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

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9 minutes ago, Suave said:

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.

   

The crew of the UFO or terror mission is totally same for races.. so having 15 sebs and 1 caesan is a pure luck because there is nothing to code this even we want.

Those mixed terror missions are andron based.

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2 minutes ago, drages said:

The crew of the UFO or terror mission is totally same for races.. so having 15 sebs and 1 caesan is a pure luck because there is nothing to code this even we want.

Those mixed terror missions are andron based.

Thank you Drages,

   What about regular missions? If I down an UFO,what determines what aliens I am going to meet?

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1 minute ago, Suave said:

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.

   

We believe its is a hard 1/X where X is the number of total main races. But we dont actually know so this is a question for @Solver.

So far we stuck to the vanilla concept of having 1 main race for every UFO, but we could also mix them in the future, which i dont think is necessary because they get accompanied by side races which complement their weaknesses.

For every UFO their can be 1 main ufocontent xml. From 0 ATP to 150 ATP the chances for the races are caesan 50%, sebillian 50%, and andron 0% as they only are able to show up after 150 ATP, at which point it should be 1/3 for all of them - wait scrap that last part. As i know that scouts and lightscouts only are capable of having caesan/sebillian the andron chance should be lower. How low ? Hard to tell since we dont know anything about the degradation of AM_ file points. If you are only counting corvettes, bombercorvettes and terrorships it should be 1/3, but you have to substract the scouts and lightscouts which cant spawn any androns. From phase 2 onwards it should be a hard 1/3 for everything.

Some people report that sebillians have a higher occurence chance, but this may be because sebillians/reapers are harder than other races, especially early on, as nobody is complaining if they get too much caesan or androns. If you only notice this behaviour after your 50th start i would call this a statistical occurence, as this is possible too.

Caesan and Sebillian Terror specialists are on andron sites too because they have certain jobs to do which androns cant and most importantly to give the player the opportunity to capture them, so they dont miss out on them if they role unlucky.

 

 

Apart from that we also have the ufocontent file which has a min and a max number. This way we can assign % to a degree to the occurence for all aliens.

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Sorry to be dropping odd thoughts here - civilians and local forces still run into fire and die (aliens do not - apart of reapers amd androns I think). Also, not too sure if this is conected with the increased amount of civilians/troops, but it seems that usually 3-4 of them are waiting in the corner of the map. It also happened to me on a terror mission that I cleared the whole map and could not find the remaining aliens - after the map got uncovered after 20 turns, I noticed there were four different class Ceasans sitting in one corner (not on adjacent tiles, but within 10-15 tiles).

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2 minutes ago, Suave said:

Sorry to be dropping odd thoughts here - civilians and local forces still run into fire and die (aliens do not - apart of reapers amd androns I think).

The only confusing part of this sentence is the "still" part. Civilians and Locals AI havent seen a revamp since the XNT times, i believe.

 

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5 minutes ago, Suave said:

Sorry to be dropping odd thoughts here - civilians and local forces still run into fire and die (aliens do not - apart of reapers amd androns I think). Also, not too sure if this is conected with the increased amount of civilians/troops, but it seems that usually 3-4 of them are waiting in the corner of the map. It also happened to me on a terror mission that I cleared the whole map and could not find the remaining aliens - after the map got uncovered after 20 turns, I noticed there were four different class Ceasans sitting in one corner (not on adjacent tiles, but within 10-15 tiles).

Save files save lifes. Please add a save of that time you think there is a bug or odd thing, just save it and send us here.. so we can directly see and take care off..

Civillian AI will be handled at next patch. Some aliens are passive so they dont want to fight so much.. and at terror missions there is defensive AI too.. i will rewise them too..

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Just now, drages said:

Save files save lifes. Please add a save of that time you think there is a bug or odd thing, just save it and send us here.. so we can directly see and take care off..

Civillian AI will be handled at next patch. Some aliens are passive so they dont want to fight so much.. and at terror missions there is defensive AI too.. i will rewise them too..

Hey Drages,

   These were just thoughts from my previous campaigns, not backed up by any saves...but I took your advice/request from couple of posts ago quite seriously, and now I am aware of the importance ofsaves. As soon as I run into anything, I will let you know and send a save file.

 

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1 hour ago, Charon said:

We believe its is a hard 1/X where X is the number of total main races. But we dont actually know so this is a question for @Solver.

So far we stuck to the vanilla concept of having 1 main race for every UFO, but we could also mix them in the future, which i dont think is necessary because they get accompanied by side races which complement their weaknesses.

For every UFO their can be 1 main ufocontent xml. From 0 ATP to 150 ATP the chances for the races are caesan 50%, sebillian 50%, and andron 0% as they only are able to show up after 150 ATP, at which point it should be 1/3 for all of them - wait scrap that last part. As i know that scouts and lightscouts only are capable of having caesan/sebillian the andron chance should be lower. How low ? Hard to tell since we dont know anything about the degradation of AM_ file points. If you are only counting corvettes, bombercorvettes and terrorships it should be 1/3, but you have to substract the scouts and lightscouts which cant spawn any androns. From phase 2 onwards it should be a hard 1/3 for everything.

Some people report that sebillians have a higher occurence chance, but this may be because sebillians/reapers are harder than other races, especially early on, as nobody is complaining if they get too much caesan or androns. If you only notice this behaviour after your 50th start i would call this a statistical occurence, as this is possible too.

Caesan and Sebillian Terror specialists are on andron sites too because they have certain jobs to do which androns cant and most importantly to give the player the opportunity to capture them, so they dont miss out on them if they role unlucky.

 

 

Apart from that we also have the ufocontent file which has a min and a max number. This way we can assign % to a degree to the occurence for all aliens.

Hey Charon,

   I am playing as we speak and this must be really just a chance - my last 4-5 missions were all Ceasans. I cannot complain:pEasy-peasy.

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Just now, Suave said:

Hey Charon,

   I am playing as we speak and this must be really just a chance - my last 4-5 missions were all Ceasans. I cannot complain:pEasy-peasy.

See :) ? And the chance for that is 3 % too, but if the only things really capable of spawning are caeasan and sebillians its just likely that this happens too :).

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2 minutes ago, Suave said:

Hey Charon,

   I am playing as we speak and this must be really just a chance - my last 4-5 missions were all Ceasans. I cannot complain:pEasy-peasy.

At least until i properly implement the psionic abilities.

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1 minute ago, Charon said:

At least until i properly implement the psionic abilities.

Looking forward to it. For now, panic attack is a bit weak and there is no variety to psions really. Good to know you are working on it:eek:

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1 hour ago, Charon said:

We believe its is a hard 1/X where X is the number of total main races. But we dont actually know so this is a question for @Solver.

Yeah, it's an equal chance for any main race that can be in this mission.

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30 minutes ago, Charon said:

See :) ? And the chance for that is 3 % too, but if the only things really capable of spawning are caeasan and sebillians its just likely that this happens too :).

Do not mean to be spamming this thread with my experience here, but - another 2 missions with Ceasans;) How do my odds look like now!?!

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1 minute ago, Suave said:

Do not mean to be spamming this thread with my experience here, but - another 2 missions with Ceasans;) How do my odds look like now!?!

0.5^7=0078125 so 0.78%, a meager 1% chance to get a 50% chance occurence 7 times in a row.

Keep in mind that this only matters for the spawn - which UFO you choose to raid is still yours, although without a quantum radar you technically dont know either.

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2 minutes ago, drages said:

Are Caesans still easy? pfff... buff time..

Relatively, yes - much easier then Sebillians for sure. By the way - I do not know if you still need it, but I am attaching a savegame with civilians bunching up in the corner of the map (south-east, only two at this time but it is quite common).

AutosaveIM2016-10-31_23.37.21.sav

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On 31.10.2016 at 1:40 AM, Sir_Dr_D said:

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

On 31.10.2016 at 5:22 AM, Sectiplave said:

@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 :)

On 31.10.2016 at 3:22 AM, Sir_Dr_D said:

@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.

 

 

 

On 31.10.2016 at 5:22 AM, Sectiplave said:

@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 :)

4 hours ago, Sir_Dr_D said:

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.

 

So to wrap this up a few things on these issues.

@Sir_Dr_D Most of your first post problems might be related to using quick and autosavings. Both are not recommended to use, and definitely not quicksaves which have been reported as buggy for 2 years now.

Secondly the modlauncher popup.

Usually the modlauncher freeks out when you have other mods below the X:CE ones. This includes not yet installed ones. So either install the mods you want to install, or remove them from the mods/ directory. Having the X:CE mods as the lowest ones and in the correct order usually keeps the modlauncher calm and cool.

AND NO, never press "Yes" if asked to sort manually, you are destroying the work you have already done, meaning you have to check again after that. Always press "No".

 

On 31.10.2016 at 3:01 AM, Sectiplave said:

@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.

Yes, please dont make any changes, and definitely not during a GC. This is like, i dunno how to put this, but its not game friendly.

 

Most of these things here are not X-Div bugs, but vanilla/XCE bugs.

 

 

All in all I want to ask everybody who wants to make a bug report to first look at their modlauncher and see if it is correctly set up. Furthermore if you cahnged something post a pic of it or write down the different mods you activated and what mod order you have.

This can also help to not scare drages :D.

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@Charon Yeah I cannot remember all the changes I made from the start of this campaign, so I think it's easier just for me to start a fresh one.

Just before I do that, here is a picture of my intended mod-launcher order, any suggested changes before I start my next campaign?

modorder.jpg

Edited by Sectiplave

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15 minutes ago, Sectiplave said:

@Charon Yeah I cannot remember all the changes I made from the start of this campaign, so I think it's easier just for me to start a fresh one.

Just before I do that, here is a picture of my intended mod-launcher order, any suggested changes before I start my next campaign?

modorder.jpg

Looks fine to me.

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Just a side note about the crash when finishing ground combat, someone has mentioned this in the Ultimate Ambient Sounds steam workshop, wonder if maybe this mod isn't 100% stable yet.

I started a new playthrough, I had one crash when loading a save file from inside Ground Combat (not a quicksave file) and one crash when shooting at a regular Sebillian, this was on a swamp tileset, I feel like it was more stable when I didn't have Xenonauts fix pack and Ultimate Ambient Sounds installed.

Gonna try testing minus Ulti Ambient and see if anything changes.

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4 minutes ago, Sectiplave said:

Just a side note about the crash when finishing ground combat, someone has mentioned this in the Ultimate Ambient Sounds steam workshop, wonder if maybe this mod isn't 100% stable yet.

I started a new playthrough, I had one crash when loading a save file from inside Ground Combat (not a quicksave file) and one crash when shooting at a regular Sebillian, this was on a swamp tileset, I feel like it was more stable when I didn't have Xenonauts fix pack and Ultimate Ambient Sounds installed.

Gonna try testing minus Ulti Ambient and see if anything changes.

Hi Sectiplave,

  My mod loader is pretty much the same (including mod order), minus Lore+ and Ultimate Ambient Sounds - I do not get any crashes/freezes at all, it might be related to UAS...on the other hand, I do not load/save during combat at all, if that makes any difference.

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Hey guys,

enjoying the mod so far, but the first terror mission doesn't seem to load properly for me, I've attached the save file. Also it looks like the AWACS is missing it's model for met, as it's invisible in the hangar. Any clue where I could check?

No_Load.sav

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4 hours ago, nedm said:

Hey guys,

enjoying the mod so far, but the first terror mission doesn't seem to load properly for me, I've attached the save file. Also it looks like the AWACS is missing it's model for met, as it's invisible in the hangar. Any clue where I could check?

No_Load.sav

Your save works fine at my side. It's probably an install error. You can reinstall the game and mod.. 

Edited by drages
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1 hour ago, drages said:

Your save works fine at my side. It's probably an install error. You can reinstall the game and mod.. 

Reinstalled the game and mods etc. now it seem to work properly again. Thanks for checking :)

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Hey guys,

as I have pretty the same problem, with the quicksave games. But here is a little "trick" which I use when the game start to crash... I quit the game and do the step 5 of the installation guide on the first page "5. Delete your C:\Users\Username\AppData\Roaming\Goldhawk Interactive\Xenonauts\internal folder " afterwards I restart the game and load the (prior "broken") quicksave game, which runs then quite stable for a longer time. I know it does not fix the problem, but sometimes it is quite useful e.g if you are in end of a mission and the game always freezes e.g. at mission end screen and doesn't change to the geoscape screen.

At least I was so able to finish some of my crash sites missions, maybe it helps some of you, too.

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