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


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4 hours ago, DarkAngel_22 said:

I did reload a save before, where I was still in the geoscape. I than proceeded to airstrike all the crash sites, and it worked fine until I entered another ground battle where the same problems happened. If it helps, I just reached the part where I captured my first alien leader (haven't interogated him just yet)

Upload savegame and I'll test it.

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5 hours ago, Ruthless Reuban said:

Agreed, same happens on my installation. Probably something badly messed up.

Mod load order?

Well I reainstaled xenonauts and the mod, so fresh start (was also using the WIP 11 patch, now I'm using the 10 patch) so hopefully it will go away.

But just in case: 

pic 20210602_233444.jpg

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Hello I have been playing this mod for the past 2 months?. Long time Xcom 1 player, Terror and Apoc.

I have a complaint about the lancer aircraft. It only has 1 missile mount and from my testing is absolutely worthless in the tech tree. Not only does it have high maintenance cost, not much more speed, but its crippled by a single heavy weapon mount compared to the foxtrot that has 2x allowing it to carry both a heavy missle and a anti missile launcher, and it costs significant resources to build. Its a lemon. 

In fact that is something I have noticed about a good portion of the tech in game there are many lemons, stuff that should be good but is missing 1 or 2 thing to make it actually viable for its tier and you end up being better off just building more of the thing that came before it. some of these things is even missing things that the previous generation had thus making what should be a upgrade a downgrade in tech.

And other stuff that comes after stuff it should have come before, like the basic HE cannon and AP cannon coming after the Alumiem Cannon and AP alumiem cannon. I think there may be errors in the tech tree? I can understand the corsair Having 2x gun mounts and no missile mounts but then it has almost no way to sweep any sort of escort away in a dogfight other then massive amounts of micro management to avoid the missles coming from the main craft, at least its somewhat balanced by being a good dogfighter and having less maintenance costs then the corsair that have a extremely high monthly upkeep cost.

Another good example of this is the Sonor? aircraft, It has 2 light missile mounts no clear role and I dont know why you would want to build them. If im the guy asking my researchers to build me a new heavy torpedo craft why would I ask for something that cant even do the role of its previous iteration? of course the firebird is the best by far but seeing as how you can just build 2x as many foxtrot aircraft and have 2x as many bases the lancer and sonor just seem like a worthless investment of manufacturing time for reverse gain.

I have noticed issues in the tech tree like the Cannon research order. It seems like the engineer and the Tech aliens got some of the research they are supposed to grant mixed up, and thus are granting research in reverse order it seems, thats the only sense i can make of some of it.

Other then that I am having a lot of fun playing it just sucks that some equipment/aircraft is so underwhelming that it never sees the light of day.

is there much chance of getting a change to the lancer? if not how would I modify my game files to add another missile mount to it? I mean the model/Art looks so cool, I wanna go fast and fire some missiles.

Also I have noticed that equipment like the "SHOCK" Gun cost so many TU's that they are not really all that viable, especially when you combine it with the fact that your first Shock Rocket put in the launcher at loadout is free, so your far better off just entering a mission with most of your dudes with a rocket launcher and a free shock missile, firing it and then dropping the launcher and grabbing their main weapon from the backpack, does a number for game balance. I could understand the rocket thing being a engine issue that cant be solved in the mod, but then why make the equipment your probably supposed to use be just so bad. I have also noticed this with regards to shields and weapons, and how insanely viable it is to carry a shield with a weapon in the backpack, drop the shield fire the weapon and at the end of the turn pick up the shield again, really makes allot of single handed weapons worthless when the AP costs for moving items from the backpack to hands is so cheap and dropping the shield costs nothing and picking it up costs only like 4 TU.

I am playing on 11c. I dont have any other mods installed other then barley troops and lore + so unless lore + is messing with things it should be set up correctly.

Also I have been getting frequent Freezes during mission ground combat load in and mission ground combat end, is this common?

Other then that its a great mod and im really enjoying it. Thanks for your hard work on this.

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You must have a modified game. The normal Foxtrot also only has one Heavy Hardpoint. But from what I have seen in LPs, Lancers are a hard sell over Foxtrots anyway.

The Cannons definitely are not in that order in the tech tree.

Sonda is a replacement for the Asierus and should have two Cannon mounts.

The thing with the first rocket being free is a vanilla game bug that is known for years and seems to be unfixable. The good thing about the shock weaponry is that they do not need consumables to be produced. They have their uses the same way batons have theirs. You still need to be close to the enemy at the start of your turn or suppress and shock it enough that it cannot resist to use them safely.

You are right about shields, it is a viable way to play.

All in all, it seems you have a scrambled research tree and altered planes.

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13 hours ago, Dagar said:

You must have a modified game. The normal Foxtrot also only has one Heavy Hardpoint. But from what I have seen in LPs, Lancers are a hard sell over Foxtrots anyway.

The Cannons definitely are not in that order in the tech tree.

Sonda is a replacement for the Asierus and should have two Cannon mounts.

The thing with the first rocket being free is a vanilla game bug that is known for years and seems to be unfixable. The good thing about the shock weaponry is that they do not need consumables to be produced. They have their uses the same way batons have theirs. You still need to be close to the enemy at the start of your turn or suppress and shock it enough that it cannot resist to use them safely.

You are right about shields, it is a viable way to play.

All in all, it seems you have a scrambled research tree and altered planes.

Uhhh did you read my post? I said the only things installed are lore + (from the mod menu at the launcher) and barley troops, I have not touched any game files or done any modifications other then installing X division. I have installed via the instructions. I am on the Latest CE build and am playing on 1.00.11c of X division. I am on a fresh install of windows and am on the steam version, i have no anti-virus software turned on, not even the stuff that comes with windows. the install went fine and I installed with admin permission and the game is both running and showing 1.00.11c of X division. It is working fine other then a few crashes when loading in ground combat every once in a while.

Also where are you getting this foxtrot only has 1 heavy from? its always had 2 missiles man even in vanilla. the Xenopedia entry description talks about its 2 heavy missile bays. 
Here it is right here showing 2 missiles in the picture. The description talking about its 2 missiles and the stats below it showing 2 heavy missile mounts. it would be pretty worthless with 1 missile bay it would not even be able to equip a anti missile slot to shoot down incoming missiles to defend itself if that was the case and would probably just die every fight without even expending its payload.
https://xenonauts.fandom.com/wiki/Mig-32_Foxtrot_Interceptor

When was the last time you played? cuse its had 2 missles for like 5 years or more.

the Sonda has 2 normal missile mounts and talks about them in its X division Xenopedia entry in game. you are thinking of the Corsair that is the Asierus replacement. Do you work on X division? what version of X division are you playing on?

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3 minutes ago, Apollo said:

Uhhh did you read my post? I said the only things installed are lore + (from the mod menu at the launcher) and barley troops, I have not touched any game files or done any modifications other then installing X division. I have installed via the instructions. I am on the Latest CE build and am playing on 1.00.11c of X division. I am on a fresh install of windows and am on the steam version, i have no anti-virus software turned on, not even the stuff that comes with windows. the install went fine and I installed with admin permission and the game is both running and showing 1.00.11c of X division. It is working fine other then a few crashes when loading in ground combat every once in a while.

Also where are you getting this foxtrot only has 1 heavy from? its always had 2 missiles man even in vanilla. the Xenopedia entry description talks about its 2 heavy missile bays. 
Here it is right here showing 2 missiles in the picture. The description talking about its 2 missiles and the stats below it showing 2 heavy missile mounts. it would be pretty worthless with 1 missile bay it would not even be able to equip a anti missile slot to shoot down incoming missiles to defend itself if that was the case and would probably just die every fight without even expending its payload.
https://xenonauts.fandom.com/wiki/Mig-32_Foxtrot_Interceptor

When was the last time you played? cuse its had 2 missles for like 5 years or more.

the Sonda has 2 normal missile mounts and talks about them in its X division Xenopedia entry in game. you are thinking of the Corsair that is the Asierus replacement. Do you work on X division? what version of X division are you playing on?

Foxtrot HAS only 1 heavy hardpoint. No question about that. Since you are supposed to be using 1.00.11c version, you can easily check it on patch files ( assets.7x > /X-Division/aircrafts.xml ). Just downloaded latest patch and as expected, Foxtrot has only 1 heavy hardpoint.

So you really have something messed up. Again, we are talking about X-Division, not vanilla X-division. And yes, it only has one hardpoint and it cannot use anti-missile with heavy weapons. And yes, it will probably get shot down before firing all payload. That's another problem to solve, that's what X-Division is all about.

Foxtrot have had 1 heavy hardpoint since I started playing X-division, like three years ago or something.

Quote

Also I have been getting frequent Freezes during mission ground combat load in and mission ground combat end, is this common?

No. Another indication that something is wrong.

 

13 hours ago, Dagar said:

You must have a modified game. The normal Foxtrot also only has one Heavy Hardpoint. But from what I have seen in LPs, Lancers are a hard sell over Foxtrots anyway. 

Sonda is a replacement for the Asierus and should have two Cannon mounts.

Lancers have much more durability and can take one hit from big badass whereas Foxtrot cannot. Therefore Lancers have some use.

For Sonda, I disagree. It has two normal hardpoints. Checked that patch file again and it has two normals as expected. Corsair is Asierus replacement.

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On 6/8/2021 at 10:55 PM, Ruthless Reuban said:

For Sonda, I disagree. It has two normal hardpoints. Checked that patch file again and it has two normals as expected. Corsair is Asierus replacement.

Apollo and you are right, I messed Corsair and Sonda up. Apologies.

As for @Apollo: I invite you to change your tone. You are here because you want help, @Ruthless Reuban and me are here of our accord to give it. To then go around and post stuff like "Uhhh did you read my post?" and "When was the last time you played?" (the last one is even more hilarious as I have my active LP linked in my signature right there) and generally indicate that everyone else is wrong and you totally 100% did everything correctly with the installation is not very inviting to me personally to be constructive and helpful.

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Not sure how much anyone would be able to help but there's no better place to ask. I'm making a sub-mod for X-Division that allows the player to equip Alien weapons procured in the field and equip them in the armory loadout screen. It works perfectly for the most part except for one thing; grenades. I tried the same method to get grenades equipable in the grenades menu but every time I unlock the grenade through research and try to equip it, the game crashes when you select the "grenades" tab in the armory. I've tried switching them from simply being (for example) weapon.alienstungrenade to weapon.grenade.alienstungrenade like most human standard grenades. I even updated the specters and alien inventories to reflect that change in the aiprops.xml, but the fact that I can't get the grenades to be equipable makes this fairly pointless. Any help would be appreciated, thanks in advance.

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52 minutes ago, Keksimus Maximus said:

Not sure how much anyone would be able to help but there's no better place to ask. I'm making a sub-mod for X-Division that allows the player to equip Alien weapons procured in the field and equip them in the armory loadout screen. It works perfectly for the most part except for one thing; grenades. I tried the same method to get grenades equipable in the grenades menu but every time I unlock the grenade through research and try to equip it, the game crashes when you select the "grenades" tab in the armory. I've tried switching them from simply being (for example) weapon.alienstungrenade to weapon.grenade.alienstungrenade like most human standard grenades. I even updated the specters and alien inventories to reflect that change in the aiprops.xml, but the fact that I can't get the grenades to be equipable makes this fairly pointless. Any help would be appreciated, thanks in advance.

Mod makers (probably gone) might have better idea for this but usually in cases like this you are either missing something (some file(s) are missing some information) or something is named wrongly on some file(s).

My suggestion: Replace. First try to make it work just by replacing one human grenade (say, fusion grenade) with one alien grenade, not making new grenade. Start modding one file at time (researches.xml, manufactures.xml, weapons.xml etc) adding alien grenade stats and see that it works. When/if completed, add back human grenade you removed. If works, add another alien grenade same way. When/if all alien grenades work, then add all human grenades back, they should work for obvious reasons. Should.

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9 hours ago, Ruthless Reuban said:

Mod makers (probably gone) might have better idea for this but usually in cases like this you are either missing something (some file(s) are missing some information) or something is named wrongly on some file(s).

My suggestion: Replace. First try to make it work just by replacing one human grenade (say, fusion grenade) with one alien grenade, not making new grenade. Start modding one file at time (researches.xml, manufactures.xml, weapons.xml etc) adding alien grenade stats and see that it works. When/if completed, add back human grenade you removed. If works, add another alien grenade same way. When/if all alien grenades work, then add all human grenades back, they should work for obvious reasons. Should.

Sound advice, I was thinking of doing this since it would be a surefire way to make it work or at least be a step in the right direction. Thanks for the help. 

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I'm guessing the problem lies with the fact that alien grenades seem to have some odd properties that separate them from regular grenades, the foremost being that they seem to have an "ammo capacity" since they appear with a 1/1 below them as a firearm would. That being said, I'm not really sure why that is as I can't see anything differentiating them from standard grenades in the weapon_gc or weapons XMLs.

 

Edited by Keksimus Maximus
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39 minutes ago, Keksimus Maximus said:

I'm guessing the problem lies with the fact that alien grenades seem to have some odd properties that separate them from regular grenades, the foremost being that they seem to have an "ammo capacity" since they appear with a 1/1 below them as a firearm would. That being said, I'm not really sure why that is as I can't see anything differentiating them from standard grenades in the weapon_gc or weapons XMLs. 

Most aliens have fixed amount of grenades, that is, 1.

It may be hardcoded in game. However I think you can make "copies" from alien grenades: human grenades that just happen to have same stats etc that alien grenades have.

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  • 3 weeks later...

Guys I have strange UI bug. When I am equiping my soldiers, only the first row for equipment UI display (grenades, rocket, button). As a result i can't select any shield or medkits. Any idea what might cause it? I followed installation instructions and my X-division is 1.0.11c (newest).

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19 hours ago, Dercik said:

Guys I have strange UI bug. When I am equiping my soldiers, only the first row for equipment UI display (grenades, rocket, button). As a result i can't select any shield or medkits. Any idea what might cause it? I followed installation instructions and my X-division is 1.0.11c (newest).

Screenshot? Resolution is?

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  • 2 weeks later...

Ah, androns. Well, Androns are supposed to be very resistant to ballistic weapons. Nothing wrong there.

However your save game was pretty much messed up. You missed some research projects and had some you really shouldn't have at that point. Quite possibly your installation has something badly wrong.

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