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

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5 hours ago, YaK said:

I have three questions:

 

  1. After my first succesfull Crashedsite in what i thought was phase III, i get a new label in the Manufacture screen with phase IV weapons DSB. The same thing happened before. I had Phase III while playing what i believe was phase II. Is this normal? Exactly WHEN the various phases starts? Right now i am fighting "Hunters", "Cruisers" and so son. Am i in P3 or P4?
  2. During tactical combat i always try to use everything i can. I generally pick up Local Forces weapons (when they die) and use them when i am scarce with ammo and, generally speaking, bring them back to base and give them to "Rookie" troops in secondary bases. Until now they had MK1 Ballistic/Laser weapons. At the beginning of this new phase they have different projectiles, so i assumed the use new weapon level, but when i inspect their dead boides, they carry nothing. What's happening?
  3. Aircraft hardpoint don't work like intended, right? Lancer have just 1 slot when it should have 2 and Sonda hase two instead of  4.

1. The phases are blending at the end. I mean you don't get to next phase directly. At final month of a phase you start to see next phases UFO's. A cruiser is P-3 Ufo, Look to the corpses, if you see soldiers corpses it's p2, if warriors, p3, if elites, p4..

2. Need to ask Charon, i don't know the reason when they don't drop anything.

3. Aircrafts don't have any problem. Why do you think that planes should carry that numbers of weapons at first place?

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On 06/09/2016 at 0:54 PM, Charon said:

No premium needed, just download it through your browser.

In brazil***,  server "Mega" limits the file size for download in 2 GB/day... if i retry download for other IP... stop in 35% again... because is a limit from size file...   

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hey @drages , i think he said the SONDA and others planes are not working as inteded because their xpedia entries says they have X hardpoints but they actually have Y.  As far i know more entries are oudated and should not be taken SO seriously,they reflect stats and lore wich may not reflex the actual state of the mod..... Even i remember i made the exact same question xD.

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I have problem with this new version of XD.

First - aliens don't have weapons. They running like morons, doing nothing.

Second - 50% of missions doing CTD after few first rounds. And it's always same part of the map.

I reinstalled game, wiped configuration files. I am using only XD mod...

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thats sounds pretty weird, did you install XCE right?. this mod is dependant of this, im not sure how you get it from steam, but you can donwload it looking in the Xenonauts Comunnity Edition, apply the 0.34.1 and then XDIVISION inside the mod folder, then everything should work correctly.

Be carefull to follow all the instructions in the first page.

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I noticed that pistols of all kinds miss very often even if my soldier goes very close and shoots POINT BLANK.

Currently my soldiers are using antimatter pistols (six-shooters!). They have enough TUs to shoot four times and they miss up to four times during one turn! I think this is not right.

Edited by a23s4a
added some info

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3 hours ago, a23s4a said:

I noticed that pistols of all kinds miss very often even if my soldier goes very close and shoots POINT BLANK.

Currently my soldiers are using antimatter pistols (six-shooters!). They have enough TUs to shoot four times and they miss up to four times during one turn! I think this is not right.

This bothers me too. We will look for it .

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On 9.09.2016 at 2:34 AM, blackwolf said:

thats sounds pretty weird, did you install XCE right?. this mod is dependant of this, im not sure how you get it from steam, but you can donwload it looking in the Xenonauts Comunnity Edition, apply the 0.34.1 and then XDIVISION inside the mod folder, then everything should work correctly.

Be carefull to follow all the instructions in the first page.

I am using Steam XCE branch - it is 0.34.1.

I installed everything again and... Well - better! Aliens behave normally :)
But I cannot enter UFO's. Doors are not interactive object...

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19 minutes ago, Indoctrine said:

I installed everything again and... Well - better! Aliens behave normally :)
But I cannot enter UFO's. Doors are not interactive object...

Nice to hear that pal :) ....and YES ufos outdoors are closed now, you can destroy it with a c4, rockets, grenades, even with bullets from your hunter or heavy gunner....you need to breach (literally) the ufo now, the inners doors works normally....DEVS are waiting if there is any chance XCE could make a code to give aliens the ability to open outdoors (this would make ufo breachings pretty dangerous because you could be ambushed while planting the charges or just get a random burst and catch you unprepared)

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Ok, so this is a feature...

I am not huge fan of this :) I can gather full crew near UFO, destroy door and make slaughter. Previous, aliens opened doors in their turn and shoot back ;)

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I really enjoy this mod, but one question that bugs me. Why are there xenomorphs in it? It kind of breaks the immersion when you have aliens from a different sci-fi universe crossing over like that.

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40 minutes ago, EleSigma said:

I really enjoy this mod, but one question that bugs me. Why are there xenomorphs in it? It kind of breaks the immersion when you have aliens from a different sci-fi universe crossing over like that.

For more options to have. I am against to using famous content but as a additional enemy, i did not want to lose that opportunity. To be honest die dont like exactly the original aliens too. Xenomorph means something from xeno like xenonauts.. so it fits somehow.

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13 hours ago, Indoctrine said:

Ok, so this is a feature...

I am not huge fan of this :) I can gather full crew near UFO, destroy door and make slaughter. Previous, aliens opened doors in their turn and shoot back ;)

Depends how far you are through the game, but trust me, the aliens will use this in reverse when you need to assault larger UFO's and they have 5+ units standing in the control room with full reaction fire TU's to spend :)

It is something Charon and Drages are working on currently, so it'll probably change back to playing peek a boo with the aliens eventually.

 

10 hours ago, EleSigma said:

I really enjoy this mod, but one question that bugs me. Why are there xenomorphs in it? It kind of breaks the immersion when you have aliens from a different sci-fi universe crossing over like that.

I personally really like the Xenomorphs, I can understand your point of view though, it can be a bit strange to see a completely different IP turn up in this mod. From a gameplay stand point the Caesans certainly need some form of melee unit to assist them, it'd be a bit boring to see reapers again.

The learning curve can be brutal at times but I actually enjoy the new air game difficulty, tackling the large escorted ships is fun now.

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Not sure about this but I cannot seem to build the alien fighter after I shoot one down (I am now up to 9 fighter datacores and still no sign that I'll be able to build them.

Version 99.3

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3 minutes ago, Larry Burstyn said:

Not sure about this but I cannot seem to build the alien fighter after I shoot one down (I am now up to 9 fighter datacores and still no sign that I'll be able to build them.

Version 99.3

Hey Larry,

You just can't able to build an alien fighter just because you can shoot down and get their core. Being able to manufacture an alien craft needs many special researches from alive alien specialist and many more devise researches too.

X-Division never gives you easy manufactures!

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*Reads main post after not being on for many a day* "That is why I am getting swamped"

Hi yall. Nice to see the forums again. Looking quite spiffy. Last time I tried to get on I spent a day and a half getting error messages. I guess the reason why was because of this upgrade.

If I had gotten on at the time I would have given a balance update due to several things happening in my game. One such thing was the fact I was being goddamn swarmed with Terror Ships, Air Terror site units, and Terror Battleships. If only I could have gotten on at that time I could have salvaged this campaign. I managed it due to Airgame combat skills and the fact that I had 6 bases each with at least 4 very capable aircraft. Problem got serious was when Cruisers and heavier alien craft started running around unmolested by most part because I just could not keep up. What made it worse was the Terror Site that happened EVERY. DAMN. WAVE!. Never had time to get to more then one or two crash a wave. Thankfully I know better now. While there any a number of things that I can comment on(Good and not so Good) the only thing I will say is that the research descriptions are really useful. Could have helped immensely first time around. They are almost like Xenopedia Entries by themselves. Also never saw a landing craft. Straight from corvettes to cruisers.

Finally a question for Charon: I was reading the changelog for your modification and everything seems workable and something I could try with exception for one thing.

No reveal on terror sites after 25 turns. For me that is a deal breaker. Had too many nightmares and traumatic experiences from early Xenonaunts before they added that feature. Hyper reactionary androns hiding in building corners never moving or worse as several of my xenonaunts experienced.

"Xenonaunt IRON WALL: Where are puny aliens? I wish to beat their heads into paste. Xenonaunt MARCUS: We have been scouring the entire battlefield for 20 minutes straight and no contacts but our readings indicate something is still here. IRON WALL: My gut is acting up due to coming off of the adrenaline. I will use the restroom. *Opens bathroom door* Large Drone humms with energy. IRON WALL *Turns around* "DEAR GOD HEL-" *Is vaporized.*  I always demolished every building with C4 is early Xenonaunts for this very reason. So much C4

If that feature is not there I will gleefully try you changes. As such would it be possible for me to return it to normal?

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Just on the subject of Charon's Changes, this is just a general comment from someone who does project management. As a team you should both work together on how you want the game to play. It makes it look like you don't have a shared vision on how this mod should play.

I don't say this as a negative i comment, just my observation from an outside point of view. I really love the work you guys have done on this mod, I've already doubled my Xenonauts total playtime and I'm not even at Phase 3!

In an ideal world when you start a new game it could be a check box to enable or disable features (like easy air game, Charons ground game etc.) that either make the mod harder or easier (again I'm just stealing ideas from XCOM Long War), but I'm not sure if Xenonauts can handle something like that.

BUG: I've not been able to research Casesan Weapon Officer, it just gives me $1000 when I stun one. I have checked Xpedia and I have not interrogated the weapon officer, only the weapon sergeant.

 

Edited by Sectiplave
Update

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In the description of stun gas it says we'll be able to "mass" produce our own stun gas but the stun grenade still need alien stun gas grenades.  Is the description wrong or the production wrong--because one seems to be wrong.

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9 hours ago, Sectiplave said:

Just on the subject of Charon's Changes, this is just a general comment from someone who does project management. As a team you should both work together on how you want the game to play. It makes it look like you don't have a shared vision on how this mod should play.

I don't say this as a negative i comment, just my observation from an outside point of view. I really love the work you guys have done on this mod, I've already doubled my Xenonauts total playtime and I'm not even at Phase 3!

In an ideal world when you start a new game it could be a check box to enable or disable features (like easy air game, Charons ground game etc.) that either make the mod harder or easier (again I'm just stealing ideas from XCOM Long War), but I'm not sure if Xenonauts can handle something like that.

BUG: I've not been able to research Casesan Weapon Officer, it just gives me $1000 when I stun one. I have checked Xpedia and I have not interrogated the weapon officer, only the weapon sergeant.

 

About Charon and my decisions about x division mod;

As all the players, everybody got their own ideas and wishes about game play. X division started as my vision and goes to 0.98 with draku help. After much work for 0.99, this became much more then I handle because I am art maker much more then coder. Charon came up and take the coding part of the mod and handled many missing aspects I planned to make and more. With draku help, we managed to finish 0.99. 

Even I am the lead manager of the the team, other team mates got their own ideas as I said before. We are not a company. We are people who want to have a great xenonauts experience. Charon came with great ideas and solutions to all problems I could not solve alone. We discussed tons of things and find the solutions and decisions together. But at some points, there are things that needs to be in x division as I wanted. These things were essential for x division soul. So for that points, Charon made a mod ,which he already got before we meet,  to have things as he wanted. There is no right or wrong here. Those are decisions and different point of views. You can choose whatever you want. Even x division is much harder then default, Charon wants it much more brutal and I think it's a deal breaker for many people who wants to enjoy the mod with more relaxing way. 

I can't and don't want to force someone to give hours to my project for free. X division is now not my project and it's a team. But as all the team, this should have a lead who says the final word. I mostly say yes because all the team thinks same for %95. We put all the ideas and problems on the table, we make tests and after result we use the right thing. If there is more then one right thing then I choose the one which will fit more X division and if Charon likes something in the mod, he uses it at its own mod.

So we are a happy team. We don't have any ego or anything to each other. We are now 4 people who got unique jobs to do. I do art, Charon codes, draku tests, sfarelly descriptions and lore. I got phase control, ground combat, AI, game content and Charon got manufacture, research, balance, great solutions, air game. We are really a great team.

So we don't have any problem. Charon don't miss the good ideas so he uses them at his mods and it's mostly game config edits so the content is hugely same.

Thanks to them I can work on art part much more and as you at my avatar, a totally new ultra cool race is nearly ready as art wise. So after 1.0 , you will get totally new things for expansion.

I wish we got someone from old mapmakers and a xce coder.so we need to be 6 people in team to give you the best possible xcom style game experience.

Buh I wrote so much :p

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Hahaha no that's good to read! Your explanation makes complete sense, I was under the wrong assumption that you and Charon had both started this mod as a joint project.

I was thinking today, after playing as much X-Division as I have, I don't think I could go back to Vanilla Xenonauts :D it would feel too easy / simple.

I see this new race in your avatar, just based on appearence I am assuming they are going to be very difficult!

BUG v.0.99.3: Predator armor and Mag weapons, there is no shooting animation, looks like the soldier is standing still and their bullets appear from no-where, this is Predator Armor + Mag Storm Mk3 doesn't matter what direction the soldier is facing also.

Edited by Sectiplave

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I asked to Charon about the new race and he told me to ask to players. See.. I love his solutions. I will ask to you what xenonauts missing as alien race..

I am thinking an ultra tough but fewer at numbers. Mini boss race I can call with all the abilities like flying and teleport. But we will see..

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10 hours ago, Larry Burstyn said:

In the description of stun gas it says we'll be able to "mass" produce our own stun gas but the stun grenade still need alien stun gas grenades.  Is the description wrong or the production wrong--because one seems to be wrong.

Production is correct. Alien stun grenades are required for manufacturing human stun grenades.

However, I've gone through the descriptions for all stun gases and grenades and can't find any reference to being able to "mass produce" them. Can you tell me exactly where you saw this?

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Cannot tell you exactly since you only see it when you pick stun gas as a research project and after you pick it you never see it again...This is before you get to pick stun grenades as a research project.  Happens in Phase I.  Look thru the descriptions to see if I misremembered.  But it definitely said I could produce my own stun gas.

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56 minutes ago, Larry Burstyn said:

Cannot tell you exactly since you only see it when you pick stun gas as a research project and after you pick it you never see it again...This is before you get to pick stun grenades as a research project.  Happens in Phase I.  Look thru the descriptions to see if I misremembered.  But it definitely said I could produce my own stun gas.

This is the current description for stun gas (and i don't believe i've ever changed it).

Given what we already know about stun weapons and with our new knowledge of alien stun grenades, I think it's high time we developed our own weaponised stun gas.

Wouldn't your men appreciate being able to stun aliens from a distance rather than whacking them over the head with a baton?

I suppose that one thing i should mention is that the research descriptions are aspirations as to what you hope to achieve. Once the x-pedia entries are done, they will detail what has actually been accomplished with the research.

In this case, the new gas will be based on the alien version, but unfortunately will require actual samples of the alien gas to create (unsynthesizable on Earth), thus requiring alien grenades to make human ones (at a 1:2 ratio)

Edited by sfarrelly
changed the ratio to make more sense with text

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The description I remember was several very short paragraphs long.  But I cannot find the descriptions that go with what is being researched.  But I can say that I am not producing anywhere near 3 stun grenades with each alien stun grenade.  More like 1:1...

 

In the early 70's the US military developed a "stun gas" but unfortunately it killed as many as it stunned.  And since it technically was outlawed in the chemical/biological weapons treaties it was not further developed as far as I know.   Since I was involved in strategic weapons research I paid no further attention since stun weapons were considered tactical.

 

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