 34.2 update ? Because the update mixes up a lot, and especially the order which i had to rearrange.

I mean its nowhere written that you have to do that but i thought it would be common to check if everything is in place after an update, hm.

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10 minutes ago, Suave said:

I have mentioned earlier that my first terror mission is phase 2 - a bit too hard for starting guys. It happened again now - I am attaching a save game.

AutosaveIM2016-10-29_14.51.03.sav

Suave, can you post a screenshot of your modloader screen.

When i went to load that save, it said that it was created using 4 additional mods

Skitso's Map Pack - Outdated, don't use

Furies, Terror, and Dreadnoughts Oh My - don't use (this is the one causing the early Phase 3 units)

Armoured Assault! - don't use

Charon's Changes, Psi,Sounds - should be ok, but i've never used it, so don't know if it affects terror missions. @Charon?

The units you're fighting are actually Phase 3 ones (Warriors)

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4 minutes ago, sfarrelly said:

Furies, Terror, and Dreadnoughts Oh My - don't use (this is the one causing the early Phase 3 units)

Armoured Assault! - don't use

Uhm, those 2 majorly break everything X-Division is doing. I wouldnt even start to expect to get the game working like this.

5 minutes ago, sfarrelly said:

Charon's Changes, Psi,Sounds - should be ok, but i've never used it, so don't know if it affects terror missions. @Charon?

Nope, nothing, already check the AM_Terror.xml. The whole Developers Diary was made with Charons Changes mod so it should be stable.

Heres the full changelog. Most things have already been integrated into X-Division.

Quote

 

Soldiers

No more maximum Stats gain per mission, every action is saved and cummulative from mission to mission
+50% more actions needed to increase Tus.
+200% more actions needed to increase accuracy
Increased max Reflexes to 180
Rebalanced Soldier Ranks from 0/5/15/25/45/80/140/250 to 0/20/50/80/120/160/200/250


Alien Bases

Increases maximum alien bases from 3 to 20
Increased Supply Growth Run from 10 to 15
Increased Alien Ticker increase for a successful supply run from 5 to 5 (same)
Set Relationship Damage per base from 6 to 0

Alien Base Construction Cooldown from 0/200/400/600 to 0/300/700/1100 alien ticker values reversed from 15/20/25/30 to 20/10/5/3 days respectively


Terror/Base Attack Missions

Decreased Base Attack Cooldown from 45 to 25 days
Increased Alien Terror Mission Cooldown from 20 to 22
Removed Aerial Terror missions
Removed revealing Terror Maps after 20 turns

Terror Fail penalty

Decreased Terror Failure Penalty from 750 to 300
Decreased Success Bonus from 300 to 90
Set the Civil Survived Bonus to to 25
Set the Local Forces Survived Bonus to 10

Human Bases

Decreased new Base cost from 500,000 to 200,000
Increased Upkeep from 50,000 to 150,000


Funding

Increased Max Funding Modifier from 2 times to 20 times the starting funding value


Aircraft

Increased Refueling efficiency by 400%
Decreased Rearming efficiency by 400%
Increased hours to recover aircraft from 72 to 96, It takes 7,5 days (+rearm) to fully recover a deytroyed aircraft. Enough time that you wont be able to use it in the next wave with full health
Deacreased minimum Health to launch from 50% to 25%
Decreased minimum fuel to launch from 50% to 25%
You can now launch aircraft units without being fully armed


Alien Aircraft

Increased the Cooldown of engaging additional xenonaut aircraft from 1 to 1 hours (same)


Insignias

Reversed Commander and colonel Rank picture ( Bug: highest rank for me is commander, not colonel )


Particles
Used different colored psi attacks from Kabill


Scripts

Bigger Workshop Screen ( Same as X-Division )


UI

Experimental characters
slyightly different UI


Ground Combat

<ShortRangeHitBonusMinDistance> increased from 5 to 15
<ShortRangeHitBonusPerTile> decreased from 7 to 1,75

Main Menu

Experimental difficulty images

 

 

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2 minutes ago, Charon said:

Heres the full changelog. Most things have already been integrated into X-Division.

Quote

 

Soldiers

No more maximum Stats gain per mission, every action is saved and cummulative from mission to mission
+50% more actions needed to increase Tus.
+200% more actions needed to increase accuracy
Increased max Reflexes to 180
Rebalanced Soldier Ranks from 0/5/15/25/45/80/140/250 to 0/20/50/80/120/160/200/250


Alien Bases

Increases maximum alien bases from 3 to 20
Increased Supply Growth Run from 10 to 15
Increased Alien Ticker increase for a successful supply run from 5 to 5 (same)
Set Relationship Damage per base from 6 to 0

Alien Base Construction Cooldown from 0/200/400/600 to 0/300/700/1100 alien ticker values reversed from 15/20/25/30 to 20/10/5/3 days respectively


Terror/Base Attack Missions

Decreased Base Attack Cooldown from 45 to 25 days
Increased Alien Terror Mission Cooldown from 20 to 22
Removed Aerial Terror missions
Removed revealing Terror Maps after 20 turns

Terror Fail penalty

Decreased Terror Failure Penalty from 750 to 300
Decreased Success Bonus from 300 to 90
Set the Civil Survived Bonus to to 25
Set the Local Forces Survived Bonus to 10

Human Bases

Decreased new Base cost from 500,000 to 200,000
Increased Upkeep from 50,000 to 150,000


Funding

Increased Max Funding Modifier from 2 times to 20 times the starting funding value


Aircraft

Increased Refueling efficiency by 400%
Decreased Rearming efficiency by 400%
Increased hours to recover aircraft from 72 to 96, It takes 7,5 days (+rearm) to fully recover a deytroyed aircraft. Enough time that you wont be able to use it in the next wave with full health
Deacreased minimum Health to launch from 50% to 25%
Decreased minimum fuel to launch from 50% to 25%
You can now launch aircraft units without being fully armed


Alien Aircraft

Increased the Cooldown of engaging additional xenonaut aircraft from 1 to 1 hours (same)


Insignias

Reversed Commander and colonel Rank picture ( Bug: highest rank for me is commander, not colonel )


Particles
Used different colored psi attacks from Kabill


Scripts

Bigger Workshop Screen ( Same as X-Division )


UI

Experimental characters
slyightly different UI


Ground Combat

<ShortRangeHitBonusMinDistance> increased from 5 to 15
<ShortRangeHitBonusPerTile> decreased from 7 to 1,75

Main Menu

Experimental difficulty images

 

 

Which is actually quite outdated. The changelog that is. Most numbers are incorrect, or out of date. The mod on the other hand is fine.

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39 minutes ago, Suave said:

I have mentioned earlier that my first terror mission is phase 2 - a bit too hard for starting guys. It happened again now - I am attaching a save game.

AutosaveIM2016-10-29_14.51.03.sav

Omg .. did u use that additional mods with x division? Why did you do that? You should not use any mod then we advised..

That terror dreadnought and whatever mod would break all the terror missions of course.

Please don't do that things again.. wrong reports make us panic.

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Announcement

 

Every game update and X:CE update resets the modlauncher order and the activation/deactivation status to its liking, messing up every individual setup you might have had before.

 

So please, if you receive an update through Steam or install a new version of vanilla/XCE recheck your modloader order and activation status, just like you would when you install a new game or new mod.

 

Keep in mind that EVERY save is unique to its modloader setup it is saved with. Loading a save with a different modloader order, even if they are the same mods, can and will cause problems alll along the way.

 

This is a picture to give you an idea what you are dealing with

4727825-balanced-wood-block-tower.jpg

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1 minute ago, Pandi said:

 

@Charon Corvette spear cannon wrong image?Xcorspear.png

 

Thats the current state as not every individual aircraft weapon has its indivudal weapon image in the aircombat.

3 minutes ago, Pandi said:

Explosion of rapid fire missiles and torps are very big, can't see nothing under it.

Xplosions.png

Thats an intended difficulty effect of the aircombat game. Learn to fly blind :).

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@Charon So that we can best help you guys with testing, I'd recommend any time X:CE updates, or you post a new X-Division patch, to also add the recommended mod launcher order, this is especially important when X:CE adds new mods, and ask players to follow that particular setup when starting a new campaign. It's important not to assume the end user has the same knowledge as you guys who are the specialists. We know there will still be many people who don't follow your orders, but at least this will catch some of them :D

It is more work, but that way you know we are all on the same mod loader setup from the start of the campaign, and should lead to less false bug reports to scare you :)

BUG; I've only experienced it twice in my whole campaign so far (I'm about 13hours+ into this campaign) the game freezes just after autosaving from a ground mission. The autosave is successful and both times I could reload the autosave and continue without any issues. I see someone else reported the same issue on the previous page.

@drages I guess the difference is just that I was used to Normal difficulty and enemies having lower than normal armor, I'm liking the challenge over all of Phase 2, I feel like I'm only just scraping by and I am pretty well prepared from Phase1. I'm really feeling the accuracy buff against Andron's rapid fire weapons, as they are absolutely deadly! You need Enchanted shields ASAP as the regular one is worthless. Some notes on the Harridan AI, faced them on a wide open farm map Light Cruiser, they would spend too many TU's attempting to fly up and move away from my advancing troops and didn't actually fire many shots, the Harridans that were already far away did snipe at my troops from outside my line of sight which I believe is the intended behaviour.

 

Edited by Sectiplave
typo
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5 hours ago, drages said:

Omg .. did u use that additional mods with x division? Why did you do that? You should not use any mod then we advised..

That terror dreadnought and whatever mod would break all the terror missions of course.

Please don't do that things again.. wrong reports make us panic.

hmmm....they did sound interesting and I did not realize they may have such adverse effects...ok, it was unplayable anyway, so back to Charons modloader...good job that the mod is fun to restart many times:p

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Bug; Enchanted shield showing as 0/150 on battlefield, also the shield is destroyed after taking a hit of any kind (it blocks that hit at least), save attached with both shield troopers having this issue.

I haven't mentioned it before, but I like the light/dense fibre system, it gives you an incentive to try capture aliens alive for the bonus materials.

 

bug report.sav

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15 hours ago, Sectiplave said:

@Charon So that we can best help you guys with testing, I'd recommend any time X:CE updates, or you post a new X-Division patch, to also add the recommended mod launcher order, this is especially important when X:CE adds new mods, and ask players to follow that particular setup when starting a new campaign. It's important not to assume the end user has the same knowledge as you guys who are the specialists. We know there will still be many people who don't follow your orders, but at least this will catch some of them :D

It is more work, but that way you know we are all on the same mod loader setup from the start of the campaign, and should lead to less false bug reports to scare you :)

I appreciate your feedback and i believe it is right what you said and that you said it.

Its the first time that i experienced an XCE update so i wasnt aware of what it might do, i just basically know that updates are known to break one thing or another . Thats in their nature. You may have seen that i put up an announcement here and in the XCE for this issue as soon as i became aware of it. But putting up a notice like that is @XCEs side not ours, and @Solver might not have been aware of this issue either.

Nevertheless, now that we know about that we can ofcourse make an additional warning.

Which leaves the modloading order.

15 hours ago, Sectiplave said:

@Charon So that we can best help you guys with testing, I'd recommend any time X:CE updates, or you post a new X-Division patch, to also add the recommended mod launcher order, this is especially important when X:CE adds new mods, and ask players to follow that particular setup when starting a new campaign.

There hasnt been another modloading order image because we dont know either. We are as clueless as you. I asked Solver if this is correct

 

On 27.10.2016 at 9:37 PM, Charon said:

since we didnt change anything map related, this means that propably 34.2 2 mods, "X:CE Extra Map Pack" and "Xenonauts Fix Pack" may have something to do with this.

 

@Solver I found no official guideline for where to put the "Xenonauts Fix Pack". Any recommendations ? Here is my modloader.

Modlauncher .31.png

On 27.10.2016 at 9:40 PM, Solver said:

That's the right place for it, I've already put it into its suggested place in the X:CE package. The important thing is for its to be above the map packs (Skitso's, Random, Restored Community).

and he said yes. So in all fairness there was a guideline available as soon as possible.

 

There hasnt been an official statement about that because we are still figuring out if this is the correct order. So until that the last official statement in the OP is still correct.

X-Division patches doesnt need an updated modloader image because they dont break anything.

15 hours ago, Sectiplave said:

and should lead to less false bug reports to scare you :)

Thats drages, not me :).

15 hours ago, Sectiplave said:

We know there will still be many people who don't follow your orders, but at least this will catch some of them :D

14 hours ago, Suave said:

hmmm....they did sound interesting and I did not realize they may have such adverse effects...ok, it was unplayable anyway, so back to Charons modloader...good job that the mod is fun to restart many times:p

We lost the first one :´(. May he rest in peace and read these lines again :p

On 10.8.2016 at 7:22 PM, Charon said:
  • 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.

 

 

Lets take a moment to remember the fallen.

 

Edited by Charon
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I was wrong about something earlier. I am still having instability issues.  Everything was fine in the previous X-Division patch/ prev community editition release.  There was lots of changes so it is hard to tell what the cause is.   But things are causing the game to crash. And when it crashes I have to push cnt-alt-del to go into task manager, and then end Xenonaughts task manually using the keyboard, as the screen won't respond to the most.   The following are where crashes have occured:

     - Randomly when loading a save that was saved in the middle of a battle.  The loading screen will pop up with the green progress bar. When the bar is lamost at the end, the music changes to the battle music but the tactical battle screen does not actually load.  This seems to happen at least one third  of the time.

    - SOmetimes when loading a save from within the middle of a battle (as opposed to loading from the title screen) everything will freeze right away.  No progress bar.

   - Every once in a while after someone gets hit with an attack, the game will crash.  It is always after a weapon gets fired. It shows the animation for the bullets and the gun firing, but at the end of the burst/shot the game crashes. Mostly it is when firing at an alien, but once it occured after a xenonaught was hit by an alien.  But now that I think about it, it might not be when someone gets hit, but when a bullet hits some item in a ufo. I think I have only had this occur around UFO's.  I will be attaching too saved games to this post. In the one labeld 'quick save',  try suppressing that Sebillion by aiming a a shot with the tank, in the square just to the right of him. That is hanging for me every single time.

   - And now I have another issue where after a battle it won't go back to the strategic screen.   It shows the battle combat report,  and when I hit okay the music changes, but the game does not actually load to the strategic screen. It just crashes.  In my save labeld 'Crash error' hit the Sebilllion one more time to stun it, and end the battle.  It hangs for me after that.

 

 

 

  

   

 

 

 -

Quicksave.sav

Crash Error.sav

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Hey Charon, you are not gonna get rid of me so easilly:rolleyes:

What I meant was that the game was unplayable with the additional mods I added, so I reverted back to recommended (?) modloader for X-Division 99.31 + xce 34.2 - new campaign, new ideas, new experience. Someone mentioned "grinding" before - no such thing, it is always a new experience.

The fallen has risen...Halloween today?:o

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@Sir_Dr_D I'm gonna jump in here and ask if you've recently added or changed your mod loading order at all? I've experienced the same issue with end of ground combat mission failing to transition to Geoscape ONLY after I enabled the Swamp Tileset and Ultimate ambient sounds. Also make sure you have cleared your scripts folder if you've changed mods around. And lastly even with cosmetic mods, do not make changes and attempt to continue from a ground combat, only continue from Geoscape as this seems more reliable.

Also it's a known issue with X:CE that loading an Autosave is not working 100% of the time as far as I know, it's recommended to manually save.

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@Sectiplave.   I did try changing the mod loading order.  So that might have been the problem with the last error I got.   But the reason I was changing things was so that I could fix those first few issues which were happening.   There is certainly a problem somewhere with the game crashing sometimes after the end of a firing sequence.       For the saving, autosave has always worked for me.   It is loading other saves that sometimes crash.

 

And another problem I run into is everytime I start up the game I get the dialog that says "the Community Edition mods are either not active,  or they do not have recommended mod priorty.  Do you want to fix this automatically?"  I get this even if in the mod loader I push the button that puts everything back to default settings, and then launch the game without changing anything else. Once I got it to load without that dialog, but the next time I started the game I got it again (even though I didn't change anything.)  So that has been confusing me, and might be the source of some of the stability issues.

 

 

 

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@Sir_Dr_D I have also had the same error "the Community Edition mods are either not active,  or they do not have recommended mod priorty.  Do you want to fix this automatically?" my recommendation is NEVER click yes. I'm sure Charon will agree with me, when it comes to X-Division, the mod launcher does not know the best order, we do! :D

I have also found that the launcher error was caused by the X-Division workshop support mod, once I disabled this mod the pop up stopped appearing. You don't need it enabled, just being subscribed on steam shows the X-Div team our support. I would simply copy the mod loading order as per Charon's picture on this page and if the error still pops up with X-div Steam support disable just ignore it and click on no each time. Also each time you change mod-loading order make sure you go and clear your scripts folder as per step #5 of the install instructions in the original post of this thread just to be safe.

Keep doing what you are doing uploading saves though, that helps the X-div team the most if they can test and try replicate the issue :)

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 IS this Cruser class's roof-top bug , cause of xce vanilla side?

 

In the first image, the main hall cannot be seen..

 

(the chosen charac, major Rocket is inside the hall, where

the blue cursur twingkles.)

I got to  use "V"  keys   to keep going on..

 

 

 

.

 

 

corvette_rooftop_bug.jpg

corvette_rooftop_bug=2.jpg

Edited by platotle
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On 31/10/2016 at 1:40 PM, Sir_Dr_D said:

And now I have another issue where after a battle it won't go back to the strategic screen.   It shows the battle combat report,  and when I hit okay the music changes, but the game does not actually load to the strategic screen. It just crashes.  In my save labeld 'Crash error' hit the Sebilllion one more time to stun it, and end the battle.  It hangs for me after that.

Interesting, just ran into the same issue with this save file, if I abort the mission half the time it won't return to the Geoscape. Also had the mission crash twice when the shots hit an enemy. Didn't have this issue prior to activating Ultimate Ambient sounds / Xenonauts fix pack, so I really get the feeling this is to do with changing mods / mod loading order after starting the campaign.

I've triple checked my mod loading order and it matches what Charon is using at the moment, so I'm thinking I'll start a new campaign and not touch the mods / mod loading order at all and see if I can replicate these issues in a fresh playthrough.

bug report.sav

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I don't think Sectiplave that it has to do changing the mod order after starting a campaign. I had tried two campaigns, and I am certain I did not change mod orders until problems started occuring.   I can run through several missions and everything is okay. Then suddenly it starts occuring. I do not know what the trigger is. Maybe it is related to the tropcial forest tileset.

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Hello there,

   What rules govern what types of aliens we are going to meet on the mission? Random/percentage? I am just curious, because in my most recent playthrough (this time with a proper mod compilation and order:rolleyes:) I have had only one mission with Ceasans and about 12-15 with Sebillians...plus first Terror with mix of everything (heavy/medium/light drones, Androns and one or two Sebillians and Ceasans). Am I just a bit unlucky this time? This is probably the 50th or so campaign I have started (testing different settings/tactics/etc) and this is the first time like that.

   

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