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


Charon

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Bug report (haven't seen this anywhere on the thread so please forgive if this is a duplicate...)

 

  1. Clubbed a reaper down with shock sticks. 

  2. Terrified one of my PFCs might accidentally frag the precious body with a mis-thrown grenade, I dispatched a rookie to carry the body back to the Chinook.

  3. Emptied the mule's backpack onto the ground and loaded the reaper into the backpack...

  4. WHOOPS! 1 TU left?!?! Guess I'd better drop...

  5. -- wait a sec, there's ANOTHER reaper body on the ground??

I've attached a save file and here's the modloader screenshot, with active mods highlighted. 

 

No action/response necessary -- just wanted to do my due diligence as a beta tester...

 

xeno-mod-manager.jpg

duplicated reaper.sav

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5 hours ago, axmangeorge said:

Bug report (haven't seen this anywhere on the thread so please forgive if this is a duplicate...)

 

  1. Clubbed a reaper down with shock sticks. 

  2. Terrified one of my PFCs might accidentally frag the precious body with a mis-thrown grenade, I dispatched a rookie to carry the body back to the Chinook.

  3. Emptied the mule's backpack onto the ground and loaded the reaper into the backpack...

  4. WHOOPS! 1 TU left?!?! Guess I'd better drop...

  5. -- wait a sec, there's ANOTHER reaper body on the ground??

I've attached a save file and here's the modloader screenshot, with active mods highlighted. 

 

No action/response necessary -- just wanted to do my due diligence as a beta tester...

 

xeno-mod-manager.jpg

duplicated reaper.sav

I managed to reproduce the bug once, but failed to do so reliably. Must be something rare. 

The AWACs mod is not in the official list.

I hope you dont mind that i answered nevertheless ^^.

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6 hours ago, Charon said:

I managed to reproduce the bug once, but failed to do so reliably. Must be something rare. 

The AWACs mod is not in the official list.

I hope you dont mind that i answered nevertheless ^^.

Hey Charon --

 

1. After posting, I realized I might've left out a step -- IIRC I tried to put the reaper body in the PFC's hands initially rather than in the backpack... Maybe that somehow triggered the duplicate-medikit bug??

2. Wasn't sure about the AWACS mod, so I left it in. 

3. Of course I don't mind you answered. Just assumed you've got PLENTY on your to-do list without chasing after super-low-priority, non-critical bugs. 

 

PS -- having a TOTAL blast on my first terror mission!

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14 hours ago, axmangeorge said:

1. After posting, I realized I might've left out a step -- IIRC I tried to put the reaper body in the PFC's hands initially rather than in the backpack... Maybe that somehow triggered the duplicate-medikit bug??

Yes, now that i think about it, it could be what triggered the bug the first time. Technically, you could do some dublications with that, but i think people will understand thats not the way how the game was supposed to be played ^^.

14 hours ago, axmangeorge said:

PS -- having a TOTAL blast on my first terror mission!

Awesome :). I might be thinking about something, maybe ill write about it later.

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Hey....I think this is a bug??? the division machine gun for my defender doesnt show up as a weapon for the vehicle.......ive load up my geoscape map before the initial attack and the weapon is mounted......ive attached the savefile so you can look at it....

(btw this is my first time using the division machinegun in this run....so im not sure if its only in the current battle or if it affects all battles).

game 3.sav

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7 hours ago, ralph_09 said:

Hey....I think this is a bug??? the division machine gun for my defender doesnt show up as a weapon for the vehicle.......ive load up my geoscape map before the initial attack and the weapon is mounted......ive attached the savefile so you can look at it....

(btw this is my first time using the division machinegun in this run....so im not sure if its only in the current battle or if it affects all battles).

game 3.sav

On 10.8.2016 at 7:22 PM, Charon said:

I think i got a bug, can you help me ?

If you want some help, make a bug report or think that something is not the way it is supposed to be, add a full screenshots of your whole modloader and your savegame ( geoscpae only ).

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On 02.07.2017 at 10:40 AM, Charon said:

There will be a new patch which will turn everything upside down again, so dont become too comfortable :).

Charon, can you tell approximate date. I want to start a new game, and i cant decide: wait for patch or not. Thnx.

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New version 0.99.41 inbound:

Notes:

  • X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam.
  • Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards.
  • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
  • The .4 to .41 version is save compatible
  • As a basic rule never patch during Ground Combat

 

Installation:

  1. Download the X-Division 0..99.41 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09941/ ( MD5: 39534e96f9cadda3d054f590180ff35c )
  2. Follow the instruction of the installer
  3. Be happy

 

DAY 256 Version 0.99.41 "Make Thy Enemies Stronger"

  • The AI made an 180
  • alien weapons got totally revised for accuracy and aim sets
  • The UFO crew has revised - created stage 2 and 3 for UFO GroundCombat, the fight for the UFO and the command room
  • New armour class system: Scout Class, Soldier Class, Tank Class, Scout-Chemical Class. Different armours provide different bonuses to contemplate the role the unit takes on in the battlefield
  • halfed the selling price for alien interceptors
  • Grenade throwing mechanisms have been revised - more accurate but lower range
  • Psionic units capabilities have been capped for phase 3 and 4 units ( lowered )
  • finished the human heavy interceptor design, the aircraft should now work as expected ( untested )
  • added view range and night bonus to the armour in the xenopedia
  • changed how androns spawn dogs
  • appended drops from andron terror units to the appropriate robodog units
  • added robodog death sound
  • revised defensive AI, thats the AI responisble for defending the UFO or alien bases
  • hyperions ground images got fixed
  • increased alien numbers in alien bases
  • decreased all human and alien interecptor anti missile coodlown to 0.3 seconds, they should be a fun and fast weapon only limited by the maximum ammo
  • decreased and changed all long range aircraft weapons and engagement ranges for UFO encounters, this mainly concerns long range torpedos and mines
  • Increased fear damage from 50% to 60%
  • Increased fear strenght from 1.4 to 2.0
  • Decreased paralysis range from 6 to 1
  • Decreased mind control range from 6 to 1
  • Decreased xenomorph sound effects from 1.0 to 0.7
  • increased shield hitpoints
  • Added Phase 3 and 4 alternative mk3 weapon requirements
  • Weapon manufacture revised, mk3 weapons now need additional cores to get constructed

 

 

 

Its 23:56, that was close.

Edited by Charon
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Hey Charon --

Thanks for this! It's not even my birthday...

I couldn't get the installer to run (Windows error) so I used 7zip to extract & overwrite files. Really excited to test the new changes out! (Though in my current game, I'm stuck in Phase 1 with nothing bigger than a bomber corvette to shoot down -- though I've endured 2 terror attacks and a base assault so far. Haven't seen an officer... yet.)

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Hey Charon,

    Fantastic news!!!

    I was also about to start a new campaign and this comes as a lovely surprise! One question though - is your Charon's Changes sub-mode compatible with this patch? Or shall I leave it off for now? 

    Also, one more "tactical" questions - which airplanes do you guys use? I know, it depends, but basically what is your preference? Foxtrots seem to be doing just fine until phase 3 (with gravity torpedoes they are the best alien Heavy Fighters interceptor, ironically) and Asieruses are quite...useless. By the time I get Corsairs, alien Hunters appear and Foxtrots loose their charm, but Mag Cannons make a short work of them. But, then you bump into Heavy Carriers and other drone-shooting stuff, so Heavy Fighters (borrowed from Aliens) seem to work better with a mag cannon and titanium anti-missile...Anyway, these are just my thoughts, I was wondering if I missed something air-combat related...

    Again, great stuff and keep up the beautiful work! 

    Thanks!!!

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And one more question,

    It seems that "campaign ticker" + ufo missions slowly progress the transition to next phases - this is fine and I believe it was meant to be like that. BUT, after multiple games I have got a feeling that fulfilling your objective ("Capture Alien Officer"etc.) seems to be speeding the progression up. I cannot "prove" it in anyway, but it just feels like that...Can you confirm/deny my concerns? Thanks!

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WOAH... Started my first alien base assault last night and I was shocked, shocked to see civilians in the base. Thought it was a bug and made a save specifically to report the bug.

Then.

OMFG

Wraiths popping up everywhere, Caesan terror soldiers firing new, interesting, multi-colored beams at me which led to a spit-take moment:

Quote

[My toughest soldier] has taken 6 wounds and will lose 18 hp at the end of the turn.

[My toughest soldier] has panicked!

I couldn't help but imagine how the rest of the squad would feel when Major Hachisuka, veteran of 24 combat drops including the liberation of both Dakar and Seoul from alien terror attacks, the most decorated Xenonaut of the alien invasion, ABSOLUTELY LOSES HIS SHIT less than two minutes into the mission: "That's it, man -- game over, GAME OVER! What the fuck are we gonna do now?"

I have NO IDEA if I can win this mission even taking save/load spamming into account. Having a total blast trying, though!

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On 18.7.2017 at 3:54 PM, axmangeorge said:

I couldn't get the installer to run (Windows error) so I used 7zip to extract & overwrite files. Really excited to test the new changes out! (Though in my current game, I'm stuck in Phase 1 with nothing bigger than a bomber corvette to shoot down -- though I've endured 2 terror attacks and a base assault so far. Haven't seen an officer... yet.)

Ok, lets get this started ... . Made an installer to make the installation easier .. doesnt work for people ... the life of a coder.

What is your specs ?
Do you run as the administrator ?
Does an Anti Virus Software prevent the execution ?
What exactly does the error say ? Screenshot or video does help enourmously !
Did you try it on another computer ?

Thats all i can think of at the moment.

 

On 18.7.2017 at 6:56 PM, Suave said:

    I was also about to start a new campaign and this comes as a lovely surprise! One question though - is your Charon's Changes sub-mode compatible with this patch? Or shall I leave it off for now? 

After you used the installer there should be no more questions to ask, the installer sets everything straight. Only if you want to change the activation of some mods you can do that after the installation, but everything else should have been taken care of.

On 18.7.2017 at 6:56 PM, Suave said:

    Also, one more "tactical" questions - which airplanes do you guys use? I know, it depends, but basically what is your preference? Foxtrots seem to be doing just fine until phase 3 (with gravity torpedoes they are the best alien Heavy Fighters interceptor, ironically) and Asieruses are quite...useless. By the time I get Corsairs, alien Hunters appear and Foxtrots loose their charm, but Mag Cannons make a short work of them. But, then you bump into Heavy Carriers and other drone-shooting stuff, so Heavy Fighters (borrowed from Aliens) seem to work better with a mag cannon and titanium anti-missile...Anyway, these are just my thoughts, I was wondering if I missed something air-combat related...

Air combat related really a lot is possible, and mostly everything works in one way or another. Some russian guys even fight with 3 foxtrot vs 3 heavy fighter and win unharmed. The airgame is up to your fantasy to how to use it.

I usually use them like they are designed to: Asierus + Mauser vs Fighter, Foxtrot with torpedos vs anything big and slow, and fighter vs drone stuff. But in Phase 2 things are developing and become way more interesting, because of the sonda. Its 2 normal slot means you can give him Pirhanja Torpedos for close combat, or double plasma missile for maxiumum damage, or or hyper missile + anti missile, or ... . Really lots of possibilities. And they are just getting more and more with each Phase, the Pulse emitting cannons are definitely interesting allowing for great coverage without quite having the max damage. And, and, and . Its just like a painting, only your brush decides what its going to the picture. I really like it ^^.

On 18.7.2017 at 6:56 PM, Suave said:

    Again, great stuff and keep up the beautiful work! 

    Thanks!!!

:) Thank you and i hope you enjoy it.

On 18.7.2017 at 7:00 PM, Suave said:

And one more question,

    It seems that "campaign ticker" + ufo missions slowly progress the transition to next phases - this is fine and I believe it was meant to be like that. BUT, after multiple games I have got a feeling that fulfilling your objective ("Capture Alien Officer"etc.) seems to be speeding the progression up. I cannot "prove" it in anyway, but it just feels like that...Can you confirm/deny my concerns? Thanks!

In case there is nothing in the vanilla game, no, the progression is always the same. Unless ofcourse the code is not working which is not unusual.

3 hours ago, axmangeorge said:

WOAH... Started my first alien base assault last night and I was shocked, shocked to see civilians in the base. Thought it was a bug and made a save specifically to report the bug.

Then.

OMFG

Wraiths popping up everywhere, Caesan terror soldiers firing new, interesting, multi-colored beams at me which led to a spit-take moment:

I couldn't help but imagine how the rest of the squad would feel when Major Hachisuka, veteran of 24 combat drops including the liberation of both Dakar and Seoul from alien terror attacks, the most decorated Xenonaut of the alien invasion, ABSOLUTELY LOSES HIS SHIT less than two minutes into the mission: "That's it, man -- game over, GAME OVER! What the fuck are we gonna do now?"

I have NO IDEA if I can win this mission even taking save/load spamming into account. Having a total blast trying, though!

I can already hear the screams ... aaaah. Like breathing fresh air. A pity we dont have that on video XD.

An alien outpost is usually phase 2. When something goes south we usually desing the game so that you can abort the mission, not save/load as an compensation. If something looks too hard it usually is designed to be not beatable for you ( Ironman ), yet.

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21 minutes ago, Charon said:

Ok, lets get this started ... . Made an installer to make the installation easier .. doesnt work for people ... the life of a coder.

What is your specs ?
Do you run as the administrator ?
Does an Anti Virus Software prevent the execution ?
What exactly does the error say ? Screenshot or video does help enourmously !
Did you try it on another computer ?

Mkay, here goes:

 

Specs: attached. 

Run as administrator: Yes. Then I updated the exe file properties to always run as administrator, and confirmed the exe had full read/write/execute privileges. Tried again with same result. 

Antivirus: No antivirus alerts popped up. (I run BitDefender if that's any assistance.)

Error message: attached. 

Another computer: No -- just using the one PC for everything, work + play. 

 

Please note I'm not complaining -- just want you to be aware of a possible issue. If it's working for everyone else then it's clearly NOT a critical issue. 

computer-specs.jpg

patch-fail-1.jpg

patch-fail-2.jpg

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3 minutes ago, axmangeorge said:

If it's working for everyone else then it's clearly NOT a critical issue. 

It is clearly not working for everybody else, except us developers, which is a critical issue. Some people figure out how to copy and paste the assets, which was the reason why i put them like this, but there is more to the installation. And it is not our goal to change a working complicated installation into a non working one XD.

I presume it stops for you too after the first dialoge ?

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On 7/18/2017 at 0:56 PM, Suave said:

 

    Also, one more "tactical" questions - which airplanes do you guys use? I know, it depends, but basically what is your preference? Foxtrots seem to be doing just fine until phase 3 (with gravity torpedoes they are the best alien Heavy Fighters interceptor, ironically) and Asieruses are quite...useless. By the time I get Corsairs, alien Hunters appear and Foxtrots loose their charm, but Mag Cannons make a short work of them. But, then you bump into Heavy Carriers and other drone-shooting stuff, so Heavy Fighters (borrowed from Aliens) seem to work better with a mag cannon and titanium anti-missile...Anyway, these are just my thoughts, I was wondering if I missed something air-combat related...

I'm still in Phase 1. During my last play-through I disabled the Easy Airgame mod and got about 28 pilots killed before I started learning some air-to-air tactics...

So here's what I do:

  • Send in 2-3 Aserius armed with Mauser (then Gatling Laser), and/or Fighter Beam.
  • If the adversary has a fighter escort, throttle back and loiter outside primary target's range. Escort races forward. Engage them 3:1 until they're destroyed. 
  • Break left and right, full afterburner, staying mostly outside primary target's weapons envelope. Leave one fighter loitering out front as bait. Take left and right around behind primary's weapons arc, throttle way back, and empty all weapons, then run away. 

If that isn't enough to take down the primary, send a second squadron of 1 Aserius + 1 Foxtrot to finish the job. 

This same left-right-bait tactic works well with 2 Aserius + 1 Foxtrot, so long as I DON'T use the Foxtrot as bait. If the Fox can get outside the target's engagement envelope, then he can idle the engines and launch torpedoes at maximum range without much risk. 

Vs. Heavy Carriers and anything that shoots drones -- I've kept my fighters alive WAY longer than should be possible by barrel-rolling at the very-last-second away from the drones. I end up with fighters dragging tails of 10+ drones in big loopy circles all around the primary target, occasionally getting a few hits in. (I really don't recommend this, though -- it's super dangerous, but a good backup when your Antimissile doesn't connect.)

Mostly, the aliens target whichever of your aircraft is closest. You've just gotta be like a close-up magician: give them something to focus on while the REAL work happens off to the sides. 

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1 hour ago, Charon said:

@Suave Did the installation work for you ?

Hey Charon,

   Actually, it did not - I have had the same issue as axemangeorge...So I just unzipped and copied over. It seems to work....

   Oh, and thank you both for your valuable advice towards air-combat!!!!

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Just now, Suave said:

Hey Charon,

   Actually, it did not - I have had the same issue as axemangeorge...So I just unzipped and copied over. It seems to work....

   Oh, and thank you both for your valuable advice towards air-combat!!!!

Could you please go into a bit more detail ? Like specs, error message, when did it appear ?

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2 minutes ago, Charon said:

Could you please go into a bit more detail ? Like specs, error message, when did it appear ?

Of course,

   It stops working, I have tried running it as  administrator, turn off Avast, still the same.

 

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