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


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Hello. Can you help me. I have a squadron of fighters, speed 1 km / h, altitude 346600. I cannot do anything with them, neither redirect nor decomiss it. the squadron does not move and no fuel is consumed. Unfortunately, I noticed this bug late and there were no saves without it ((. Can anyone help me? How to fix this?

20201026171345_1.jpg

113.sav

Edited by helstads_dog
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@helstads_dog Can't really help you, but I'd look at my save game file with an according editor and see if I can alter the location/mission of the squadron/fighters back to in their base. Make a backup save first though!

You should be looking at both Fighters as well as at the Squadron, which you should delete. Just look how other active and grounded planes look first.

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10 hours ago, Dagar said:

@helstads_dog Can't really help you, but I'd look at my save game file with an according editor and see if I can alter the location/mission of the squadron/fighters back to in their base. Make a backup save first though!

You should be looking at both Fighters as well as at the Squadron, which you should delete. Just look how other active and grounded planes look first.

which editor are you talking about? Through a regular text editor I tried to view the save file, but there is not pure text there are characters that are not so easy to match and it is pointless to edit something. as there will be more mistakes

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So, I personally never altered a save file. People mostly use Notepad++ and Excel for the .xml files.

However, after crawling the forums with the search function for a bit, I found this about save files:

Quote

you can easily edit that with XVI32 or any other hex editor

So a hex editor should work fine for the save files. Can't check that right now since I am not on a PC with Xenonauts installed.

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im trying to down a terror battleship in phase 2, killed its escort but im having constant ctds when i send 2 sodas and a foxtrot (game crashes when soda dies). i have managed to damage it up tp 36% but i dont have any more planes to sent.
what else i can do?i have unlocked and use gravity torpedoes and the lancer aircraft.

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1 hour ago, varangos said:

hmm thanks, i was thinking to build another airport-base loaded with planes (already have one that has only planes and defensive batteries).

another question, are the lancers with gravity torpedoes better than the foxtrots with alenium ones?

Almost certainly they are. Lancers and grav torps are both Phase 2 stuff while Foxtrots and Alenium torps are Phase 1. Just look at the Xenopedia. There is no argument against Lancers as they are a straight up upgrade over Foxtrots. Grav torpedoes might be worse for shooting the big boats if they have shorter range, longer lock on time or less overall damage. Depends. Dunno their stats off the top of my hat.

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On 10/28/2020 at 4:31 PM, varangos said:

im trying to down a terror battleship in phase 2, killed its escort but im having constant ctds when i send 2 sodas and a foxtrot (game crashes when soda dies). i have managed to damage it up tp 36% but i dont have any more planes to sent.
what else i can do?i have unlocked and use gravity torpedoes and the lancer aircraft.

You need lots of aircrafts to shoot down Phase 2 terror ships. For reference, I checked my - difficulty playthrough save from start of December 1979, around time those Phase 2 Terror battleships arrive (phase 2 began earlier but as we know, terror ships "upgrade" takes some time).

So, aircrafts 1. December 1979: Asierus*14, Fighter*6, Foxtrot*10, Firebird*2

That's barely enough but gives you some idea what you should at least have when phase 2 starts.

Again, for reference, wehen nearing end of phase 2, I had: Corsair*12, Heavy fighter*8, Asierus*7, Foxtrot*10, Sonda*3, Firebird*3, Lotus*4. All other than Corsair and Asierus are useful against larger UFO's that time. I seemed to have 83 hangars total.

So as said earlier, build more aircrafts, that way you can deal with larger UFO's.

Edited by Ruthless Reuban
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Quick issue im having. Im running the 1.0.11b patch, I started with a fresh install of the base xenonauts game, ran the game, switched to xce beta, ran the game, downloaded x div 1.0, ran it, and then downloaded and ran the 1.0.11b patch. No additional mods, never touched anything on mod priorities, never touched any code.

Issue im having is i can't unlock division mk2 weaponry. Research tree shows I need alienballisticstech, weapon sergeant interrogation , alienflamertech and then one of three chosen at random (sniper,cannon,heavy). I have all of those researched and I still did not unlock advalienballistics research. I noticed the changelog for mk2 division states it no longer has a chance 33% to be locked behind an andron encounter which i assumed was the cannon. Looking at research.xml i saw the code for unlocking division mk2 had the entire "(OR) .... alienballisticCannon" with the RNG part deleted as well. I would assume that having that entire part deleted removes the cannon as an option for division mk2 tech, but does that have a chance to mess with the RNG? The other two (sniper 1,39) and (heavy 40, 75) respectively show a 40 and 35% rate of being picked. Does this then mean that there is now a 25% chance for mk2 divison tech to be hardlocked on a roll of 76 -> 100? Or does having the cannon removed as an option mean that the dice roll can only be 1-75 as listed, with 76+ no longer being possible? Would the values need to be changed to 1-50 and 51-100 on both the sniper and heavy for this to no longer happen?

TLDR- I cant unlock mk2 division even though i have all the relevant tech unlocked.

Edit: I appear to also be seeing some differences from some videos i've seen on youtube, such as my alenium selling for 25,000 each instead of 1,000. I guess i'll try another reinstallation then
Edit 2: Did another full reinstallation from scratch and im still getting the same high prices. Alenium selling for 25,000, alloys for 10,000.

Edited by Alphaswolf
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11 hours ago, Alphaswolf said:

Quick issue im having. Im running the 1.0.11b patch, I started with a fresh install of the base xenonauts game, ran the game, switched to xce beta, ran the game, downloaded x div 1.0, ran it, and then downloaded and ran the 1.0.11b patch. No additional mods, never touched anything on mod priorities, never touched any code.

Issue im having is i can't unlock division mk2 weaponry. Research tree shows I need alienballisticstech, weapon sergeant interrogation , alienflamertech and then one of three chosen at random (sniper,cannon,heavy). I have all of those researched and I still did not unlock advalienballistics research. I noticed the changelog for mk2 division states it no longer has a chance 33% to be locked behind an andron encounter which i assumed was the cannon. Looking at research.xml i saw the code for unlocking division mk2 had the entire "(OR) .... alienballisticCannon" with the RNG part deleted as well. I would assume that having that entire part deleted removes the cannon as an option for division mk2 tech, but does that have a chance to mess with the RNG? The other two (sniper 1,39) and (heavy 40, 75) respectively show a 40 and 35% rate of being picked. Does this then mean that there is now a 25% chance for mk2 divison tech to be hardlocked on a roll of 76 -> 100? Or does having the cannon removed as an option mean that the dice roll can only be 1-75 as listed, with 76+ no longer being possible? Would the values need to be changed to 1-50 and 51-100 on both the sniper and heavy for this to no longer happen?

TLDR- I cant unlock mk2 division even though i have all the relevant tech unlocked.

Edit: I appear to also be seeing some differences from some videos i've seen on youtube, such as my alenium selling for 25,000 each instead of 1,000. I guess i'll try another reinstallation then
Edit 2: Did another full reinstallation from scratch and im still getting the same high prices. Alenium selling for 25,000, alloys for 10,000.

Not really sure about Advanced ballistic tech, seemed to work for me. If you are brave, you can alter that research.xml so that researching something else (something you still haven't researched but are doing so quickly) gives Adv ballistic tech knowledge. There have been some reports about research tree bugs, very hard to say what's wrong.

For alenium and alienalloys prices, they are right. Latest patch enables manufacturing of both, much later than Phase 1. So there is nothing wrong, videos just are made before latest patch.

Edited by Ruthless Reuban
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Assets/mods/x-division/manufactures.xml

For example stun grenade:

   <Row>
    <Cell><Data ss:Type="String">ManTech.grenade.stun</Data></Cell>
    <Cell><Data ss:Type="String">Grenades 0</Data></Cell>
    <Cell><Data ss:Type="Number">1</Data></Cell>
    <Cell><Data ss:Type="Number">250</Data></Cell>
    <Cell><Data ss:Type="String">1xweapon.AlienStunGrenade</Data></Cell>
    <Cell ss:Index="8"><Data ss:Type="String">StockItem( &quot;weapon.grenade.stun&quot; );StockItem( &quot;weapon.grenade.stun&quot; );</Data></Cell>
   </Row>

That bolded part makes 2.

   <Row>
    <Cell><Data ss:Type="String">ManTech.grenade.stun</Data></Cell>
    <Cell><Data ss:Type="String">Grenades 0</Data></Cell>
    <Cell><Data ss:Type="Number">1</Data></Cell>
    <Cell><Data ss:Type="Number">250</Data></Cell>
    <Cell><Data ss:Type="String">1xweapon.AlienStunGrenade</Data></Cell>
    <Cell ss:Index="8"><Data ss:Type="String">StockItem( &quot;weapon.grenade.stun&quot; );StockItem( &quot;weapon.grenade.stun&quot; );StockItem( &quot;weapon.grenade.stun&quot; );</Data></Cell>
   </Row>

Now it should make three.

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Just a quick followup on my previous issue, i did some more testing and confirmed what the problem is. Without touching anything and just restarting, i managed to unlock mk2 division tech with both the heavy and the sniper on different saves. After 3 more restarts the same thing happened and i was permanently blocked out of mk2 division tech. The problem is bolded here in Researches.Xml.


<Data ss:Type="String">Researches.AdvAlienBallisticTechnology</Data>

...........

<Data ss:Type="String">Researches.AlienBallisticTechnology(AND)Researches.SebillianweaponsergeantInterrogation(AND)Researches.AlienFlamerTechnology(AND)Researches.AlienBallisticSniper(AND)Function.Chance(AdvABTChanceName,1,39)(OR)Researches.AlienBallisticTechnology(AND)Researches.SebillianweaponsergeantInterrogation(AND)Researches.AlienBallisticHeavy(AND)Researches.AlienFlamerTechnology(AND)Function.Chance(AdvABTChanceName,40,75)</Data>

I could not find where the integer for AdvABTChanceName is generated, but i know its rolled at the start of a playthrough and saved in the savefile in some manner. Since i couldnt find that i had to brute force solve the problem and just keep restarting and seeing if mk2 division tech will randomly not unlock, which is ended up eventually not doing after a few restarts. The problem specifically is that AdvABTChanceName is a random number from 1-100. Function.Chance(AdvABTChanceName,1,39) means on a roll of 1-39, the sniper is needed for mk, and (AdvABTChanceName,40,75) means on a roll of 40-75 the heavy will unlock mk2. We used to have a third one for the cannon (AdvABTChanceName,76,100) which covers 76 to the max roll of 100. The issue is that this third one was deleted (to make mk2 division tech not locked behind an andron encounter in the patch notes) but the remaining values were not adjusted to cover a roll of 76-100. This means you have a flat 25% chance per playthrough to have division mk 2 remain impossible to unlock. Which locks you out of Division mk2, Division mk3, all Antimatter Weaponry, and vehicle cannons.

The quick fix is as follows in Researches.xml, though please realize this is !!!!!NOT AN OFFICIAL FIX BY THE X DIVISION DEVS. I am NOT a part of this project, so the devs may feel free to delete this post as necessary!!!!!! That said, this change will work and won't break anything, however it is NOT savegame compatible. You must restart your campaign for this fix to work. 

Simply ctrl+f and search for AdvAlienBallisticTechnology. Scroll down a tiny bit to find the code i posted above. Change (AdvABTChanceName,1,39) to (AdvABTChanceName,1,54) and then also change (AdvABTChanceName,40,75) to (AdvABTChanceName,55,100). This change just fixes the original intention of the dev to remove the cannon as a possible requirement for mk2 division tech. The sniper will have a 55% chance to be picked, and the heavy a 45% chance to be picked, which is roughly in line with the original values of 40%, 35% and 25% for the sniper, heavy and cannon respectively. 

That all said, this is a pretty important bug to fix for the 1.00.11b patch, I'm not sure if any support still exists for the mod, but i figured i should post this here. Please feel free to delete this if i am breaking any mod rules! It wasn't my intention!

Happy hunting, commanders.

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Good job! There is also workaround that does not require restart. Just edit that Division MK2 to require something you have not yet researched.

<Cell ss:StyleID="s72"><Data ss:Type="String">Researches.AdvAlienBallisticTechnology</Data></Cell>
    <Cell ss:StyleID="s72"><Data ss:Type="Number">20</Data></Cell>
    <Cell ss:StyleID="s72"><Data ss:Type="String">ExtraterrestrialTech</Data></Cell>
    <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.scatterlasermk2</Data></Cell>
    <Cell ss:StyleID="s73"/>
    <Cell ss:StyleID="s72"><Data ss:Type="String">UnlockKnowledge( &quot;Researches.AdvAlienBallisticTechnology&quot; );</Data></Cell>

Bolded part may be any research you have not yet done. That example is Gatling Laser MK2, that is pretty much useless.

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  • 2 weeks later...
5 hours ago, Ruthless Reuban said:

Perhaps but that is something I never even tried. You have much better alternatives available, so I suggest using them if that doesn't work.

What do you mean by alternatives? Since now I was able to stun all xenomorphs except for that one which blows up too.snipaste20201121_181141.jpg.02e80d7dacfff40670fbe9abe5037bc4.jpg
 

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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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