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


Charon

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Ok, i'm not modder, maby i missing smth but this worked for me:

I changed weapons_gc + weapons in X-Division folder => In GC shield 200/200, in base when equiped - 200/200, but description 90Hp(probably u need change string for it).

Also i want warn you, there is research for other shields(at least in xml file, hope in game too xD), so editing this one kinda kill part of research tree. But... truth to be told, i didn't saw this shield in game yet, seems i have to capture some rare alein(alive zombie created by reaper?:D) or idk.

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On 3/23/2017 at 0:08 PM, Elarion said:

Ok, i'm not modder, maby i missing smth but this worked for me:

I changed weapons_gc + weapons in X-Division folder => In GC shield 200/200, in base when equiped - 200/200, but description 90Hp(probably u need change string for it).

Also i want warn you, there is research for other shields(at least in xml file, hope in game too xD), so editing this one kinda kill part of research tree. But... truth to be told, i didn't saw this shield in game yet, seems i have to capture some rare alein(alive zombie created by reaper?:D) or idk.

Lol, it seems I am bound to fail with this....I still get 90/150 on every gc mission and 90/90 in equipment screen with highlighted descriptions of 150/150....I surrender.

Do not think you can capture a zombie - last time I tried, it died - as in, turned into a reaper and exploded lol. 

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1 hour ago, vasig said:

to Squaddie

Make similar changes in weapons.xml

Hey,

   Thank you for the tip, but - how??? I must be a bit of an idiot, but there is nothing there...I am attaching weapons xml from base mod x-division, is that the one you mean? If not, can you kindly please attach the correct one?

   Thanks!

weapons.xml

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On 3/24/2017 at 9:22 PM, vasig said:

to Squaddie

Strange, but this is not that. Need files from  "DAY 103 Patch 0.99.33" Radio Chitt Chatter v0.2 "&" The Hive v0.3"    This is the last patch.
Here they are:   (Sorry for my English)

files.zip

Thanks!

    I must have over-written them somehow.... The one you attached works perfectly, thank you!

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Hi guys!!

 

Let me start by saying this mod is incredible. Terror missions are like a war zone, I sent 8 trained soldiers and a defender into one, no defender and 5 came back, all wounded. AI is pretty good, although they have a bit of a RUSH B NO STOP style to them. One thing I'm wondering, xenomorphs will always try to eat vehicles instead of people. Is this intentional? Sort of removes the difficulty fighting them. I've read suppression is weak, but it seems to me suppression is perfect, It allows you to maneuver around without them being able to reposition.

 

I feel the flamethrower should be a little stronger, more accurate or a little bit more range. But that may just be me thinking flamethrowers are awesome.

 

Finally, I've read UFO doors are locked. They don't seem to be, and they love opening the door and just getting slaughtered. However some do hide inside. I have the installed patch and everything.

 

 

overall, incredible work. Keep it up!

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Ye, AI have problems, and at some point this problems become bigger, when you start understand patterns. Reapers(and xenomorphs) attaking tanks, other aliens runingh through smoke in meele range("BANZAI!"). Flying aliens 90% of time flying around and do nothing. Tho zombie thing, when they run from our soldiers kinda interesting, not shure it's right thing - probably if they will run towards sldiers it will be harder to handle. Some androns just staying and just waiting for react shot, even if your army waiting behind door and he(andron) saw them.

Not shure how to fix all this... probably it will be way to hard, and not worth time.

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24 minutes ago, Elarion said:

Ye, AI have problems, and at some point this problems become bigger, when you start understand patterns. Reapers(and xenomorphs) attaking tanks, other aliens runingh through smoke in meele range("BANZAI!"). Flying aliens 90% of time flying around and do nothing. Tho zombie thing, when they run from our soldiers kinda interesting, not shure it's right thing - probably if they will run towards sldiers it will be harder to handle. Some androns just staying and just waiting for react shot, even if your army waiting behind door and he(andron) saw them.

Not shure how to fix all this... probably it will be way to hard, and not worth time.

  •  

Devs know about this problems and the next version will fix a lot of these issues. and yes, it is a LOT of work, but limited team and have to prioritize.

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2 hours ago, Elarion said:

Ye, AI have problems, and at some point this problems become bigger, when you start understand patterns. Reapers(and xenomorphs) attaking tanks, other aliens runingh through smoke in meele range("BANZAI!"). Flying aliens 90% of time flying around and do nothing. Tho zombie thing, when they run from our soldiers kinda interesting, not shure it's right thing - probably if they will run towards sldiers it will be harder to handle. Some androns just staying and just waiting for react shot, even if your army waiting behind door and he(andron) saw them.

Not shure how to fix all this... probably it will be way to hard, and not worth time.

  •  

I have noticed the andron AI is actually not bad, it plays on their strengths. One waits for reaction shots while the others run straight into the middle of your soldiers. They know you can't really kill them, if you try they get reaction shot, and when you fail they injur or kill someone. Just would be nice if it was less RUSH B NO STOP and make a bit more use of cover. But I know first hand how much work it is so while I would love it, I understand if it's too much.

Edited by Xplodingducks
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Well... it's partly true. If they run on you, it's hard sometimes to kill them all (if u dont have laser weapons it will be impossible xD). But again - smoke, they run in meele, and you kill them with heavy stuff.

But when they standing and waiting you.. you can open door, throw c4, close door(ufo/alien base pattern). And they will do nothing. And another thing, if you play iron man, you will probably lose one-two soldiers just to spot this andron, couse u can't do anything - you open door, and if u standing at wrong side - your soldier dead, shield wont save you(~400 damage hello!).

And bad thing, you cant find shield on lvl with androns, couse they dont have shields like gray-mans do =(

Anyway, i'm just want to tell, maby better give them abiltity to shoot more often. More accurate against smoke. But force them move a bit slower to you, so they won't end just like 1 tile away from your minigun-guy.

I know devs know about this stuff, not shure why i posting this again(i posted AI comment ~month ago). Maby couse i like this mod xD

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PS: I'm trying to draw research tree for this mod, can someone tell me how i should read this:

Researches.AlienFusionReactor(AND)Researches.CaesanheadengineerInterrogation(OR)Researches.AlienFusionReactor(AND)Researches.SebillianheadengineerInterrogation

Is it x&&y || z && i,

so it will be (x&&y) || (z&&y) or smth else?

I'm curiouse about EarlySpecialists Research(can't find spoiler button, so won't put lot of text here), where lot of AND with OR.

 

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I have some AI changes that I would love to see, but having done AI coding in the past I know how much of a nightmare it is and fully understand if it is not feasible or even possible to impliment.

 

Firstly, I think Xenos should try to stick together. I know how much of a nightmare it is to have them coordinate movements, but fighting them in squads of two or three is much more of a challenge then fighting them one on one.

 

I think AI on defensive missions should be a lot more defensive, having them prioritize protecting the UFO instead of hunting xenonauts. Perhaps have the AI delegate a certain percentage of its forces as defense that will not stray too far from the UFO?

 

In regards to above, this being more of a map editing thing, maybe give the Xenos some fortifications around the UFO? I know large ufos have this but even small ones like scouts are a pretty prize for the xenonauts, and it would make sense for the aliens to place fortifications around the ship for them to use. Maybe get the defenders to try to stay behind them? And when the xenonauts are close or a certain percentage of the defenders are dead, have them retreat into the UFO?

 

If it is possible to have multiple AI profiles for different weapon classes, it would be super interesting to see xeno AI take advantage of their weaponry. For example, Xenos with machine guns and the like would fire at enemies they have a low chance of hitting, even as low as 5%, with the intent of suppression rather than killing. Riflemen would fire at targets that are far off, but try to reserve TUs for reaction fire. Snipers would fire at anything they can hit with a reasonable chance, and shotgunners would hunker down until the xenonauts are close enough to charge and shoot at. 

 

Ive noticed the main weapon of ceaseans are lightning weapons. While effective, they lack punch and stopping power of other weaponry. Perhaps give some ceaseans some heavier weaponry?

 

Finally, if at all possible I think it would be interesting to see Xenos take cover whenever possible. Even a little cover is something, and when they're far enough away it doesn't matter if they can't shoot. If they're sticking together and suppressing, this would make them all the more dangerous. 

 

I know this is a tall order, and I'll take a look at some of the scripts to see if I could help in any way. I just think Xenos would be so much more dangerous if they worked more as a unit rather than one on one. Make it feel as if you are the attackers advancing under enemy fire rather than the clean up crew shooting stragglers. You guys have done an amazing job and can't wait to see where this mod goes! (Also your air game is perfect.)

 

Cheers! 

Ducks

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Can someone tell me, where i can find item-list dropped from ufo and aliens(some sort of config file)? For example, i need to know where i can find Alien Reactor  or  Alien Computers. Also Alien weapons (plazma, kinetic etk). I need list of items from ground combat - who drops what.

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I have a problem where I'm getting consistent crashes after completing a late Phase 2 Andron terror mission. The crash happens every time I try to click the "OK" button at the mission success summary (see the attached screenshot) to get back to the geoscape. I've checked the game logs, but they weren't very helpful:

 

Fri Mar 31 23:23:43 2017: Xenonauts, version .
Fri Mar 31 23:23:43 2017: Pixel Shader Version: ffff0300
Fri Mar 31 23:24:12 2017: MOD ERROR: Element without MODMERGE has both children and attributes: spectre
Fri Mar 31 23:24:12 2017: MOD ERROR: Merging XML for units/alien/Heavydrone/Heavydrone/weapon.heavydronecannon/soldier_spectre.xml from mod mods/x-division 0.99 beta/ failed.
Fri Mar 31 23:24:12 2017: MOD ERROR: Element without MODMERGE has both children and attributes: spectre
Fri Mar 31 23:24:12 2017: MOD ERROR: Merging XML for units/xenonaut/armour.predator/none/soldier_spectre.xml from mod mods/x-division 0.99 beta/ failed.
Fri Mar 31 23:24:12 2017: MOD ERROR: Element without MODMERGE has both children and attributes: spectre
Fri Mar 31 23:24:12 2017: MOD ERROR: Merging XML for units/alien/Heavydrone/Heavydrone/shadows/shadow_spectre.xml from mod mods/x-division 0.99 beta/ failed.
Fri Mar 31 23:24:13 2017: MOD ERROR: Element without MODMERGE has both children and attributes: spectre
Fri Mar 31 23:24:13 2017: MOD ERROR: Merging XML for units/friendlyaitroops/town/weapon.laserrifle/soldier_spectre.xml from mod mods/x-division 0.99 beta/ failed.

These error messages don't seem to be related to the crash. I managed to get rid of all of them by adding a MODMERGE="replace" attribute to the <spectre> elements in the files referenced in the log, but the crash would still happen. Next I plan to try to workaround the problem by reinitializing the terror missions and simply cheat completing it, until I get a mission that can be finished without the crash. I figured I would drop what little info I have gathered so far here for you to look at, though.

Otherwise thanks for an awesome and extremely ambitious mod. I plan to write up a more complete postmortem including all the issues I've encountered once I get closer to wrapping up the campaign.

 

20170331232432_1.jpg

Screenshot 2017-03-31 23.33.25.png

Screenshot 2017-03-31 23.33.40.png

Update: Well I've failed to find a workaround. I've tried to reinitialize the mission as well as generate a new terror mission with different aliens a number of times now, as well as going into the mission with only one soldier without equipment to make sure nothing I carry is causing the crash, but as soon as I complete a terror mission (using the Xenonauts_gc_editor V cheat key, though the crash also happens upon legit completion) the game crashes before I get returned to the Geoscape. I really need some input to save my campaign at this point, since it's going to get really hard to progress much further if I can't successfully complete any terror missions.

Edited by Anbalsilfer
Update on workaround attempts
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Attaching 2 save files:

"andron terror bork" is a save from the tactical terror mission in progress, right before I encountered the bug the first time. There's just one Andron left alive, right in front of one of my soldiers, and he's already badly damaged, enough so that a single shot should finish him off and complete the mission.

"geoscape" is a Geoscape save file from a bit earlier in the game, less than a day before the date upon which the terror UFO should respawn. This is the save I've been using to generate new terror missions to try to workaround the bug, but I keep encountering it every time regardless. Just fast forwarding a few hours should spawn a new UFO wave, with about 80-90% of including a Terror Dreadnaught, which should generate the bugged terror mission.

Thanks for looking into it. Let me know if you need anything else.

andron terror bork.sav

geoscape.sav

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Yet another update on the problem I was having:

I'm in Phase 3 now and just successfully completed my first terror mission (sebillian this time). The crash didn't occur this time, so apparently it was caused by something specific to the last occasion, even though I tried and failed to circumvent it by changing any variable I could think of. I'm hoping I've seen the last of it for the remainder of the campaign. Hopefully the saves I provided will still be of some use in tracking down and fixing the root cause of the problem.

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Hey. I'm from Russia. I'm using Google translator. The mod hangs on the screen saver. All I do according to the instructions. Q: The first time I installed the mod, a folder of scripts appeared along the way  C:\Users\Username\AppData\Roaming\Goldhawk Interactive\Xenonauts\internal. Maybe the first time I did something wrong. All deleted. I install the mod again. The folder scripts do not appear.And in the menu setting the mods fully remembered my choice yes or no and the location of the mods. What is responsible for remembering. Where can I clean up the installation of the mod from a clean slate?

logfile.txt

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3 minutes ago, venom274 said:

Hey. I'm from Russia. I'm using Google translator. The mod hangs on the screen saver. All I do according to the instructions. Q: The first time I installed the mod, a folder of scripts appeared along the way  C:\Users\Username\AppData\Roaming\Goldhawk Interactive\Xenonauts\internal. Maybe the first time I did something wrong. All deleted. I install the mod again. The folder scripts do not appear.And in the menu setting the mods fully remembered my choice yes or no and the location of the mods. What is responsible for remembering. Where can I clean up the installation of the mod from a clean slate?

logfile.txt

if you look on this forum there is an installation guide in russian. 

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to venom274

 

Для начала воспользуйтесь советом Phoenix1x+52, если не получится - напишите мне в личку и я постараюсь вам помочь.

Edited by vasig
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