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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 think that is a problem where the rift between how the game plays and its lore is not really feasible to bridge. Personally I am on the train of "we never encountered such opposition, so we all are essentially rookies here". It could be argued that in real life military, for the individual the familiarity with the situation and the according experience are worth more than the "natural abilities" or training for other circumstances, as well as tactical cohesion of a group of soldiers is more important. That does not really play well with the aliens pretty much behaving as human soldiers do individually (i.e. shooting, going for cover, throwing grenades...), but that can't really be helped.

From history you could e.g. make the analogy to the soldiers in WW 1 hunkering in their ditches when encountering mustard gas. I bet many of them had fighting experience prior, but the new element made rookie and trained soldier react in the same way.

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7 hours ago, Dagar said:

From history you could e.g. make the analogy to the soldiers in WW 1 hunkering in their ditches when encountering mustard gas. I bet many of them had fighting experience prior, but the new element made rookie and trained soldier react in the same way.

While I partially agree with this, aliens are not using any new elements. Except perhaps PSI but everything else is just better version of earth technology. When it comes to reapers, Xenomorphs etc melee units, not hard to guess even without experience those should be killed.

Also on WW1 soldier quite well knew after first attacks what chemical weapons were about. First chemical attack worked just because officers were too stupid to realize that coloured gas was harmful. Officers thought that was only to give some kind of signal to troops. Of course it was utterly stupid as nobody would use tons of gas for just giving signal. So in this case it was not what soldiers might do, it was officers that gave orders to hold positions or even move into gas cloud.

Edited by Ruthless Reuban
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This has been long overdue, but with this i finally announce my

Retirement

from the X-Division project.

 

It has been a fun 3+ years journey with all of you. Thank you for all the feedback, and appreciation you gave me. It has been worth it.

Charon

 

I think it would be unfair to not give all the people who have been hard working on the unoffical version 1.00.10 their share in the spotlight, and i will therefore make the unofficial version publicly available in the OP, as well as announce it on reddit. A lot of work went into it, including all the new mods which tries to give the game a better flavour, and most importantly of all, a finished Xenopedia.

See ya.

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Final

UNOFFICIAL

 

updated X-Division 1.00.10

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.
  • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
  • The .01 to .10 patch is NOT savegame compatible. If you want to make it savegame compatible you need to make a backup of your researches.xml, run the installer, and immediately copy your backup over the new file again. You will miss out on the fixed researches but you can continue the campaign.
  • As a basic rule, never patch during Ground Combat

 

Installation:

  1. The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 .
  2. Download the X-Division 1.00.10 Update:
    https://mega.nz/#!dQQwCQRC!gzlksCzX9l91PAJfViyyAyXzd_VN0weUL1X5GZmeuvU
    Link
    ( MD5: f82bbe1f12c7e97a7b86c7ec3de19e11 )
  3. Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.
  4. Start the executable provided in the file. Follow the instruction of the installer
  5. After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy :).

Changelog:

Dunno, i changed a lot. These are the things i can remember:

  • Fixed some bugs around the Roborex
  • Roborex explosion on death no longer causes overdamage
  • Roborex explosion radius decreased from 6 to 4.5
  • Halfed kinetic armour for semi-shield roboreaper. Their weak point should now be weaker
  • Halfed energy armour for melee roboreapers. Their weak point should now be weaker
  • added mitigation to human stun gas
  • added one loading tip
  • improved the AI of Drones a bit
  • most importantly added X-Divison Palu's Shining Xenopedia to the game
  • 7 new categories for the soldier equipment screen
  • I think i also added the latest Monument IV map by Svinedrengen to the map pool
  • new mod: Nerf The AI: The aliens have less sightrange, deal 20% less damage and have 10% lower stats.
  • new mod: X-Divison Don't Die On Me ! :If your soldier doesnt blow up, takes a minigun point blank or gets left behind he WILL survive the mission.
  • new mod: X-Divison Easy Airgame: Did you ever wanted to try out the manual combat but were put off by the difficulty ? Look no further, this is what you need. UFOs have 50% less hp, while your aircraft are 20% faster and have a 20% further range. Additionally the refuel, rearm, repair and recovery rate are 30% faster.
    Only TOGGLE this during a Geoscape save.
    The Xenopedia page doesnt correctly display UFO hp values with this. Its 37.5% for the lowest difficulty and 50% for all other difficulties of the displayed hp values.
  • new mod: X-Divison Slower Invasion: The Invasion escalates 25% slower
  • new mod: Empower Facehuggers: This will improve the AI of facehuggers, but as a side effect they will also be able to attack vehicles. Ofcourse this is not intended gameplay which is why it isnt in the base version. If you want to give facehuggers their intelligence back while having to drive your vehicles cautiously around this is for you.
  • appended unobtainable andron terror unit loot to appropriate robodog/roboreaper units
  • new feature: AP Damage: MAIM/SHOCK damage that reduces TUs for the next turn.
  • revised Shock and Electron weaponry
  • fixed the installer with the help of @Mr. Mister
  • Increased frag grenade damage from 50 to 70
  • Increased frag rocket damage from 90 to 110
  • EMP charges and rockets no longer cause overdamage
  • Shock rockets no longer cause overdamage
  • Soldier Equipment Screen gained a Soldier Sort button
  • decreased Endgame research time in accordance with the latest diminishing returns formula
  • Removed shields from some harridans, increasing hp threshold of mentioned ones, fixed one reflex stat
  • revised the sonic weapons ammo weight
  • added the stun gas mitigation values towards the stun damage, as mitigation never worked for gases
  • increased the acceleration for the archelon from 500 to 1000
  • increased the range of the shockgun from 2 to 3
  • decreased TU% for Praetorian attacks from around 30 to 20 TU%
  • fixed even more bugs
  •  

I consider it safe to use, but it obviously hasnt seen the same amount of testing like prior versions.

Edited by Charon
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What exactly does retiring for you mean? You are not going to make any more changes, I presume. But will you also stop communicating here?

Good on you regardless, you earned it. Thanks for all the work you put in that wonderful project!

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50 minutes ago, Dagar said:

What exactly does retiring for you mean? You are not going to make any more changes, I presume. But will you also stop communicating here?

Good on you regardless, you earned it. Thanks for all the work you put in that wonderful project!

It means that im off-line for all intends and purposes. Good luck with the accuracy video, i hope that many more videos follow.

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The Enforcer armor was unlocked by modifying the research file as had been described (a long time ago now) to remove the requirement for a Robosadist "corpse", and the armor then became available when I finally fulfilled the (modified) conditions for it. That set of changes was probably the last one done, as all installations of the unofficial version saw the research file backed up before the installation and restored afterwards, to avoid research corruption (as per the installation instructions for an ongoing campaign).

By the way, I finally finished the game last night (the month and a half waiting for the Operation Endgame research was rather tedious, but I sped it up by bombing all large craft, ignoring escorted craft, as well as ignoring one terror attack). The final mission took a rather long time to perform (two long days), not the least because the alien turns took many minutes to perform (the time got gradually shorter as the enemies were eliminated).

I've attached the current version of xenopedia.xml, which I believe contains a correction of a couple of typing errors pointed out above, as well as a minor adjustment of the Operation Endgame entry.

xenopedia.xml

Edited by PALU
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so im trying to play with this mod but cant seem to. Im using 0.35 on a fresh install. when i unzip the three zip files https://www.nexusmods.com/xenonauts/mods/34?tab=files  and after renaming them so that they can unzip i get an error about the assets and when i try to install it comes up Error res but says after i close it that installation is successful i then patch it to 01 and then to 10 and that goes fine and the game loads fine but when i go into the soldiers tab it crashes. I thought this might have to do with some graphical elements being named wrong as i could access the vehicle tab, however realized that the AWAC image is missing from the roster. the main menu seems to be misaligned on 1920 x 1080 as well. I played an earlier version of the mod that kinda worked but it was buggy also i thought i could help touch up some of the graphical elements like paint the planes schematics to resemble more the look of the game and other stuff. . I read and re read the installation and i think i did everything correct. i haven't enabled any other mods except the ones that the mod has switched on and i haven't messed with the load order either. anyone got any ideas?

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Not really. Have you verified the file checksums as mentioned in the installation instructions? Also, have you installed X:CE as per its instructions? If I remember correctly, there as a step of starting the game, quitting it, and then starting it again to get things to sort themselves out.

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yeah i did that. Im redownloading the main files from here rather then the Nexus to see if it was a problem with the download. 

EDIT> seems to work now with the files downloaded here. Nexus version has errors. I started a new game but the first map made me crash. i shot a rocket but it missed and went off the map and then i crashed. will try some more and hope it doesn't crash to much.

i also noticed that the minisheild is missing graphics. is this still being updated?

Edited by MrStitch
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The mod is probably not being updated, as the final final unofficial version was made not long ago. However, the minishield had graphics when I played, so I suspect something hasn't turned out right in your installation anyway.

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Make sure you follow the installation instructions to 100%. There are some funny things in there you are not used to from normal game installation like starting the vanilla game before continuing the installation and so on.

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To all of the people who built X-division, I thank you for your work. However this mod is just kicking my butt all over the place. I have restarted several times to correct some strategic mistakes. I am finally at the point where I have an objective to capture a live alien officer. I finally survived a terror mission, having been totally wiped out on many prior attempts. In this mission I capture a live Sebilian Chieftain and researched (interrogated) him. However the mission objective did not advance. Have I done something wrong or is there possibly something amiss with the mod?

Please be kind and gentle with your reply less I start crying out of frustration.

 

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I played it on the "easiest" setting making very liberal use of save scumming and still had a very hard slog...

While a Chieftain is a leader, it's one of too low a level to be ranked as Officer. The Officers are tier two leaders, and when you capture one of those you'll get two topics to research: "X Officer Interrogation" and "Alien Officer Interrogation", and you can guess which one is required to fulfill the goal...

You're not in a hurry to fulfill the goal, however, as you'll have your hands full researching and producing equipment anyway (as well as to increase your coverage and defeat aliens to increase your funding and get resources to actually manufacture the stuff you desperately need yesterday).

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