Isdalicious Posted May 22, 2017 Share Posted May 22, 2017 Not sure if it was reported already but I think this should be fixed. Dropped a squad on a mission. Among other things, I had 5 missiles and 3 C4's which were all used up in the mission. When the mission was done, I directly sent the same team to a nearby UFO landing. When the map started, I had the same number of missiles and C4's along with all the grenades and clips that I've used up. It's not game breaking but I kinda expected to play with a handicap and scavenge alien weapons to use against them but instead, everything was replenished as if I came from my HQ. Basically, equipment used up during a mission gets replenished even if you don't land at HQ. Quote Link to comment Share on other sites More sharing options...
Charon Posted May 22, 2017 Author Share Posted May 22, 2017 34 minutes ago, Isdalicious said: Not sure if it was reported already but I think this should be fixed. Dropped a squad on a mission. Among other things, I had 5 missiles and 3 C4's which were all used up in the mission. When the mission was done, I directly sent the same team to a nearby UFO landing. When the map started, I had the same number of missiles and C4's along with all the grenades and clips that I've used up. It's not game breaking but I kinda expected to play with a handicap and scavenge alien weapons to use against them but instead, everything was replenished as if I came from my HQ. Basically, equipment used up during a mission gets replenished even if you don't land at HQ. Vanilla bug, nothing we can do. @Solver could take a look if he wants to, but i think he is caught up in another game right now . Quote Link to comment Share on other sites More sharing options...
Isdalicious Posted May 22, 2017 Share Posted May 22, 2017 Ahhh. thanks for the info.. Quote Link to comment Share on other sites More sharing options...
Solver Posted May 22, 2017 Share Posted May 22, 2017 2 hours ago, Charon said: Vanilla bug, nothing we can do. @Solver could take a look if he wants to, but i think he is caught up in another game right now . I've looked at it, it's too minor to really warrant fixing. It annoys me as well but fixing it can mess quite a lot with equipment / items. 1 Quote Link to comment Share on other sites More sharing options...
Charon Posted May 22, 2017 Author Share Posted May 22, 2017 47 minutes ago, Solver said: I've looked at it, it's too minor to really warrant fixing. It annoys me as well but fixing it can mess quite a lot with equipment / items. Thanks Solver . Quote Link to comment Share on other sites More sharing options...
thethirteenth1 Posted May 23, 2017 Share Posted May 23, 2017 Would it be possible to tune down the volume on some of the added sounds? The xenomorph screams in particular are ear-splittingly loud, much much louder than both the music and the ambient sounds. I think a few ambient noises could be tuned down as well. Not sure if those mods fall under the purview of x-division; but I'll be noting them down as I play. Quote Link to comment Share on other sites More sharing options...
thethirteenth1 Posted May 23, 2017 Share Posted May 23, 2017 I think this is a bug: What exactly does enchanted shield production give? It's labeled under one time update, so i thought i'd manufacture it once, then see a shield upgrade across the board. Attached is a save file where enchanted shield is 3 hours from completion. Upon completion, I get a notification that enchanted shield is available for research again. Enchanted shield production is *also* still availble. Nutritious breakfast.sav Quote Link to comment Share on other sites More sharing options...
Charon Posted May 23, 2017 Author Share Posted May 23, 2017 2 hours ago, thethirteenth1 said: Would it be possible to tune down the volume on some of the added sounds? The xenomorph screams in particular are ear-splittingly loud, much much louder than both the music and the ambient sounds. sounds_gc for X-Division. You can also turn down the master volume. 2 hours ago, thethirteenth1 said: I think a few ambient noises could be tuned down as well. Not sure if those mods fall under the purview of x-division; but I'll be noting them down as I play. Ambient sounds are only in ambient sound mods. 1 hour ago, thethirteenth1 said: I think this is a bug: What exactly does enchanted shield production give? It's labeled under one time update, so i thought i'd manufacture it once, then see a shield upgrade across the board. Sry doesnt work that way. Research the shield upgrade again. LockManufacture doesnt work yet, but was supposed to. And the research description could use an update on what it actually does. Quote Link to comment Share on other sites More sharing options...
thethirteenth1 Posted May 23, 2017 Share Posted May 23, 2017 Awesome, thanks! Quote Link to comment Share on other sites More sharing options...
Charon Posted May 23, 2017 Author Share Posted May 23, 2017 12 minutes ago, thethirteenth1 said: Awesome, thanks! Heres the updated description: <Cell ss:StyleID="s87"><Data ss:Type="String">We will just have to distribute this shields to our men now. Let me make some last changes ... .</Data></Cell> Quote Link to comment Share on other sites More sharing options...
Charon Posted May 24, 2017 Author Share Posted May 24, 2017 SITREP between our tester and main development, full commentary. Quote Link to comment Share on other sites More sharing options...
Charon Posted May 27, 2017 Author Share Posted May 27, 2017 Github is now fully setup and synchronised with my local computer: https://github.com/X-Division/X-Division I can now push changes with git add . git commit -m "" git push -u origin master to the server 24/7 . Suggestions can be made on github anytime as well. I hope this makes it easier if somebody wants to help. A big thanks to the community to push us so far . Quote Link to comment Share on other sites More sharing options...
Charon Posted May 28, 2017 Author Share Posted May 28, 2017 Another teamviewer session is on the plan. Quote Link to comment Share on other sites More sharing options...
thecoloredguy Posted May 28, 2017 Share Posted May 28, 2017 Let me start off by saying I love this mod, and can never go back to the vanilla game! On my first attempt at attacking an alien base I'm feeling great! Got my A Team in The Band of the Hawk strapped to the max and ready for whatever!! Long story short, we weren't ready for whatever. The mission ended in about 3-4 turns with me leaving with 2 survivors. Feeling like a complete failure I immediately send a second team in. To my surprise in the few hours it took the new team to get there the base is completely different. However the outcome to this assault was the exact same except 3 men made it back (yay!) At this point I just want to see what it looks like to get past one or two rooms. So I send in a third team. Mostly scrubs and two vets on the brink of death. Well we get there and guess what happens this time! Everyone dies in a corridor! So could someone do me a solid and let me know the secret to these things? Even though the mod is harder than the base game I haven't really expirienced this much difficulty yet. Vanilla game I have no problem attacking bases. But here once I open that first door it's a wrap. Also if someone could tell me what weapons you use to kill the big alien (no idea what it's called, looks kindve like xeno but not really) it would be greatly appreciated! Thanks in advance for the help! Your input will help save millions of lives! Quote Link to comment Share on other sites More sharing options...
Phoenix1x+52 Posted May 28, 2017 Share Posted May 28, 2017 4 hours ago, thecoloredguy said: Let me start off by saying I love this mod, and can never go back to the vanilla game! On my first attempt at attacking an alien base I'm feeling great! Got my A Team in The Band of the Hawk strapped to the max and ready for whatever!! Long story short, we weren't ready for whatever. The mission ended in about 3-4 turns with me leaving with 2 survivors. Feeling like a complete failure I immediately send a second team in. To my surprise in the few hours it took the new team to get there the base is completely different. However the outcome to this assault was the exact same except 3 men made it back (yay!) At this point I just want to see what it looks like to get past one or two rooms. So I send in a third team. Mostly scrubs and two vets on the brink of death. Well we get there and guess what happens this time! Everyone dies in a corridor! So could someone do me a solid and let me know the secret to these things? Even though the mod is harder than the base game I haven't really expirienced this much difficulty yet. Vanilla game I have no problem attacking bases. But here once I open that first door it's a wrap. Also if someone could tell me what weapons you use to kill the big alien (no idea what it's called, looks kindve like xeno but not really) it would be greatly appreciated! Thanks in advance for the help! Your input will help save millions of lives! Muahahhahaha https://www.youtube.com/edit?o=U&video_id=DfezKOV0fEU bases are,... somewhat tough. and you have seen nothing yet. they can be done in many ways, but certainly not with underprepared troops and equipment. and they are meant to be done in ironman mode so that you feel the power. there is no secret, only death and pain awaits you there. oh yes, also some great rewards too, if you manage to capture lots of stuff. as a rule, dont try to attack a base witch is ahead of you technollogicaly ie in pase 2 do outposts, p3 bases and p4 forresses. otherwise you are in a world of hurt. it can be done, but you must REALLY know your shit, and even then it will hurt. a lot. good luck commander, and gods speed. Quote Link to comment Share on other sites More sharing options...
Charon Posted May 31, 2017 Author Share Posted May 31, 2017 This is what we are currently working on, and might be coming in the next patch: Quote Link to comment Share on other sites More sharing options...
severinks666 Posted June 8, 2017 Share Posted June 8, 2017 Hey, getting the [ 'X' is not a mannufacture category ] series of errors. Tried searching this topic and looking up the requirements section. I believe I'm doing everything according to the manual. Quote Link to comment Share on other sites More sharing options...
Charon Posted June 8, 2017 Author Share Posted June 8, 2017 (edited) 4 hours ago, severinks666 said: Hey, getting the [ 'X' is not a mannufacture category ] series of errors. Tried searching this topic and looking up the requirements section. I believe I'm doing everything according to the manual. No unfortunately your modloader looks pretty messed up. After that 1. Delete everything. Make a clean reinstall. Patch your game correctly up to the 1.65 version. Correctly install xce. This can help you: https://youtu.be/Jh0_Yjmbmpg?t=2m4s 2. Find the right launcher. The correct one looks like the official image ( check right upper corner ). 3. Follow the offical installation instructions from 4. again. You are by any chance russian ? Edited June 8, 2017 by Charon Quote Link to comment Share on other sites More sharing options...
Sober_Nick Posted June 12, 2017 Share Posted June 12, 2017 Hi. Great mod guys. Spent a lot of time playing in it. I want to show you some: this happend with me twice. I found the last alien on the map, but i cant reach him, cant shoot, cant throw a granade. But, after several turns i got a win screen, without killling him. PS: new androns are pain in the ass. 1 Quote Link to comment Share on other sites More sharing options...
Juvilado Posted June 15, 2017 Share Posted June 15, 2017 Bugs found so far with this new release: - Still had to delete Psi powers on caesans, otherwise the game freezes in alien turn (sometimes) - Knifes (powerful weapon!) vanishing after returning from ground combat. They are not available anymore in the weapon selection. I dont know if this is intented or not. If it is, i wouldnt go for stunning xenomorfs anymore, as i dont find it rewarding... - The "one time upgrade work" for shields doesnt dissappear once done. I think it should. Wonderful Mod! Regards! Quote Link to comment Share on other sites More sharing options...
Charon Posted June 15, 2017 Author Share Posted June 15, 2017 32 minutes ago, Juvilado said: Bugs found so far with this new release: - Still had to delete Psi powers on caesans, otherwise the game freezes in alien turn (sometimes) - Knifes (powerful weapon!) vanishing after returning from ground combat. They are not available anymore in the weapon selection. I dont know if this is intented or not. If it is, i wouldnt go for stunning xenomorfs anymore, as i dont find it rewarding... wrong install. 32 minutes ago, Juvilado said: - The "one time upgrade work" for shields doesnt dissappear once done. I think it should. Yes, Lockmanufacture doesnt work yet. @Solver its on my wishlist. Quote Link to comment Share on other sites More sharing options...
Juvilado Posted June 15, 2017 Share Posted June 15, 2017 (edited) 1 hour ago, Charon said: wrong install. Any idea of what is wrong with install? I wouldn't like to reinstall just to see the same issue... Edited June 15, 2017 by Juvilado Quote Link to comment Share on other sites More sharing options...
Charon Posted June 15, 2017 Author Share Posted June 15, 2017 (edited) @Juvilado broken arm, cant write much. your modloader is wrong. there is the official priority list in the instructions, please compare on your own. send back results. Edited June 15, 2017 by Charon 1 Quote Link to comment Share on other sites More sharing options...
Muromets Posted June 15, 2017 Share Posted June 15, 2017 1 hour ago, Charon said: broken arm, cant write much. Get well! 1 Quote Link to comment Share on other sites More sharing options...
Charon Posted June 15, 2017 Author Share Posted June 15, 2017 (edited) to the guy who didnt feel enough pressure through wounds/bigger rooster concerns: Edited June 15, 2017 by Charon Quote Link to comment Share on other sites More sharing options...
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