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


Charon

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Have a fatal bug with cruisers.  Middle section does not show the levels making it IMPOSSIBLE to see my men on any level.  Tried the various tricks to see the level, like clicking on the level in the level indicator, etc.,  but nothing works.  Either I get a big black area or the top of the UFO depending on what level I try to reveal.  Does not seem to happen with other UFO's such as the Landing Ship.

 

Point two:  Too many enemy in control room...the one landing ship I tried to capture had more enemy in the control room than I had men making the first troop to enter the room a suicide move.

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2 minutes ago, Larry Burstyn said:

Have a fatal bug with cruisers.  Middle section does not show the levels making it IMPOSSIBLE to see my men on any level.  Tried the various tricks to see the level, like clicking on the level in the level indicator, etc.,  but nothing works.  Either I get a big black area or the top of the UFO depending on what level I try to reveal.  Does not seem to happen with other UFO's such as the Landing Ship.

 

Point two:  Too many enemy in control room...the one landing ship I tried to capture had more enemy in the control room than I had men making the first troop to enter the room a suicide move.

Let a man stay at 1. floor always for cruiser bug which is related to XCE..

Control room will be handled at next patch.. big patch i mean..

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Many thnx!

Can i ask some?)

My scientific progress stoped at predator/alfawolf/sentinel armors, shrike dropship, i dont have plasma weapons(but have explosives),rail stoped at mk-1.

I was captured all aliens i could...but nothing new in phase 4.

And i noticed that captured aliens not in list after ground mission .

 
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29 minutes ago, Nekonomimi said:

Many thnx!

Can i ask some?)

My scientific progress stoped at predator/alfawolf/sentinel armors, shrike dropship, i dont have plasma weapons(but have explosives),rail stoped at mk-1.

I was captured all aliens i could...but nothing new in phase 4.

And i noticed that captured aliens not in list after ground mission .

 

Phase 4 got some issues about specialists . We handled them but waiting for the big patch to release it. But you should find plasma weapons.. its strange.

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27 minutes ago, Nekonomimi said:

Many thnx!

Can i ask some?)

My scientific progress stoped at predator/alfawolf/sentinel armors, shrike dropship, i dont have plasma weapons(but have explosives),rail stoped at mk-1.

I was captured all aliens i could...but nothing new in phase 4.

And i noticed that captured aliens not in list after ground mission .

 

Some parts may be because the updates require a new game. The phase 4 stuff and everything related to that is because the phase 4 specialists corpses and stunned versions  havent been implemented yet.

Make a backup of your items.xml file and try that:

latest items.xml - https://drive.google.com/open?id=0B27Z44zoal_VNTlfNWg0Z2xsV3M ( MD5: c65f0b1bd58adfc192a7414c305719eb )

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1 minute ago, drages said:

Phase 4 got some issues about specialists . We handled them but waiting for the big patch to release it. But you should find plasma weapons.. its strange.

The Plasma Tree had some strange bugs during the patches and we are aware of that. In any case every patch should be able to open them, but if you patched during a gameplay it may haev gone wrong.

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Hi Charon,

just wanted to report, that if I building a heavy fighter I see in the aircraft equipment screen a foxtrot as an under construction plane. I know it is only a "cosmetic thing" but however maybe it is interesting for you.

And I noticed that if I equipping a soldier with a katana and shield at once, the shield disappears during the missions and I see only soldier with a Katana, but after the mission I see the shield as a secondary again in base during the equipment phase. Is the katana an one hand weapon or two hand weapon? But the more interesting thing I noticed later, it is possible to "replicate" the Katanas. I don't how it happened exactly in my game, as I build only 1 katana mk 2 during the game and try it out as described above, but discarded to use it. Later I noticed that I have 4 Katanas in my stores.  And now I'm able to replicate them by first adding one Katana as primary weapon, then if an add a additional one in my backpack by right clicking and afterwards moving this one as a second weapon, the counter magically goes up by one again and I'm able to remove the second Katana and repeat the second step as often as I want, every time I receiving an additional Katana . I don't know if someone else already has reported this and you are already aware of this.....

Further I have a question, it seems that I have nearly the same problem as other players here with the research progress. I don't have any new things to research since weeks now( I had already a comparable situation at end of phase 1). I'm at phase 3 now (End Feb 1980) and it seems for me that I have missed to capture some alien specialist although I was capturing everything I could or is my progress "normal" for my phase? 

Best armour: predator, alphawolf and only buzzard with jets

Weapons: MAG mk 3(not all only 3 guns), Plasma mk 3(not all only 4 guns)

Vehicle: hunter, defender, seeker, scimitar - for e.g. I can build a mag machine gun but have no chassis to place it. 

Aircraft: Shrike, Corsair, Heavy Fighter

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17 minutes ago, Subcode said:

And I noticed that if I equipping a soldier with a katana and shield at once, the shield disappears during the missions and I see only soldier with a Katana, but after the mission I see the shield as a secondary again in base during the equipment phase. Is the katana an one hand weapon or two hand weapon?

Two handed weapon.

17 minutes ago, Subcode said:

But the more interesting thing I noticed later, it is possible to "replicate" the Katanas. I don't how it happened exactly in my game, as I build only 1 katana mk 2 during the game and try it out as described above, but discarded to use it. Later I noticed that I have 4 Katanas in my stores.  And now I'm able to replicate them by first adding one Katana as primary weapon, then if an add a additional one in my backpack by right clicking and afterwards moving this one as a second weapon, the counter magically goes up by one again and I'm able to remove the second Katana and repeat the second step as often as I want, every time I receiving an additional Katana . I don't know if someone else already has reported this and you are already aware of this.....

We are aware of this. There is currently no fix for this except ... you know, not using this glitch.

19 minutes ago, Subcode said:

Further I have a question, it seems that I have nearly the same problem as other players here with the research progress. I don't have any new things to research since weeks now( I had already a comparable situation at end of phase 1). I'm at phase 3 now (End Feb 1980) and it seems for me that I have missed to capture some alien specialist although I was capturing everything I could or is my progress "normal" for my phase? 

Best armour: predator, alphawolf and only buzzard with jets

Weapons: MAG mk 3(not all only 3 guns), Plasma mk 3(not all only 4 guns)

Vehicle: hunter, defender, seeker, scimitar - for e.g. I can build a mag machine gun but have no chassis to place it. 

Aircraft: Shrike, Corsair, Heavy Fighter

I ll look into that.

Test runs have shown that you can play normally up until phase 4, in which the only thing missing are the phase 4 specialist drops.

You armor stop could be due to DirectionalThruster being buggy as tests have shown that even when you achieve the correct requirements it could sometimes not unlock.

..

Actually its hard to guess what has gone wrong, a new campaign will solve all of these issues except the phase 4 stuff.

 

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1 hour ago, Charon said:

Two handed weapon.

We are aware of this. There is currently no fix for this except ... you know, not using this glitch.

I ll look into that.

Test runs have shown that you can play normally up until phase 4, in which the only thing missing are the phase 4 specialist drops.

You armor stop could be due to DirectionalThruster being buggy as tests have shown that even when you achieve the correct requirements it could sometimes not unlock.

..

Actually its hard to guess what has gone wrong, a new campaign will solve all of these issues except the phase 4 stuff.

 

Thanks for the info..... I think I will wait until the next update is out with a new campaign. Do you guys have already expectations when the new version/update will be available?

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25 minutes ago, RobotsAlots29 said:

Running into a bit of a problem, I've researched alenium and have a number of Alien Explosive Grenades but I'm not getting any Alenium Explosives research options nor have I been given the option to research Alien Explosive Grenades. 

The requirements for that tech are researching alenium and also researching an alien explosive grenade. You've already said that you researched alenium, so lets look at the other requirement

To unlock the alien explosive grenade research you need to have an alien grenade (you do) and also interrogate a live alien weapon sergeant which requires alien interrogation research as well (you haven't said if you've done any of that). Let us know if the problem persists after completing both of those researches.

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19 hours ago, sfarrelly said:

The requirements for that tech are researching alenium and also researching an alien explosive grenade. You've already said that you researched alenium, so lets look at the other requirement

To unlock the alien explosive grenade research you need to have an alien grenade (you do) and also interrogate a live alien weapon sergeant which requires alien interrogation research as well (you haven't said if you've done any of that). Let us know if the problem persists after completing both of those researches.

Didn't know about the weapons sergeant also being a requirement, thanks. 

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Hi guys and girls,

we are currently looking for high quality appropriate cries for xenomorphs ranging from drone to queen. Draku put some rough samples together how this might look and sound like.

 

XDrone - Alien (Xenomorph) Sound Effects 4.ogg

XWarrior - Alien (Xenomorph) Sound Effects 3.ogg

XPraetorian - Alien (Xenomorph) Sound Effects 2.ogg

XQueen - Alien (Xenomorph) Sound Effects 1.ogg


Additionally there are:
XRogue (better XDrone )

XStalker ( better XWarrior )

XRavager ( better XPraetorian )

XEmpress ( better XQueen )

 

If you want and come across some high quality audio for those I would ask you to put them into the format you want to hear them in the game and submit them in an ogg format in the forum. The best cries will be put into the game judged by me.

Thank you for being part of this :).

-Charon

 

PS: internet, DO YOUR THING !

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Hey guys,

    First of all - well done on your mod! I have just recently started playing again (I have been through vanilla,XNT and Xenophobia - each with its strong and weak sides IMHO) and I played X-Division 0.97 (I think...), but then I though I would just wait for a more complete version. And it has paid off to wait.

     Just to continue kissing your bums (I mean - showing you respect), I have just created this forum account to share with you few experiences.

- research projects take to short time - seriously,  it takes few hours to research alien weapons with 10-20 scientists 

- workshop - even shorter - these guys are amazing - they manage to assemble a Foxtrot in 12h. It does take away the feeling of accomplishment and reduces workshops only to a formality....

- money - ok, so I have been starting few times, each time on Normal difficulty (following your advice) and it seems that whatever I do/build, I never run out of money. Again, this mod is supposed to be "hard" and the economy seems really basic....

- ground combat - nice and challenging, but probably because I use Ironman - it seems that aliens have got a good chance to roll "kamikaze" mode at times - instead of shooting and hiding (as they do sometimes) , they would just run straight to your nearest soldier (and no, they do not shoot - they probably would next turn if they were still alive...).

- there are few minor bugs (already reported) but altogether - a fantastic mod!!!

Soooo....are you going to re-balance the economy side of it? I mean - I think I have seen that stated somewhere, but can you elaborate a bit more on that?

Thank you!!!

 

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5 minutes ago, Suave said:

Hey guys,

    First of all - well done on your mod! I have just recently started playing again (I have been through vanilla,XNT and Xenophobia - each with its strong and weak sides IMHO) and I played X-Division 0.97 (I think...), but then I though I would just wait for a more complete version. And it has paid off to wait.

     Just to continue kissing your bums (I mean - showing you respect), I have just created this forum account to share with you few experiences.

- research projects take to short time - seriously,  it takes few hours to research alien weapons with 10-20 scientists 

- workshop - even shorter - these guys are amazing - they manage to assemble a Foxtrot in 12h. It does take away the feeling of accomplishment and reduces workshops only to a formality....

- money - ok, so I have been starting few times, each time on Normal difficulty (following your advice) and it seems that whatever I do/build, I never run out of money. Again, this mod is supposed to be "hard" and the economy seems really basic....

- ground combat - nice and challenging, but probably because I use Ironman - it seems that aliens have got a good chance to roll "kamikaze" mode at times - instead of shooting and hiding (as they do sometimes) , they would just run straight to your nearest soldier (and no, they do not shoot - they probably would next turn if they were still alive...).

- there are few minor bugs (already reported) but altogether - a fantastic mod!!!

Soooo....are you going to re-balance the economy side of it? I mean - I think I have seen that stated somewhere, but can you elaborate a bit more on that?

Thank you!!!

 

Hey man! welcome!

- There is many things to research.. really many things.. as the time goes you will feel that. But the timing is still at balancing because we fear that player wont have anytime to get all for every phase.

- Money, alein alloy and alenium is still on balance too but we will give you much more things to use them.

- That running alien is my bad with a little wrong code at AI at 0.99.3... next patch will handle it.

Thank you very much! Stay tuned!

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2 hours ago, Suave said:

- research projects take to short time - seriously,  it takes few hours to research alien weapons with 10-20 scientists 

2 hours ago, Suave said:

- workshop - even shorter - these guys are amazing - they manage to assemble a Foxtrot in 12h. It does take away the feeling of accomplishment and reduces workshops only to a formality....

Both of this points greatly profit from the money flow fact, which i will explain down below. When i coded the time requirements for researches and manufactures i wanted to make sure that the total time for all those projects was more or less the amount i wanted to get tested, not the individual research/manufacture time for each project although this received a crude balancing as well.

Once I

1. actually let you feel the money screw pressing down on your possibilities and

2. am satisfied with the total amount of hours and start to move around the time requirements appropriately

you will feel the real deal.

2 hours ago, Suave said:

- money - ok, so I have been starting few times, each time on Normal difficulty (following your advice) and it seems that whatever I do/build, I never run out of money. Again, this mod is supposed to be "hard" and the economy seems really basic....

2 hours ago, Suave said:

Soooo....are you going to re-balance the economy side of it? I mean - I think I have seen that stated somewhere, but can you elaborate a bit more on that?

So this seems a point that a lot of people miss.

I wrote in the OP that the money and ressources economy of the game hasnt been balanced yet and only have the lowest requirement, so Phase 1 requirement. Once you are past that stage the money and alloy keeps flowing almost endlessly. Specifically because the alien base datacore is the same for all phases and has phase 3-4 sell value. There is a crude balancement in place for everything but the bottom line in all of those is that the player should have enough for every possible situation.

 

So why this design decision ?

When we came out with the beta i wanted to make sure that every player has the possibility to see as much as possible of this mod to give feedback and have fun. This is why every requirement is basically Phase 1 requirement.

We are still far away from the 1.0 version but as the development progresses we will slowly, steadily and properly increase the money, time and ressource requirements. Starting at the end of phase 1 and slowly going up to phase 4 until we are at a level we are satisfied with.

For now i believe its the proper thing that nobody gets kept away from playing this game because he or she simply lacks the money or ressources to proceed in the campaign. Once we establish a foothold and every player knows this game is hard then will be the time to put the player under the challenge of the lack of money and ressources.

Edited by Charon
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On 10/3/2016 at 11:08 PM, Charon said:

Both of this points greatly profit from the money flow fact, which i will explain down below. When i coded the time requirements for researches and manufactures i wanted to make sure that the total time for all those projects was more or less the amount i wanted to get tested, not the individual research/manufacture time for each project although this received a crude balancing as well.

Once I

1. actually let you feel the money screw pressing down on your possibilities and

2. am satisfied with the total amount of hours and start to move around the time requirements appropriately

you will feel the real deal.

So this seems a point that a lot of people miss.

I wrote in the OP that the money and ressources economy of the game hasnt been balanced yet and only have the lowest requirement, so Phase 1 requirement. Once you are past that stage the money and alloy keeps flowing almost endlessly. Specifically because the alien base datacore is the same for all phases and has phase 3-4 sell value. There is a crude balancement in place for everything but the bottom line in all of those is that the player should have enough for every possible situation.

 

So why this design decision ?

When we came out with the beta i wanted to make sure that every player has the possibility to see as much as possible of this mod to give feedback and have fun. This is why every requirement is basically Phase 1 requirement.

We are still far away from the 1.0 version but as the development progresses we will slowly, steadily and properly increase the money, time and ressource requirements. Starting at the end of phase 1 and slowly going up to phase 4 until we are at a level we are satisfied with.

For now i believe its the proper thing that nobody gets kept away from playing this game because he or she simply lacks the money or ressources to proceed in the campaign. Once we establish a foothold and every player knows this game is hard then will be the time to put the player under the challenge of the lack of money and ressources.

Hi Charon,

    Thank you my good Sir for elaborating on that - I thought I would report it since I like the strategic aspect of the game almost as much as the ground combat (by the way - air combat is hard - and no, I will not use the Easy Aircombat submod, I rather loose all my interceptors trying lol).  I was not aware that it was intentional for the beta testing - it makes perfect sense now. 

    Coming back to my observations so far - I must admit that Reapers are a bit of a nightmare in terror missions - sometimes there are 3-5 of them and after a while the infect all the civilians around (and my soldiers - recently I lost  3 captains this way and I play in Ironmode...wtf...one hit-one lost soldier, no matter the armour - perhaps there should be some "save roll"?). At times it is quite tempting to just start using alenium rockets in Hunter to kill the groups of civilians around to stop reapers from multiplying. Do not get me wrong - I love the challenge, and I am aware that reapers have been like that since vanilla, but perhaps it is a bit unrealistic? At the end of the day, armours have got chemical resistance. Just saying...

     Starting weapons could use a bit of...hmmm...balancing perhaps? It does not matter that much once you research some division/laser stuff, but initially, they are quite useless - I found myself using only heavy machine guns  and shields/pistols to attract attention:

Sniper rifles- they used to be a backbone of vanilla but now they do not deal that much damage to make them viable with such high shot requirements. I do not really miss them - just think that there is no point using them now, even the improved versions are still weak/too tu consuming.

Shotguns - I appreciate that they are meant to be used to capture aliens rather then kill them, but they are useless - I usually spend all magazine to kill/stun a ceasan (mostly kill, perhaps stun dmg could be higher?). Using them against reapers or sebillan guards is pointless even at point blank range. On the other hand - improved shotguns perform quite well, but the still mostly kill stuff (not stun).

M-16 rifle - well, they are ok...ish, but no point using them (even with low strength it is better to take machingun and shoot at close range - with more shots per burst, you are still more sure to hit anything).

Again - just adding my ideas,  perhaps some thoughts for you to consider while balancing - I appreciate modders work too much to complain at their end results lol.

Thank you again!

 

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1 hour ago, Suave said:

    Coming back to my observations so far - I must admit that Reapers are a bit of a nightmare in terror missions - sometimes there are 3-5 of them and after a while the infect all the civilians around (and my soldiers - recently I lost  3 captains this way and I play in Ironmode...wtf...one hit-one lost soldier, no matter the armour - perhaps there should be some "save roll"?). At times it is quite tempting to just start using alenium rockets in Hunter to kill the groups of civilians around to stop reapers from multiplying. Do not get me wrong - I love the challenge, and I am aware that reapers have been like that since vanilla, but perhaps it is a bit unrealistic? At the end of the day, armours have got chemical resistance. Just saying...

Unrealistic ? A horde of multiplying reapers sweaping across the earth ? But thats exactly what they were build for. If they wouldnt be so efficient they would do their job badly.

1 hour ago, Suave said:

     Starting weapons could use a bit of...hmmm...balancing perhaps? It does not matter that much once you research some division/laser stuff, but initially, they are quite useless - I found myself using only heavy machine guns  and shields/pistols to attract attention:

As it should be - that you feel you inferiority.

1 hour ago, Suave said:

Sniper rifles- they used to be a backbone of vanilla but now they do not deal that much damage to make them viable with such high shot requirements. I do not really miss them - just think that there is no point using them now, even the improved versions are still weak/too tu consuming.

i have a 180 degree different oppinion. I guess its playstyle dependend.

1 hour ago, Suave said:

Shotguns - I appreciate that they are meant to be used to capture aliens rather then kill them, but they are useless - I usually spend all magazine to kill/stun a ceasan (mostly kill, perhaps stun dmg could be higher?). Using them against reapers or sebillan guards is pointless even at point blank range. On the other hand - improved shotguns perform quite well, but the still mostly kill stuff (not stun).

Hm, the last time i looked shotguns were definitely meant to kill things but in the rare occassion that the unit has regeneration and around ... 10 free turns. The point you might have missed is that they are armor shredders, chipping away on armor faster than any other weapon. So dealing damage with your shotgun means all other weapons will deal additional damage as well. They are not a killer weapon, but rather a support/suppress weapon.

Note that shotguns/carbines are absolutely deadly vs no armor/low armor. The armor system has been specifically been set up for that, if you know what your enemy is weak against.

 Heres a clip from my first terror site:

 

1 hour ago, Suave said:

M-16 rifle - well, they are ok...ish, but no point using them (even with low strength it is better to take machingun and shoot at close range - with more shots per burst, you are still more sure to hit anything).

I tend to agree to that, but i still think they are balanced if players use a different playstyle.

 

Edited by Charon
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