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

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On 11/23/2020 at 8:56 AM, Dagar said:

Batons do normal as well as stun damage. Most likely you just killed her with the normal damage? Maybe wait a turn; Xenos recover HP on their turn, but nothing recovers stun threshold.

normal damage too? It's not visible sadly. In my case I used standard tactic: soften her by axe to the level till she would die with next blow, after that used batons only - she was blowing up at the end sadly.

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Is Scimitar vehicle bugged? As stats aren't correct with xenopedia, name, image too imho1254547861_supposedlyitsScimitarvehiclesisitpropernamedoesntfitstatstoo.thumb.jpg.7bd4ae02ef47e62cd740b0a768f034d7.jpg

Final product is Scimitar, not Hyperion so it's ok, just wrong image and name during production phase.

Edited by Bellator
errata

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My A-team just got back from a good mission, nobody was killed or anything. But theyre 6 men instead of 8. Cant find the other 2 anywhere and nothing in the casualty list. Never happened until today, any advice?

 

EDIT: Reloaded to a few missions back. Did the same mission and theyre back now. Dont know what happened lol

Edited by RevanchistPersiaNow
addendum

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I play not so long ago in the mod, but faced with such a problem that in GC sometimes, especially in the later stages of the game, when the aliens go - The game just takes and gets stuck... It was as if one of the units had forgotten that he had to go, just like a living person on the other side. I waited for 5-7 minutes somewhere, but no sounds, no actions or camera movements occurred, so I decided to ask for a question.

Version 1.10.11c
+ My mod list

Quicksave.sav

Снимок экрана (13).png

Снимок экрана (495).png

Edited by ZSHADOWWOLF
More sense for text

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Pretty much mods you seem to have. There are some bugs on Xenonauts (not X-Division itself but X-Division is based on Xenonauts) that cause that kind of lockdowns. I also tried your save without any mods and it didn't seem to freeze for couple of turns. So perhaps mods are to blame.

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When equipping soldiers on the base, there are no sections with a first-aid kit and a ballistic shield. Can anyone tell me where to look for the root of this problem

 

Edited by feloric
noting

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15 hours ago, feloric said:

When equipping soldiers on the base, there are no sections with a first-aid kit and a ballistic shield. Can anyone tell me where to look for the root of this problem?

Savegame? Probably something wrong with installation.

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Posted (edited)
23 hours ago, Ruthless Reuban said:

Savegame? Probably something wrong with installation.

When equipping soldiers on the base, there are no sections with a first-aid kit and a ballistic shield. Can anyone tell me where to look for the root of this problem

Here modlist and savegame

send.sav

xeno1.png

Edited by feloric

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Savegame works for me, medikit and shield could be chosen. However I cannot launch fighters to down UFO so that save is probably lost.

You are missing some mods, here's my modist https://imgur.com/a/ZiFaUOy

I guess you didn't install Community edition or didn't start game and exited it after installing it.

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Posted (edited)

Interceptors don't take off because they don't exist (sold out, don't pay attention to that).

I installed only the community.

I logged in and out of the game after installation. I installed the game many times, according to the instructions on the site and without it. Observing all the points and breaking some. I was trying to find a bug why I don't have a section for first aid kits and shields. Each time I demolished everything and started again with the installation of the steam community edition.

On the equipment tab, there are only sections of grenades, rockets, and batons(which only has a baton).

On the weapons tab, there are sections division, mag (where knives, axes and baton are concentrated), laser and plasma.

3 months ago, I started playing the version installed according to the instructions on the site. My modlist looks like your.

I got access to standard first-aid kits and shields through the soldiers equipment sets. It's inconvenient, but you can still play. But still I am tormented by the lack of this section and access to its contents.

I was trying to sort out the files. I found a lot of interesting things. But mostly for cheaters. For the experiment, I changed the starting planes - for this reason, I sold the planes in the provided game save, so as not to confuse them. But I have not yet been able to find among the pile of files how to return access to the section with first-aid kits and shields.

 

The big problem is that I don't know any English at all. I have to use a translator, which is not very convenient when working with game files.

 

THE DECISION:

BIG THANKS to Charon!

Delete

%APPDATA%/Goldhawk Interactive\Xenonauts\internal\scripts

once.

 

Edited by feloric
Thank you!
  • Like 1

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On 11/27/2020 at 12:22 PM, Bellator said:

normal damage too? It's not visible sadly. In my case I used standard tactic: soften her by axe to the level till she would die with next blow, after that used batons only - she was blowing up at the end sadly.

You should be able to stun all of them EXCEPT the ones with heads full of acid, those just straight up explode no matter what kind of damage you do, even stun gas will just make them explode if I recall, I know about stunning the queens because I had the fortune (or misfortune) of having one camp right outside an alien fortress's spawn room, and I'd have my vehicle blocking the door , move a bit, whack her then go back to blocking the door with vehicles, the AI is not smart enough to run all the way around apparently. What's given me the best results is electric weapons, the shock gun is something I carry on my shield guys for stunning those pesky xenomorphs, stun gas doesn't even work for the Tier 4.5 ones so youre stuck with electric, but before that a few stun rockets of the highest tier you can afford work too. I'm not sure what tier you're stuck in but the ceasan's electric weapons should work most of the time as well

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13 hours ago, FSC_Zombie said:

How do I get Terror Carrier down? 3 Foxtrots make it in this Lets Play with Alenium Torpedo.

As Ruthless Reuban said, Video uses NG difficulty where the UFO health is lower and is also using the submod called easy airgame which means even lower UFO health and faster airplanes for the player.

Here is how I do it. Difficulty NG +2.

Small showcase :

 

 

Bigger showcase :

 

Now go and shoot down those bad boys, there is a nice reward if you do.

  • Like 2

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Thanks for Answers!

That also explains the fast kills of the fighter. I have now sacrificed 6 Foxtrots to shoot down a terror carrier to get the research. Thanks for the tip with anti-missile

  • Like 1

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On 8/10/2016 at 8:22 PM, Charon said:

The .10 to .11c 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.

 

If I didn't backup researches.xml, while updating from 1.00.10 to 1.00.11c, can I use researches.xml from 1.00.10 update archive? Will it work as well?

Edited by gaichu

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3 minutes ago, gaichu said:

If I didn't backup researches.xml for savegame compatibility, while updating from 1.00.10 to 1.00.11c , can I use researches.xml from 1.00.10 update archive? Will it work as well?

Yes. It should be exactly same file you didn't backup.

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2 hours ago, Ruthless Reuban said:

Yes. It should be exactly same file you didn't backup.

Thank you.

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