sfarrelly Posted August 27, 2016 Share Posted August 27, 2016 (edited) 41 minutes ago, blackwolf said: well yeah, i knew that, but for some reason all early weapons seems, to still lack the information , almost all of the mk1 weapons i found still have the "description" (this is rather the 95% ..but maybe i just misunderstood the meaning of this...i think notice a few news "vital informations" on some allien weapons, the numbers of core i mean), btw some really funny stuff, i always saw that "asierus" planes have dual cannons, but their description longely explain they only have torpedoes and they should be paired with other planes because this...so its erron in the description or in the weapons? (i guess is the first cuz the torpedoe carrier role is already fullfilled by the foxtrot, so having two planes doing the same is essentially redundant...right?) a number of things to explain. 1. you'll need to download the correct update (the 3rd version) if you want the updated strings file which contains the descriptions and some fixes which draku made as well 2. the descriptions are not x-pedia entries (those will be taken care of after all descriptions are done) they are what you see on the research tab when you click on a topic for research. See attached image for an example. 3. One thing I didn't consider when writing these is screen resolution. Some of the descriptions are quite lengthy and may not be fully readable on all resolutions (i used 1920x1080 as a base). If you find any like that, report which one it is, along with the resolution you play the game at. Edited August 27, 2016 by sfarrelly added example of descriptions Quote Link to comment Share on other sites More sharing options...
blackwolf Posted August 27, 2016 Share Posted August 27, 2016 thanks for the reply bro, i appreciate your work, and thats explain it, thanks ..... I get it now, is good to see i just misunderstood it . Btw in another of my reaaaaaaaally siiiiilly nitpicking, i love all the new sprites, specially the new vehicles , all except the defender :c , it just it looks way to BIG , (in terms of sprite size), i mean, the heavy tank is like half the size, the hunter is also half the size, the scimitar and so on, all other tanks seems to look outstanding-ly, but with the defender is not quite the case, imo it looks a little to big, specially for the "light" one (it should be hunter size xD) , i dont know if this is too much work , but is there any possibility to reduce the size of the sprite like a 20% (maybe?,) . Thanks again for all your hard work fellas, im really enjoying the mod :D! Quote Link to comment Share on other sites More sharing options...
kubi Posted August 27, 2016 Share Posted August 27, 2016 (edited) Something is really odd. It is past 1980-01-01 and I am through at least 20 ground missions including at least 4 corvettes. I did not dare to engage bigger, because... Even though I have researched phaser pistol, rifle & heavy, lightning pistol & rifle ballistic pistol, rifle & sniper flamer pistol & rifle Looted lots of caesans, sebbilans (including guard and soldier), different kind of reapers and "dogs", and even some harridans... I do not have Alien Phaser neither Alien Ballistic technology. So no Division nor Laser Tech. According to the researches tree this should be fine, but something is wrong and I can't figure out. Any idea where to look? Edit: v0.99.2 (latest link I've found) Beta 2 0.99.10 Edited August 27, 2016 by kubi Quote Link to comment Share on other sites More sharing options...
sfarrelly Posted August 27, 2016 Share Posted August 27, 2016 (edited) 16 minutes ago, kubi said: Something is really odd. It is past 1980-01-01 and I am through at least 20 ground missions including at least 4 corvettes. I did not dare to engage bigger, because... Even though I have researched phaser pistol, rifle & heavy, lightning pistol & rifle ballistic pistol, rifle & sniper flamer pistol & rifle Looted lots of caesans, sebbilans (including guard and soldier), different kind of reapers and "dogs", and even some harridans... I do not have Alien Phaser neither Alien Ballistic technology. So no Division nor Laser Tech. According to the researches tree this should be fine, but something is wrong and I can't figure out. Any idea where to look? Edit: v0.99.2 (latest link I've found) Beta 2 0.99.10 I'm actually not sure. I started a new game using the files from the update and all appears to be unlocking fine for me. I'm only up to November, but haven't encountered any issues like the ones you're describing. I did find a few techs where i need to fix the text, and 1 tech that appears to be unlocking too early (ReaperDNA) but alien phaser tech and alien ballistic tech both unlocked for me (and researching them unlocked lasers and div) just checked the requirements for those techs. Alien Ballistics requires Researches.AlienBallisticPistol(AND)Researches.AlienBallisticRifle(AND)Items.SebillianGuard Alien Phasers requires Researches.AlienPhaserPistol(AND)Researches.AlienPhaserRifle(AND)Items.CaesanGuard so in both cases you need to have captured a guard to unlock those techs, did you do that? It's the only thing i can think of right now. Edited August 27, 2016 by sfarrelly Quote Link to comment Share on other sites More sharing options...
kubi Posted August 27, 2016 Share Posted August 27, 2016 Yes, I have all. However Items.SebillianGuard and CaesanGuard means that they are enough to be captured dead. No need for interrogate them. I try to install from scratch, 0.99.10, 0.99.11 and 0.99.2 (just to make sure) and restart now... Quote Link to comment Share on other sites More sharing options...
sfarrelly Posted August 27, 2016 Share Posted August 27, 2016 31 minutes ago, kubi said: Yes, I have all. However Items.SebillianGuard and CaesanGuard means that they are enough to be captured dead. No need for interrogate them. Ahh, I was never sure about that, thanks for letting me know Hopefully the re-install fixes your issue. Quote Link to comment Share on other sites More sharing options...
kubi Posted August 27, 2016 Share Posted August 27, 2016 Hmm, maybe not. I saw just now that the guard corpse is destroyed, but not looted. Quote Link to comment Share on other sites More sharing options...
Charon Posted August 27, 2016 Author Share Posted August 27, 2016 (edited) 7 hours ago, blackwolf said: well yeah, i knew that, but for some reason all early weapons seems, to still lack the information , almost all of the mk1 weapons i found still have the "description" (this is rather the 95% ..but maybe i just misunderstood the meaning of this...i think notice a few news "vital informations" on some allien weapons, the numbers of core i mean), btw some really funny stuff, i always saw that "asierus" planes have dual cannons, but their description longely explain they only have torpedoes and they should be paired with other planes because this...so its erron in the description or in the weapons? (i guess is the first cuz the torpedoe carrier role is already fullfilled by the foxtrot, so having two planes doing the same is essentially redundant...right?) Hm, you didnt quite get what we were talking about :). We meant the research descriptions, the thing you read when you click on a research. The Xpedia is 0% done as always. Like i said somewhere else, essentially dont trust entries except they come with a new picture you dont know from vanilla/XCE. 6 hours ago, blackwolf said: Btw in another of my reaaaaaaaally siiiiilly nitpicking, i love all the new sprites, specially the new vehicles , all except the defender :c , it just it looks way to BIG , (in terms of sprite size), i mean, the heavy tank is like half the size, the hunter is also half the size, the scimitar and so on, all other tanks seems to look outstanding-ly, but with the defender is not quite the case, imo it looks a little to big, specially for the "light" one (it should be hunter size xD) , i dont know if this is too much work , but is there any possibility to reduce the size of the sprite like a 20% (maybe?,) . Thanks again for all your hard work fellas, im really enjoying the mod :D! Ill put it on the list. 3 hours ago, kubi said: Yes, I have all. However Items.SebillianGuard and CaesanGuard means that they are enough to be captured dead. No need for interrogate them. I try to install from scratch, 0.99.10, 0.99.11 and 0.99.2 (just to make sure) and restart now... Wrong ! Items.SebillianGuard and CaesanGuard means they need to be captured alive, otherwise they would have a ***Corpse at the end. 3 hours ago, sfarrelly said: 3 hours ago, kubi said: Yes, I have all. However Items.SebillianGuard and CaesanGuard means that they are enough to be captured dead. No need for interrogate them. Ahh, I was never sure about that, thanks for letting me know Hopefully the re-install fixes your issue. Check my answer. Edited August 27, 2016 by Charon Quote Link to comment Share on other sites More sharing options...
Charon Posted August 27, 2016 Author Share Posted August 27, 2016 (edited) I´ve started a developer diary where i simply play the hell out of X-Division. This is without any commentary yet, but you can pick up some tricks along the way if you struggle with the difficulty. Especially air encounters should give you one or two hints on how you could deal with them. Ill be playing with the latest changes and patches so things you might not have seen yet. The mods used are as stated as in the installation description, check them out if you want. Dont think about this as a lets play but rather as an encyclopedia where you can look up certain situations and a way to deal with them, or examples of failures. Or you can simply watch and enjoy it. I am one of the developers but i´m basically playing this as blind as any other player who has spent 700 hours playing xenonauts. Especially Ground Combat is 100% new to me sicne i didnt develope it and although i made the airgame i dont know anything besides balanceing points either. So this is going to be hella fun. I skipped the beginning part of the first 28 days but you can pretty much see what i did in them. The difficulty is veteran/ironmann. Enjoy Edited August 27, 2016 by Charon Quote Link to comment Share on other sites More sharing options...
morr Posted August 27, 2016 Share Posted August 27, 2016 Antimatter Rifle MK-2 has name "####" in workshop Quote Link to comment Share on other sites More sharing options...
sfarrelly Posted August 27, 2016 Share Posted August 27, 2016 17 minutes ago, morr said: Antimatter Rifle MK-2 has name "####" in workshop noted, it will be fixed for next update. Quote Link to comment Share on other sites More sharing options...
morr Posted August 27, 2016 Share Posted August 27, 2016 Gauss Cannon has name "####" in workshop and in research screen. Quote Link to comment Share on other sites More sharing options...
blackwolf Posted August 27, 2016 Share Posted August 27, 2016 another suggestion, dont you think you get the ability to retrofit and use alien planes a little to quickly/easy?, i think you should need something like alien electronics aside the pilot interrogation....what do you think about this :)? Quote Link to comment Share on other sites More sharing options...
Charon Posted August 27, 2016 Author Share Posted August 27, 2016 3 minutes ago, blackwolf said: another suggestion, dont you think you get the ability to retrofit and use alien planes a little to quickly/easy?, i think you should need something like alien electronics aside the pilot interrogation....what do you think about this :)? Hm, thats a reasonable thing you are saying. However the airgame as it is right now needs a quick assimilated interceptor as an option. If I would put in more requirements than the interceptor would come too late and would not be powerful enough, just like the old fury was. If I buff the assimilated interceptor ... it could become a possibility. Ill put it on the list. Quote Link to comment Share on other sites More sharing options...
blackwolf Posted August 27, 2016 Share Posted August 27, 2016 yeah thats what im thinking, get alien interceptors and add our lovely human touch of MOAR DAKKA!, and in early game im not having problems with the fighters i already have, specially after i found that aserius doesnt have just cannons (Lol), having two airwings per base seems enough to me (having 6 wings in total in VETERAN), even you could say is far too easy expand your base and air fleet in the very first day/week, this could be adjusted to something like: after 1 month if you: have a good start you could easily expand to three or four bases (total) ?. if you had a really bad firsth month you could still be able to expand to maybe just two bases more . the downside of this is that you will be able to stand a decent airforce until the third month...already in phase 1 , so you would get your ass kicked no matter what xD. The only thing could increase this could be enlarging both phase 0 and phase 1 (this would add the longevity of some techies, for example you put a lot of effort in early armors but i found the jackals only last like 1 week before i inmediatly upgrade to foxes, maybe there is just a too much SAFE bet upgrading your equipment) , the bad side of this is that maybe you should decrease the amount of ufo per waves ..because the combat game will age quickly and become tedious way to soon....so MAYBE(just maybe) the only suggestion i have is increase the price of everything...like maybe doble(perhaps triple?) and see what happens, because right now, money is not a problem (in any way, neither recruiting,forging,building or anything xD). TL;DR: increase the price of everything . Quote Link to comment Share on other sites More sharing options...
Charon Posted August 27, 2016 Author Share Posted August 27, 2016 Some new vids for you. The last 2 were about the first terror mission. Note how i time the flight so I can fight at daylight. I guess without commentary they are as dry as a pretzel, no ? Quote Link to comment Share on other sites More sharing options...
Sectiplave Posted August 29, 2016 Share Posted August 29, 2016 (edited) Awesome a new patch! I've started a new play through on v.0.99.2 to make two changes, first change I uninstalled Easy Air Game! It really feels like cheating as you can auto resolve 90% of your fights and take 0 damage to your aircraft as well as having ammo to spare. I decided it was time to properly learn the new air game, and I must say I am really enjoying it so far, it is tough but rewarding when you win! I also changed from playing on Easy to playing on Normal, the game is much more engaging to play now as I need to plan my aircraft and ground combat more precisely. On Easy it looks like aliens have only half their regular HP so it was making capturing live aliens too easy. @Charon Yes the Dev Diaries are helpful, they gave me a good starting point for how to adapt to the new air game combat and what sort of aircraft I should be using and for what purposes. Also interesting to see the ground game looking tough on Veteran due to the increased numbers of enemies, I haven't been able to watch them all as of yet, but I'm sure I'll pick up a few more tricks along the way. I also didn't realize you can use alien stun grenades! because the image is missing in the grenade selection I assumed it didn't work. P.S LOL family guy base names BUG#1: I noticed this on 0.9.11 and all other patches, when a Xenomorph Drone melee attacks my soldiers, no damage numbers appear above my soldiers heads to indicate how much damage was done by the Drones attack, when I select the soldier in my turn I can see that they have taken damage. BUG#2: This is most common in UFO breaches, imagine I have a row of 4 soldiers shoulder to shoulder with a row of 4 soldiers standing behind them. The front row soldier has a LMG and is shooting a UFO door open, sometimes this will cause a soldier standing behind him to become suppressed by this fire. Dunno if this is just part of the game but I don't remember this from XCE play throughs. @sfarrelly Nice work, it is really helpful to have those research comments so we can get a feel of what we might gain from the Researches. I should be doing more to help with this stuff Edited August 29, 2016 by Sectiplave supression bug Quote Link to comment Share on other sites More sharing options...
drages Posted August 29, 2016 Share Posted August 29, 2016 Those 2 bugs are game engine related. If you fire a hmg just near some, his ears will have problems. Aside from joking, suppression is an aoe so we buffed then a bit maybe its the reason. Xenomorphs attacks so fast that you don't feel your wounded at that second. For this reason you don't see numbers. I love my excuses for game engine fails :). 1 Quote Link to comment Share on other sites More sharing options...
Charon Posted August 29, 2016 Author Share Posted August 29, 2016 9 hours ago, Sectiplave said: @Charon Yes the Dev Diaries are helpful, they gave me a good starting point for how to adapt to the new air game combat and what sort of aircraft I should be using and for what purposes. Also interesting to see the ground game looking tough on Veteran due to the increased numbers of enemies, I haven't been able to watch them all as of yet, but I'm sure I'll pick up a few more tricks along the way. I also didn't realize you can use alien stun grenades! because the image is missing in the grenade selection I assumed it didn't work. P.S LOL family guy base names Thx, they are really there to help people dealing with the difficulty :). 9 hours ago, Sectiplave said: BUG#1: I noticed this on 0.9.11 and all other patches, when a Xenomorph Drone melee attacks my soldiers, no damage numbers appear above my soldiers heads to indicate how much damage was done by the Drones attack, when I select the soldier in my turn I can see that they have taken damage. They appear for me. 9 hours ago, Sectiplave said: BUG#2: This is most common in UFO breaches, imagine I have a row of 4 soldiers shoulder to shoulder with a row of 4 soldiers standing behind them. The front row soldier has a LMG and is shooting a UFO door open, sometimes this will cause a soldier standing behind him to become suppressed by this fire. Dunno if this is just part of the game but I don't remember this from XCE play throughs. Yeh, not that unrealistic if you think about this. 1 hour ago, drages said: Those 2 bugs are game engine related. If you fire a hmg just near some, his ears will have problems. Its rather game enhanceing than a bug imho. You can avoid this by letting your hmg shoot first. I always wanted to introduce damage on the rear ending of a rocket launcher to simluate the fireing of a rocket appropriately. 1 Quote Link to comment Share on other sites More sharing options...
Marinad Posted August 29, 2016 Share Posted August 29, 2016 Allow me to thank you again for X-Division 0.99 Beta. Beautiful. And glorious. I need apologize for poor my English, it’s not my first language. Not that I am that good with my first language, mind you. I have a few questions, if you do not mind (if you do, please ignore them). Forgive me if those questions will sound rather stupid. Also, they are kinda spoilerish, 1. Is Heavy Interceptor (escort of a dreadnought, horribly unfriendly guys) is the best aircraft (when it comes to balance of speed/weapon slots/health e.t.c.) we , as X-Division, can build? Well, after we bring one of them down and build our own version of it. Or Earth will come up with even better product (better than Merlin, Contrail and Nightowl?). Not talking about Archelon, that is different kind of beast. 2. It’s rather strange, but it looks like I cannot build a better transportation aircraft. Stuck with a Chinook. Though I’ve got my hand of every core on landing ship-types (I think… cargo ship, landing ship, supply ship, extreme cargo ship) as well as all kinds of scouts (light, middle, heavy, armored, shuttle). Researched everything I could and captured lots of engineers. (electron sniper rocks… sneak from behind so aliens shields would not work and stun them for good! ) Maybe it’s a feature, though. Oh, rather, I screw up somewhere. 3. In the Extreme eh… “chapter” of X-Division weapon-types I have Mag (Mk-1) and Rail (MK-1). I have a feeling that there should be more of them. Or nor. 4. Cannot build (or research) Sentinel armor and it’s superior (the that was in the previous version of X-Division) version. Predator and Ripper are available though. Quote Link to comment Share on other sites More sharing options...
Charon Posted August 29, 2016 Author Share Posted August 29, 2016 3 hours ago, Marinad said: 1. Is Heavy Interceptor (escort of a dreadnought, horribly unfriendly guys) is the best aircraft (when it comes to balance of speed/weapon slots/health e.t.c.) we , as X-Division, can build? Well, after we bring one of them down and build our own version of it. Or Earth will come up with even better product (better than Merlin, Contrail and Nightowl?). Not talking about Archelon, that is different kind of beast. Thats a hard question. I deviced the airgame so that every plane has a place in it, so all planes should excel in the area they are made for, except the archelon which is, as you said, a different kind of beast. But its undoubtly the best hybrid interceptor, with some minor drawbacks in hp count. Your feedback made me change the contrails weapon output to 2 cannons again. Is it the best dogfighter ? No. Is it the best bomber ? No. Can it take a lot of damage ? No, the cargoship picks it apart faster than other planes. Is it an interesting choice if you know what you are doing and your aircombat skills are high ? Quite so. 4 hours ago, Marinad said: 2. It’s rather strange, but it looks like I cannot build a better transportation aircraft. Stuck with a Chinook. Though I’ve got my hand of every core on landing ship-types (I think… cargo ship, landing ship, supply ship, extreme cargo ship) as well as all kinds of scouts (light, middle, heavy, armored, shuttle). Researched everything I could and captured lots of engineers. (electron sniper rocks… sneak from behind so aliens shields would not work and stun them for good! ) Maybe it’s a feature, though. Oh, rather, I screw up somewhere. Hm, might not be a fault on your end. 2 things which might have gone wrong. You might not have gotten Items.DirectionalThrusterArray which even i dont know how to get this yet and the Landing Datacore is/was still from the vanilla version. Generally the dropship requirements are loosely implemented since stretching 3 dropships over 4 dedicated phases is kind of not optimal,but Ill revise it for the next patch. 4 hours ago, Marinad said: 3. In the Extreme eh… “chapter” of X-Division weapon-types I have Mag (Mk-1) and Rail (MK-1). I have a feeling that there should be more of them. Or nor. The human energy and kinetic weapon branches are: Phase 1: Laser & Ballistic Phase 2: Plasma & Mag Phase 3: Pulse & Gauss Phase 4: Sonic & Rail 4 hours ago, Marinad said: 4. Cannot build (or research) Sentinel armor and it’s superior (the that was in the previous version of X-Division) version. Predator and Ripper are available though. Might be tied to Items.DirectionalThrusterArray as well. The Hyperion Tank suffers from the same fate. Quote Link to comment Share on other sites More sharing options...
Sectiplave Posted August 30, 2016 Share Posted August 30, 2016 X-Division is beautiful, simply beautiful! The attached picture is the result of my first ground terror mission. I've never had such an epic battle playing regular Xenonauts! The increased civilian numbers really bring the battlefield to life, I was actually saved twice by heroic soldiers reaction firing down Reapers before they could infect my troops. I played for a long time last night and I'm now in mid November and dealing with a lot of Aerial Terror Sites, my air fleets are being put to the test. Quote Link to comment Share on other sites More sharing options...
vasig Posted August 30, 2016 Share Posted August 30, 2016 Shrike - error! researches.xml <Cell ss:StyleID="s65"><Data ss:Type="String">UnlockKnowledge( "airplane.human.shrike" ); UnlockManufacture( "ManTech.ShrikeDropship" );</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">UnlockKnowledge( "airplane.human.shrike" ); UnlockManufacture( "ManTech.Shrike" );</Data></Cell> OK! Quote Link to comment Share on other sites More sharing options...
Charon Posted August 30, 2016 Author Share Posted August 30, 2016 34 minutes ago, vasig said: Shrike - error! researches.xml <Cell ss:StyleID="s65"><Data ss:Type="String">UnlockKnowledge( "airplane.human.shrike" ); UnlockManufacture( "ManTech.ShrikeDropship" );</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">UnlockKnowledge( "airplane.human.shrike" ); UnlockManufacture( "ManTech.Shrike" );</Data></Cell> OK! fixed, and you should write ManTech.shrike Quote Link to comment Share on other sites More sharing options...
Lament Posted August 30, 2016 Share Posted August 30, 2016 Minor fixes Wraith Terror soldier – blank research screen on completion Harridan Terror soldier – blank research screen on completion Enchanted shield – blank research screen on completion Mag Minigun – blank research screen on completiom Enchanted shield - shows up as 0/150 health. Could you just replace the standard shield with each upgraded shield as better balance? Pirhana hit effect is massive – can this be made smaller Charon?? Graphics bugs Alien Blood Cannon – looks huge Alien Toxin Grenade – looks huge Quote Link to comment Share on other sites More sharing options...
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