Kirill Selivanov Posted November 25, 2016 Share Posted November 25, 2016 (edited) Well. i'am sorry...but i seem, that i failed to install all right. I downloaded 1.65 ver of Xenonauts. Got .99 Beta part 1 and 2 + patch to .33 ver (disabling part 2) Got xce-34-2 (which is without modpacks from GoldHawk download page). + listed in screenshot needed modes (plus deleted some folders in assets/map for Skotso mod - alien base booster pack and than copy-pasted all its files to assets as he told in his mod page). So. 1st way. I tryed to just move xce-34-2 to mod folder and after do what was told in the post about .99 Beta + patching + adding some mods as a relative to xce-34-2 as in screen. failed. Second way. Tryed to copy xce-34-2 to basic folder and rewrite - and after to do as told failed. None ideas more-( I just can't catch waht to do by steps, or maybe made something wrong as misundestooding) ps. its not steam version. Just as big file archive from desura тьфу... спасибо за русский коментарий. прочитал последовательность, попробую. ибо эту логику с модоустановкой точно не понял. Edited November 25, 2016 by Kirill Selivanov visual insight-)))) Quote Link to comment Share on other sites More sharing options...
Suave Posted November 25, 2016 Share Posted November 25, 2016 Hello there... I have not played for few weeks now (RL) and I am really happy to see that you guys are still on the ball - and I believe that a next release before Xmas would be a fantastic gift for everyone! Having said that, I do not mean to rush you - release it when ready. My PC crashed recently and I will have to restart a campaign...looking forward to it, seriously, with this mod it never gets old! Just a though - all the planes have got the counter for missions performed/kills. Is that affect their performance in any way? I mean - do they get veterancy? Perhaps it would be nice to have longer recovery times/no retrieval and have the planes getting better with levels? That would make us look after them a bit more...just a thought. Keep up the good work! Quote Link to comment Share on other sites More sharing options...
drages Posted November 25, 2016 Share Posted November 25, 2016 57 minutes ago, Suave said: Hello there... I have not played for few weeks now (RL) and I am really happy to see that you guys are still on the ball - and I believe that a next release before Xmas would be a fantastic gift for everyone! Having said that, I do not mean to rush you - release it when ready. My PC crashed recently and I will have to restart a campaign...looking forward to it, seriously, with this mod it never gets old! Just a though - all the planes have got the counter for missions performed/kills. Is that affect their performance in any way? I mean - do they get veterancy? Perhaps it would be nice to have longer recovery times/no retrieval and have the planes getting better with levels? That would make us look after them a bit more...just a thought. Keep up the good work! Hey No, planes don't get any experience. Quote Link to comment Share on other sites More sharing options...
Charon Posted November 25, 2016 Author Share Posted November 25, 2016 (edited) 1 hour ago, Kirill Selivanov said: ps. its not steam version. Just as big file archive from desura As far as i know you can get a steam code directly from Chris if you purchased a legal version on desura. Heres the thread: Just write a note there and send Chris the information he needs. Edited November 25, 2016 by Charon Quote Link to comment Share on other sites More sharing options...
dwnd Posted November 26, 2016 Share Posted November 26, 2016 Hi guys! First of all I want to thank all of you for this mod. It's awesome! Two days ago I feced problem - game started to crash after loading save file. I ignored it and continued playing. Today I faced another problem - after finishing crash site I pressing 'OK' button and game stucks. Please tell where can I find log files to check reason of crash? Quote Link to comment Share on other sites More sharing options...
Charon Posted November 26, 2016 Author Share Posted November 26, 2016 4 minutes ago, dwnd said: Hi guys! First of all I want to thank all of you for this mod. It's awesome! Two days ago I feced problem - game started to crash after loading save file. I ignored it and continued playing. Today I faced another problem - after finishing crash site I pressing 'OK' button and game stucks. Please tell where can I find log files to check reason of crash? C:\Users\Username\AppData\Roaming\Goldhawk Interactive\Xenonauts - but there wont be anything of note, i guess. You best bet is this: On 21.11.2016 at 10:32 PM, Charon said: So, all in all i think we can agree that: starting up the game > Going to straight New Game/Load Save Game > never reload anything is the safest way to play. Anything else beyond that randomely produces crashes at random places, mostly connected to sounds. At least thats what it looks like. If you want to avoid any sort of crashes deactivate every sound mod, like UAS or Ambient Sound mod, as sound has proven to be bproblematic. All in all i believe the safest way to play is the quote mentioned. Just never use the load function inside the game, only once, when you start up the game from the main menu. Quote Link to comment Share on other sites More sharing options...
dwnd Posted November 26, 2016 Share Posted November 26, 2016 38 minutes ago, Charon said: Just never use the load function inside the game, only once, when you start up the game from the main menu. Strange solution)) I think I should start new campain. Anyway, thank you, Cahron. I have the following list of activated modes. Quote Link to comment Share on other sites More sharing options...
Charon Posted November 26, 2016 Author Share Posted November 26, 2016 2 minutes ago, dwnd said: I have the following list of activated modes. Looks like the model modloader to me, perfect. 3 minutes ago, dwnd said: Strange solution)) Its about how the game saves and loads, it seems to have a lot of problems, like loading sound from aircombat/GC to geoscape and visus verca. The 0 cd bug was something similar, where the game appeared to not be capeable to save non vanilla UFO terror cds. Solver fixed that thankfully . 7 minutes ago, dwnd said: Anyway, thank you, Cahron. You are welcome, and its Charon . Quote Link to comment Share on other sites More sharing options...
dwnd Posted November 26, 2016 Share Posted November 26, 2016 5 hours ago, Charon said: You are welcome, and its Charon Sorry. It was bad idea to write post and keep child out of computer Quote Link to comment Share on other sites More sharing options...
Sir_Dr_D Posted November 26, 2016 Share Posted November 26, 2016 I just realized something that was very obvious about rocketeers. Something that changes my perception of them. And the following is a minor tactictical tip that some people might not want to read .... but ..... I always thought if a soldier carried a rocket launcher that would be its primary job. I would put a rocket lancher in its hands and fill the back-pack up with rockets. Then I would put a pistol in the belt pouch because that was the only weapon that can fit in there. Then I realized you could put a sniper rifle in the soliders main hands, two extra rockets in the belt pouch, and the launcher in the backup. You end up being able to carry just as much rockets. So one just needs to think of a rocketeer as someone who is primarily a sniper (or a rifleman) who can occasionaly shoot something that leaves a bigger hole in aliens then normal. (assuming there is anything left of the alien). Rocket launchers should be thought of as a backup weapon, that most of the time you don't need. But when you need it, you need it. In that I would say rockets are probably well balanced. And two other weapons that need to be thought of as backup weapons, otherwiser they seem useless, are cannons and shotguns. In both Xcom and the Xenonaughts game, we are used to thinking of them as the soldiers main weapon. If you treat a shotgun as a primary weapon in XDivision though you will find them subpar. There low ammo count, and short range means you are better with a pistol most of the time. But when you know you are doing close combat, then you can take them out of your backup, and they can be a blessing. 1 Quote Link to comment Share on other sites More sharing options...
Charon Posted November 26, 2016 Author Share Posted November 26, 2016 (edited) 1 hour ago, Sir_Dr_D said: I always thought if a soldier carried a rocket launcher that would be its primary job. I would put a rocket lancher in its hands and fill the back-pack up with rockets. Then I would put a pistol in the belt pouch because that was the only weapon that can fit in there. Then I realized you could put a sniper rifle in the soliders main hands, two extra rockets in the belt pouch, and the launcher in the backup. You end up being able to carry just as much rockets. So one just needs to think of a rocketeer as someone who is primarily a sniper (or a rifleman) who can occasionaly shoot something that leaves a bigger hole in aliens then normal. (assuming there is anything left of the alien). Rocket launchers should be thought of as a backup weapon, that most of the time you don't need. But when you need it, you need it. In that I would say rockets are probably well balanced. And two other weapons that need to be thought of as backup weapons, otherwiser they seem useless, are cannons and shotguns. In both Xcom and the Xenonaughts game, we are used to thinking of them as the soldiers main weapon. If you treat a shotgun as a primary weapon in XDivision though you will find them subpar. There low ammo count, and short range means you are better with a pistol most of the time. But when you know you are doing close combat, then you can take them out of your backup, and they can be a blessing. Well written ! EDIT: Added to the Hall of Fame. Edited November 26, 2016 by Charon Quote Link to comment Share on other sites More sharing options...
Kirill Selivanov Posted November 27, 2016 Share Posted November 27, 2016 (edited) Thanks all for helping. I am playing-))) bugs. 1. Alien tank suck of all alien base invasion. -) first tank blow up most of invasion group in the invasion break place (which is at hangar) just in the ist turn without me-))) even without blow - just boom and ton sof corpses-))) From all sebs invasion survived: 2 commanders, 2 soldier 1 reaper and one more tank 2. Hangar rockets are unpassable for tanks/machines...so they are hit/run blowing the tank makes all around crazy and dead... so maybe just decrease blow radius or effect? Well... i wished to defend the base... 3 basic my hunters, 14 soldiers... corner pin-fire (only one modile - way from just 2 hangars) but they all made suicide by themselves-))) Maybe no tanks and big things in base storming? upd. counted corpses - about 14 dead from start - 4 of them - reapers. only 5 killed in action ups... maybe i am not right...maybe they are dead because of anti-air fire? 2 of 4 batteries hited the landing alien carrier befor attack. If that is true...than just 5 assaulters? Kiddig?-)) Edited November 27, 2016 by Kirill Selivanov counting Quote Link to comment Share on other sites More sharing options...
Charon Posted November 27, 2016 Author Share Posted November 27, 2016 3 minutes ago, Kirill Selivanov said: Thanks all for helping. I am playing-))) bugs. 1. Alien tank suck of all alien base invasion. -) first tank blow up most of invasion group in the invasion break place (which is at hangar) just in the ist turn without me-))) even without blow - just boom and ton sof corpses-))) From all sebs invasion survived: 2 commanders, 2 soldier 1 reaper and one more tank 2. Hangar rockets are unpassable for tanks/machines...so they are hit/run blowing the tank makes all around crazy and dead... so maybe just decrease blow radius or effect? Well... i wished to defend the base... 3 basic my hunters, 14 soldiers... corner pin-fire (only one modile - way from just 2 hangars) but they all made suicide by themselves-))) Maybe no tanks and big things in base storming? This is more or less planned for the next versions. Quote Link to comment Share on other sites More sharing options...
drages Posted November 27, 2016 Share Posted November 27, 2016 I did not know that battery fire kills invaders. Nice then. The for feedback. Quote Link to comment Share on other sites More sharing options...
Kirill Selivanov Posted November 28, 2016 Share Posted November 28, 2016 (edited) yes it does. But... in normal - they stormed me in 1st phase. in the second month-)) my secondary base, but, anyways... 4-5 base defences and strom could be counted as failed in 100% Even if defenders have basic weaponry-) still problem with shields? X Enchanced shield 0/150 when eguiped and showed in roster Edited November 28, 2016 by Kirill Selivanov upd Quote Link to comment Share on other sites More sharing options...
drages Posted November 28, 2016 Share Posted November 28, 2016 11 minutes ago, Kirill Selivanov said: yes it does. But... in normal - they stormed me in 1st phase. in the second month-)) my secondary base, but, anyways... 4-5 base defences and strom could be counted as failed in 100% Even if defenders have basic weaponry-) This is a risk :).. you are not safe Quote Link to comment Share on other sites More sharing options...
zlodeische Posted November 28, 2016 Share Posted November 28, 2016 (edited) yep blow radius is high a lot, and many situations when ufo tank or plate stuck - you will lose other loot. sad when loot is stunned specialist, which you neaded. 2drages about mag minigan mk1 bug - i find some fun thing - it out from soldersgear menu (i mean i open it as tech, may prod it, but it out from weapons list) aslo androns ai bagged in landing ship control room. in 99% times near 4-5 androns stay in. but 2 staked in corners and waiting other 3 death. 3 in the middele do not atack - only counter time to time. Edited November 28, 2016 by zlodeische Quote Link to comment Share on other sites More sharing options...
drages Posted November 28, 2016 Share Posted November 28, 2016 2 minutes ago, zlodeische said: yep blow radius is high a lot, and many situations when ufo tank or plate stuck - you will lose other loot. sad when loot is stunned specialist, which you neaded. 2drages about mag minigan mk1 bug - i find some fun thing - it out from soldersgear menu (i mean i open it as tech, may prod it, but it out from weapons list) Hmm.. noted.. i will handle the explosion radius. Charon will handle minigun bug. Quote Link to comment Share on other sites More sharing options...
Charon Posted November 28, 2016 Author Share Posted November 28, 2016 Quote Only one thing, would it be possible that you guys add the wiki data to the workshop screen for aircraft and vehicle weapons like range, damage, rate of fire etc.? I think it would be a really nice feature for players who don't have all data in their head and have to look it up in wiki every time they research a new weapon. No. This would need a whole concept and place in the UI, not to mention we would have to do this for every manu, and also maintain the correct information through all patches. Its better and less work to only have 1 place to look after for the correct information. Quote Link to comment Share on other sites More sharing options...
Kirill Selivanov Posted November 28, 2016 Share Posted November 28, 2016 (edited) Well cyberdiscs can't comein in base assault because they are 3x3 and passage is 2x2... Same thing btw in alien base - not everywhere tank could go... first of all in special enviorienment - like in sebs green rooms - corners and center are undestructable. in the terror sites - red bricks are undestroyable by tanks too ps...2nd phase began earlier than i researched officer interrogation - is it normal? Sometimes in base defence - my angars are white (2 of 6) - mb textures failure? And in all the way - 5 lasser defences even if 2 of them hit - killed most stormers... in that time more they come, but more are killed of. 3 med and 5 drones, 3 grey caesand, 1 green and freezed from out of the map cyberdisk that even doesn't fire in answer... but well...he even didn't gave me its wrekage too(( upd. Saw strange situation time to time... androms and most reapers doesn't attack when come close - most androns go-round. others throw grenades first and lessly fire. ps. why drones and other melee aliens attack firstly - tank? everytime! btw2 - if the alien aimed someone - but doesn't see more likely aim - than move to first aim - and that stoped(not killed) by counter fire - he repeat the move even if the situation becomes suicidial when new enemy founded. melee enemies doesn't move out in hit&run - just attack for death. (normal difficulty) Edited November 29, 2016 by Kirill Selivanov new themes Quote Link to comment Share on other sites More sharing options...
zlodeische Posted November 29, 2016 Share Posted November 29, 2016 11 hours ago, Kirill Selivanov said: ps. why drones and other melee aliens attack firstly - tank? everytime! in phase 1 yes, but in next phases this rule is not work as i see. Quote Link to comment Share on other sites More sharing options...
Kirill Selivanov Posted November 29, 2016 Share Posted November 29, 2016 (edited) nop. 2nd phase same... poor tank... its to valnurable-))) ps. got tu crashes to desktop 1st. when tried to engage bomber 2nd phase... but after reload - that bomber killed with no crash 2rd - light cruiser - his right teleporter to second stage - teleports medium drones too. Normal? When i solved that... i tried to fire laser minigun at andron oficier - and got crash (possibly something must be "blowed"?) 3rd... not bug or maybe bug - the blood weapon or toxic that fireand make as a rocket blow - have VERY strange green animation of the blow... something like the 1 tile texture was oversized to 3x upd hunter tank pathfinding is the same as a soldier - so it try to avoid tiles with stun clouds... rrr fired wheat tiles... wheat fire begin to spread... some my men stand near fire... stand...stand...stand...fire came to their tile...they doesn't react...no pain or hit damage sound from fire-((( just 1-2 turns silently stay and die-)) Edited November 29, 2016 by Kirill Selivanov upd Quote Link to comment Share on other sites More sharing options...
Kirill Selivanov Posted November 29, 2016 Share Posted November 29, 2016 Well cyberdiscs can't comein in base assault because they are 3x3 and passage is 2x2... Same thing btw in alien base - not everywhere tank could go... first of all in special enviorienment - like in sebs green rooms - corners and center are undestructable. in the terror sites - red bricks are undestroyable by tanks too ps...2nd phase began earlier than i researched officer interrogation - is it normal? Sometimes in base defence - my angars are white (2 of 6) - mb textures failure? And in all the way - 5 lasser defences even if 2 of them hit - killed most stormers... in that time more they come, but more are killed of. 3 med and 5 drones, 3 grey caesand, 1 green and freezed from out of the map cyberdisk that even doesn't fire in answer... but well...he even didn't gave me its wrekage too(( upd 2 Tank that move through open gates - destroy them (they are showed as blowed) - why? Using teleport when enemy stands in the recieving place - blows enemy to ashes with equipment-))) Quote Link to comment Share on other sites More sharing options...
Mordobb Posted November 29, 2016 Share Posted November 29, 2016 Well... I was excited when i saw this i was excited when i played at the start. Air game is fun and challenging, doable and rational, but the squad turn based lacks in rationality and balance. Maybe i made the mistake to play Veteran, but i suppose it won t change anything to my gripe, because this mod fall were 99% of the other all around mods fails. In most mods, inclusive in the original game , people get deceived because it sells a setting and delivers the opposite: They start pretending being a badass organization of top notch operatives. But what is delivered is a bunch of chickenshits. In your case even worse than the original game, "soldiers" with ridiculous lowly stats, that are probably lower than paintballers or Airsofters. Even the regular guard of the warehouse shoot 10 times better than the best of the best of what your organization has to present. The stats speak for themselves. 40 to 50 is the average civilian Joe that never shooted a gun or a milsim paintball or airsoft and most probably doesn t know what to expect. below 50 is below average when you say all the soldiers that come are 40 to 50 in strenght it means they are weaker than the average joe that doesnt do any fitness. I was expecting soldiers not people getting spooket of the result of a trigger press, of an explosion, running off when someone is wounded or dead. This was nice for WW1 setting when people went with the flower on the gun, or WW2. Many report of ONU veteran says todays soldiers are much more blazed and know that death and pernmanent woulds are a fact of soldiering and warrying, even if after the combat they break they tend to stay firm when the shit hit the fan. At least not with the running like % that we see in the mod. Such lack of coherence put me off, completely, i expect things as promised, and probably many others too, now i know its beta. I expected bugs not design flaws. I hope it is clear that i am not complaining about the superior quality of the aliens, but complaining at the extremely poor quality of the soldiers, they seem the reject of the military world, those even the poorest roops want to see far off. Not in a place that is supposed to save the world.(Althought the X division doesn t fit much is supposed to save the world, so things get weird in why they are governamental financed) This allied to, IMO, unbalanced weaponry damage, and a severe lack of choices close the coffin. Its sad because i see tremendous work here, and i like a lot of it unfortunatly those point make the castle crumble for me. I ll throw some examples: There s no excuse for a sniper to miss a prone wounded suppressed alien on the open which is on the same spot for the 2cd round at 20 meters from the sniper, even i could do it. There s no excuse for missing 6 shots at point blank, i mean at slap distance. About material: There s no excuse for a bullet that defeat 1 CM of steel at hundred of meter not doing much more damage than a normal rifle at the same range, especially when you invested so much time in creating a lot, sniper here should be at least a 7,62R or a .308, not even asking a .338, or 12.7 due to timeline. And damage should be on accordance. Such hit should supress the alien if "normal sized" due to imbalance provoked by the hit, and probably cause bleeding to those that have no Sibillian like regeneration. aptitudes, and slow the regen factor at least the following turn to solve the bleeding exactly as our soldiers. I know the engine is extremely limited, but i ve already seen bullets that did "ballistic + fire damage" so such bullets should be avaliable from the start, or at least reshearchable from the start. I understand that much probably you can t add bonuses to the soldiers for ennemy conditions (wounded, not moving, ect), but then % must be compensated by having a higher hit rate. Another strange thing is that everybody is crap at everything, not even mentioning totally unable to throw a grenade at a target at 6 meters (3 tiles), i mean missing the throw by 2 meters or 4? until they get the bazooka....suddenly all aim problem are solved. Solution? Bazooka squad, but thats not what i want to play, i want a tactical squad game. What strikes me is none of those mistakes seem to be perceived, and this mod totally what i wished but for those problems, AWACS addition ? Awesome!!! This actually is the only mod i am following. I hope such unbalance will be fixed. Quote Link to comment Share on other sites More sharing options...
Mordobb Posted November 29, 2016 Share Posted November 29, 2016 By the way i have a bug. When i use a medikit and then want to remove it, the game count as if i had 2 medikits one in each hands. This happen for the mini medikit and the "as in original game" one. Quote Link to comment Share on other sites More sharing options...
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