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

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Hello

I have some problems with the game. On manufactures screen I can't press the lowest production buttons, becourse they behind "manage construction" button. (screen) How can I resize/change their position?

On phase 2 I didn't found Outpost operator, both Alien Outpost and Base had small base operators, nor landed Landing ship or outpost immediatly after Landing ship take off. Is it critical for research?  Also I didn't get caesan data hack5 and don't have plasma rifle mk3. But I've got all aliens exept outpost operator.

xdivi.png

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Try to use different resolution when launching game.

Small base operator and outpost operator are same alien. Game uses mostly small base operator. Alien base have (always have, I think) medium base operator and interrogating him should also unlock small base operator interrogation.

Landing ship may contain landing ship operator, but (possibly?) not always. Not sure about that one.

Landing ship operator unlocks data hacks (probably that Caesan data hack 5) that may unlock Plasma rifle MK3. All operators unlock data hacks that are not critical but "nice bonus".

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I am not sure if this has already been mentioned or if there has been a fix already made, but there have been several "Research topics" that once researched have no text for them in the X-pedia

The picture below shows what I mean.

image.png.0b5e22cfa722a1a06f31f29239f658fc.png

 

So... has there been a fix for this or did I install X-division incorrectly or what?

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No idea about that, works for me.

Fighter.JPG

May be older version of Xenopedia or Palu's shining Xenopedia is inactive.

Edited by Ruthless Reuban

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hrmm. I have reinstalled and updated to the current version, and have started a fresh game. Mainly because I screwed up in my previous game.

And I'll need to get back to that tech level again.

Which reminds me... what files would I need to edit if I want to add 2 weapons to the foxtrot? (Adding a second missile so that there are missiles on both wings instead of just on one wing)

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11 hours ago, ShadowFox said:

hrmm. I have reinstalled and updated to the current version, and have started a fresh game. Mainly because I screwed up in my previous game.

And I'll need to get back to that tech level again.

Which reminds me... what files would I need to edit if I want to add 2 weapons to the foxtrot? (Adding a second missile so that there are missiles on both wings instead of just on one wing)

Aircrafts.xml at least. You must edit amount of weapon slots and also edit their positions. That's all I can remember however...

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Hi! Some questions about this mod.

- I missed Light scout sebillian operator from phase one and therefore didn't get some mk3 techology. Does that mean its lost forever or Landing operator from phase 2 can add this technology as well? I saw tooltip about specialists containing previous tech, but not sure about operators;

- Facehuggers and eggs are targetable only with control, xpedia entry says the same. Is this intentional to make them harder to see or some workaround when adding them?;

- I've seen facehuggers only once and didn't see much, how do they attack? Instakill like vanilla reapers? Are they phase 1 only enemies?

- I've managed to capture facehugger, but can you get corpse for study?

- Exploding xenomorphs - can you capture them or get a corpse? After beating one with a lot of sticks (not a single bullet) he just exploded;

- Is someone still working on this mod? Is 1.00.11c final?

Great mod, by the way, thanks a lot.

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51 minutes ago, WoodyWDKR said:

Hi! Some questions about this mod.

- I missed Light scout sebillian operator from phase one and therefore didn't get some mk3 techology. Does that mean its lost forever or Landing operator from phase 2 can add this technology as well? I saw tooltip about specialists containing previous tech, but not sure about operators;

Yup, same is true for operators.

51 minutes ago, WoodyWDKR said:

- Facehuggers and eggs are targetable only with control, xpedia entry says the same. Is this intentional to make them harder to see or some workaround when adding them?;

Yes, that is intentional. Though I think there is a mod for vision impaired people highlighting the Facehuggers

- I've seen facehuggers only once and didn't see much, how do they attack? Instakill like vanilla reapers? Are they phase 1 only enemies?

I think so. I have never seen a facehugger do actual damage. I think it is scripted to transform the unit.

 - I've managed to capture facehugger, but can you get corpse for study? 

Not 100% sure, but I think the corpse should be splatted. Check your researches.xml to make sure (video on that on my channel!)

- Exploding xenomorphs - can you capture them or get a corpse? After beating one with a lot of sticks (not a single bullet) he just exploded;

Nope, all you get from them is pain.

- Is someone still working on this mod? Is 1.00.11c final?

Yes, consider it finished.

Great mod, by the way, thanks a lot.

 

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6 hours ago, WoodyWDKR said:

Hi! Some questions about this mod.

- I've managed to capture facehugger, but can you get corpse for study? 

I haven't managed that yet. Live Facehugger gives research topic but dead one is just useless corpse. Pretty sure about that one.

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Hello, first time playing the mod and I've encountered a small roadblock: I couldn't make any of the knives, which is a shame as they're the one thing I've been looking forward to since starting.

I noticed that after one Xenomorph corpse I received in some early mission, I no longer was able to send xenomorph corpses to the lab in further missions. I thought I made a mistake, such as accidentally destroying all xeno corpses up until that point (somewhere around phase 2), so after a brutal terror mission, I had people literally carrying xeno corpses (of different morph phases) to bring home just to make sure. Nothing.

The odd thing is, the results screen acknowledges that there were xeno corpses (drone/warrior/etc) retrieved, albeit sold for a low price of $1-2 apiece, but they never were added to my inventory. Have they been removed from the game?

I'm running version beta 11c. It will be extremely helpful if anyone can point me to the files where I can fix this. Thanks!

Edited by molivious

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Hey @molivious, if you look at your manufacture menu, you will see that you need to capture the Xenomorphs alive to extract the material needed for melee weapons. So whack them with stun batons or use the stun weapons of your Caesan enemies against them.

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17 hours ago, molivious said:

Hello, first time playing the mod and I've encountered a small roadblock: I couldn't make any of the knives, which is a shame as they're the one thing I've been looking forward to since starting.

I noticed that after one Xenomorph corpse I received in some early mission, I no longer was able to send xenomorph corpses to the lab in further missions. I thought I made a mistake, such as accidentally destroying all xeno corpses up until that point (somewhere around phase 2), so after a brutal terror mission, I had people literally carrying xeno corpses (of different morph phases) to bring home just to make sure. Nothing.

The odd thing is, the results screen acknowledges that there were xeno corpses (drone/warrior/etc) retrieved, albeit sold for a low price of $1-2 apiece, but they never were added to my inventory. Have they been removed from the game? 

I'm running version beta 11c. It will be extremely helpful if anyone can point me to the files where I can fix this. Thanks!

Like Dragar said, you'll need t capture Xenomorphs alive. Additionally you can use shotguns or shock weapons (Phase 2 stuff) too.

Corpses etc sold at end of mission are not added to inventory. Result screen will tell you if anything has been sent to research division.

Just remember you cannot capture robotic Xenomorph (bit of yellow on head).

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3 hours ago, Dagar said:

Hey @molivious, if you look at your manufacture menu, you will see that you need to capture the Xenomorphs alive to extract the material needed for melee weapons. So whack them with stun batons or use the stun weapons of your Caesan enemies against them.

If by manufacture menu, you mean the xenopedia, then I'll admit I stopped reading the walls of text from the xenopedia at some point, or at least skimmed through most "info" unless they mentioned weaknesses or hinted research requirements. But alas, silly me. The picture literally shows a live alien in a tank. And now that you mention it, I do recall an entry about their acid disintegrating their own bodies after death...I can't believe I didn't realize this sooner

35 minutes ago, Ruthless Reuban said:

Like Dragar said, you'll need t capture Xenomorphs alive. Additionally you can use shotguns or shock weapons (Phase 2 stuff) too.

Corpses etc sold at end of mission are not added to inventory. Result screen will tell you if anything has been sent to research division.

Just remember you cannot capture robotic Xenomorph (bit of yellow on head).

thank you both for quickly confirming. After checking my other stuff, it turns out that I also haven't procured live reaper specimen in a while as well. I guess I got myself in a tangled mess with how the corpses worked, and have subconsciously treated both Reapers and Xenomorphs like Androns...I've been so terrified of these guys that my instinct was always just to KOS lol.

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On 10/5/2021 at 11:50 AM, WoodyWDKR said:

- I missed Light scout sebillian operator from phase one and therefore didn't get some mk3 techology. Does that mean its lost forever or Landing operator from phase 2 can add this technology as well? I saw tooltip about specialists containing previous tech, but not sure about operators; 

 

On 10/5/2021 at 12:44 PM, Dagar said:

Yup, same is true for operators. 

 

 

Apparently that's wrong. I have all possible sebillian operators from phase 2, but still miss one sebillian data hack from phase 1. And if I understood "researches.xml" correctly there are no triggers for datahacks beside operators from same phase. For example, there is only single instance of "UnlockKnowledge( "Researches.SebillianDataHack1" in whole file and it triggers only from phase 1 operators and chieftain:

EDIT:

After another inspection I'm right about only Light Scout Operators from phase 1, which don't have older brothers from higher phases. Scout = Landing ship = Carrirer = Battleship, Corvette = Cruiser = Dreadnaught, SmallBase = MediumBase = LargeBase, etc.

Edited by WoodyWDKR

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Quote

 <Row ss:AutoFitHeight="0" ss:Height="63.75">
    <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.railminigunmk3</Data></Cell>
    <Cell ss:StyleID="s72"><Data ss:Type="Number">48</Data></Cell>
    <Cell ss:StyleID="s72"><Data ss:Type="String">Weaponary</Data></Cell>
    <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.railminigunmk2(AND)Researches.SebillianDataHack1(AND)Function.Chance(RMinMk3ChanceName,1,25)(OR)Researches.railminigunmk2(AND)Researches.SebillianDataHack12(AND)Function.Chance(RMinMk3ChanceName,26,55)(OR)Researches.railminigunmk2(AND)Researches.SebillianDataHack11(AND)Function.Chance(RMinMk3ChanceName,56,100)</Data></Cell>
    <Cell ss:StyleID="s73"/>
    <Cell ss:StyleID="s72"><Data ss:Type="String">UnlockKnowledge( &quot;weapon.railminigunmk3&quot; ); UnlockManufacture( &quot;ManTech.railminigunmk3&quot; );</Data></Cell>
    <Cell ss:StyleID="s72"><Data ss:Type="String">weapon.railminigunmk3</Data></Cell>
   </Row>

Ok, while scrolling "researches.xml" found a bug in 1.00.11c. Missed "0" in line 2171, the way it works right now railminigun mk-3 may unlock from SebillianDataHack1, not 10. Good thing this game's data is so open to change.

Edited by WoodyWDKR
wrong letter
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12 hours ago, WoodyWDKR said:

Apparently that's wrong. I have all possible sebillian operators from phase 2, but still miss one sebillian data hack from phase 1. And if I understood "researches.xml" correctly there are no triggers for datahacks beside operators from same phase. For example, there is only single instance of "UnlockKnowledge( "Researches.SebillianDataHack1" in whole file and it triggers only from phase 1 operators and chieftain:

Sounds about right, and it is for this reason that I completely missed out on antimatter tech—which require all datahacks from each phase. i.e Antimatter Mk-1s require Phase 1 datahacks(1-3), Mk-2s require Phase 2 datahacks (4-6 but not 1-3), and so on. Unsurprisingly, following this pattern means I missed unlocking other early tech, too. lol

I think noticeably missing out on stuff like this is great, and it seems pretty fair as well that (1) the newer tech doesn't completely branch out of previous tech and (2) that newer tech will eventually make previous tech obsolete...so unless you completely screwed up, the sense of missing out on something during one phase won't linger for the rest of the run so long as you get your mind back into the game's objectives.

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9 hours ago, KOKON said:

Hi guys. Any updates for this mod this year?... 

Everything comes to those who wait. And we mean everything. (game console ad somewhere 90's)

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In which file can I change the "Soldier" of the transport??? Edited the file:"aircrafts.xml " - but the game ignores all changes in this file. I have no desire to play with the default settings. I want a normal squad size.

Edited by Komandos

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3 hours ago, Komandos said:

In which file can I change the "Soldier" of the transport??? Edited the file:"aircrafts.xml " - but the game ignores all changes in this file. I have no desire to play with the default settings. I want a normal squad size.

.../xenonauts/assets/mods/X-Division/aircrafts.xml

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7 hours ago, Ruthless Reuban said:

.../xenonauts/assets/mods/X-Division/aircrafts.xml

Okay. Thanks. The concept in which a handful of soldiers must confront regiments of high-tech aliens in open combat and invariably defeat them - I don't really like it. There is a lot of Action in this, but little Tactics.

Edited by Komandos

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Dynamic. Fresh. Difficult. But not balanced.

Returned the old AP config.xml - the geometry of the movement is broken.

A sniper rifle is less accurate than a pistol. And the pistol is no worse in speed than a machine gun (5-6 shots per revolution). Edited weapon parameters during the day. And yet - to hit the target with a sniper rifle is unrealistic even close.

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14 hours ago, Komandos said:

Dynamic. Fresh. Difficult. But not balanced.

Returned the old AP config.xml - the geometry of the movement is broken.

A sniper rifle is less accurate than a pistol. And the pistol is no worse in speed than a machine gun (5-6 shots per revolution). Edited weapon parameters during the day. And yet - to hit the target with a sniper rifle is unrealistic even close. 

Snipers suffer accuracy penalty if moved during turn.

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The first three fights (+3 in difficulty) 

 lost. Although there are 16 soldiers in the team. This pleased me.

The range of the weapon and the viewing range seem too small. The fighting is going on in tight groups. Like at night or in a thick fog. Where to increase the viewing range for aliens?

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16 hours ago, Komandos said:

The first three fights (+3 in difficulty) 

 lost. Although there are 16 soldiers in the team. This pleased me.

The range of the weapon and the viewing range seem too small. The fighting is going on in tight groups. Like at night or in a thick fog. Where to increase the viewing range for aliens?

Aliens already have quite long viewing range but .../xenonauts/assets/mods/X-Division/aiprops.xml and sightrange

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