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


Charon

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2 hours ago, domein said:
12 hours ago, Charon said:
13 hours ago, domein said:

Is there any regular download source? I would rather avoid mega malware installs.

There is no mega malware install, simply download it through your browser.

I would love to, but this mega only offers to either instaill their browser plugin or install their download manager, there is no option to simply download the file.

Here is the option. Even i log off and it was same. From direct download link.

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10 hours ago, Sectiplave said:

I ran into a bug with the Geoscape not allowing me to click on anything. Reading over this thread, I'm going to perform a fresh install and then triple check the mod loading order and start a fresh game, as it looks likely that this will resolve my issue.

This is connected to loading an incompatible save first. If everything should be working go to NEW GAME immidiately after the startup and start a new game then save. This should fix it.

10 hours ago, Sectiplave said:

I'm also in the belief that the shotguns maximum range is too short, I understand it from a design point making weapons more specific in their use gives more options to the player and requires greater planning. The shotgun range however feels like it is suitable for a sawn-off shotgun, a full length shotgun should have even just 4-5 more tiles on it's maximum range, in the early game my assault soldiers would often die simply trying to get to an effective range, even with LMG's providing suppression assistance. Maybe things change with higher tier weapons and armor, but I'm struggling to justify equipping a shotgun in phase1.

Dito, but about the range.

10 hours ago, Sectiplave said:

One other area where I am happy to offer my assistance is in regards to the X-pedia entries and little descriptions about the researches being missing at the moment or place holders are a big immersion breaker for me. If someone could PM me what would be required to provide assistance on this area I can see what I can do to help. I wouldn't consider myself an in depth lore writer but simple explanations about what the research team hope to achieve etc. should be easy enough, as well as I spend a lot of time spell checking peoples work and re-writing it if required.

PM me.

9 hours ago, Lament said:

Bug Report

1. Buzzard armour researched, but no ability to manufacture or ufopedia

Fixed. I had to triple look what was wrong.

4 hours ago, morr said:

Hi!

Bug report: I researched Phase 1 Chemical Rockets & Grenades. Now I can Produce Chemical rockets, but I can't produce Chemical Grenades. Is it a bug?

fixed

4 hours ago, morr said:

What is "Phase I" section desined for? I produced Alien Scout DSB, Alien Phaser Rifle and Alien Lightning Rifle in workshop but I can't find them in Storeroom. My troops can't equip them too.

On 10.8.2016 at 7:22 PM, Charon said:

I just produced Alien Flamer Rifle 4:1B but the weapon doesnt show up.

Thats not a production but a dissasemble. You disassemble X alien weapons for X ballistic/energy/antimatter/chemical cores. You need the cores later for better weapon production. This is the disassemble system. You can sell the weapons either for good money or produce cores for better weapon production. Your choice :).

 

I just produced an Alien Scout DSB but i cant find it ?

DSB means disassemble. You are disassembling the UFO and get its part. The Xpedia has detailed information what parts it EXACTLY produces so check that out. Those are needed for aircrafts and aircraft weapons. Most aircraft need the engine, the controlsystem and alien computers. The weapon systems are mostly for aircraft weapons. This is the UFO disassemble and aircraft production system.

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Hey !

 

I have a weird problem with the Division Rifle (both Mk-I and Mk-II) where I can't see the stats. The tooltip in the soldier equipement menu only shows the name of the weapon, and the Xenopedia entry is incomplete. Not that I would trust the Xenopedia entries for infantry weapon until 1.0, right now most seem incomplete or wrong.

 

Also, does interrogating later specialists give the tech from earlier ones? I have all the Caesians but Sebillians are somewhat harder to come by.

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4 minutes ago, TideofKhatanga said:

Hey !

Hi :)

4 minutes ago, TideofKhatanga said:

I have a weird problem with the Division Rifle (both Mk-I and Mk-II) where I can't see the stats. The tooltip in the soldier equipement menu only shows the name of the weapon, and the Xenopedia entry is incomplete. Not that I would trust the Xenopedia entries for infantry weapon until 1.0, right now most seem incomplete or wrong.

I had that too, than i fixed it, now its there again ? Uh, I will give it to Draku to see whats wrong.

6 minutes ago, TideofKhatanga said:

Also, does interrogating later specialists give the tech from earlier ones? I have all the Caesians but Sebillians are somewhat harder to come by.

Later Specialists will unlock earlier interrogations, so yes.

Mostly its sufficient for the obligatory tech to capture 1 specialist (weapon and technician) regardless of race. Those too are pretty vital though.

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Help ! I cant click on anything in the geoscape ! Hotkey are working though.

Make sure that everything is the way it should be and then:

Simply start up the game, go straight to new game, start a new game, load your current save, save it, exit and restart the game. This should now be fixed.

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Another bug: Division Shothun MK-1 requires 2 ballistic cores, but all other Division MK-1 weapons require Alien Alloys only.

 

7 minutes ago, Charon said:
13 minutes ago, morr said:

Bug report: got stable game crash when "Antimatter Rifle MK-1" is manufactured in workshop.

fixed

Thank you!

Btw when you say "fixed", do you mean that you have uploaded new 4GB archive to MEGA? 

Edited by morr
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6 minutes ago, morr said:

Another bug: Division Shothun MK-1 requires 2 ballistic cores, but all other Division MK-1 weapons require Alien Alloys only.

 

11 minutes ago, Charon said:
18 minutes ago, morr said:

Bug report: got stable game crash when "Antimatter Rifle MK-1" is manufactured in workshop.

fixed

Thank you!

Btw when you say "fixed", do you mean that you have uploaded new 4GB archive to MEGA? 

What does your "fixed" mean ?

The problem you are stating has 1. been noted 2. completely been fixed. This means you will get the fix with the next patch. In urgent situations ill put up a direct link where you will be able to download the patch for exactly the stated problem but usually you will get all fixes with the next patch available. You can check the Known Bugs part in the OP before you report one to check if it doesnt already has been noticed. This is also where we put emergency links directly beside the stated bug.

Edited by Charon
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45 minutes ago, Tankqull said:

the download link is broken it leads to your devision pic, DL-URL repasted leads to this ↓

 

It ain't broken. Click the download link to the right. ;) "Download this file"

Also, just installed the mod and noticed there's no Xenopedia entry for the "AWACS" whatsoever. Even though it would have no real description as the Xenopedia's not finished, I'd love to at least be able to find it there.

Edited by Dub
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1 hour ago, morr said:

I researched and built "Alenium cannon" but it is not available for Defender vehicle. Currently i can install only "Machinegun" and "Division machine" on Defender. Bug?

Cannons are for tanks. You should research light tank or manufacture to use it. Sec, i a wrong.. we will look for it..

Edited by drages
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I've only played it for a few hours so far (so can't comment on all to come)

1. Buzzard tech can be researched but not manufactured.

2. Bomber Corvette is missing all ground/wall textures in missions.

3. Some weapon tooltips display (then not display, then work again). Probably not your fault, just letting you know

4. I know it's unfinished, but a lot of weapons have "undefined" beside certain key info in xpedia (such as mitigation, damage type etc..) which makes it difficult to decide if its worth building, especially when the tooltips dont work as well

5. Speaking of mitigation, reapers seem almost impossible to stun (and bloody difficult to kill), however, i'm only up to laser mk 3 atm (and only using laser mk 2). no shock weapons yet to test those for stun.

 

Thats all for "possible" bugs so far, the rest is just feedback.

6. In 3 months I've had 3 ground terror missions (no air ones), which is all fine, but the first one had a minimum of 2 of each type of drone in it which seems a bit excessive (i had alenium grenades, so they all blew up, but still!). I was playing on easy, so 0.8 ticker speed

7. I know why you locked the hull doors, but does every door need to be locked? it makes UFO breach section both easy and annoying. Easy because all aliens are segregated into their various rooms, and annoying as you need to blow up each and every door.

8. Please, please, please change "advanched" to "advanced" in the equipment tab. i know its just a typo, but it always bugs me :p

9. This may be due to me messing around with the files (i'm cheating a little to see whats right/wrong a bit easier) but for some reason the laser mk.2 rifle appears to have better accuracy than the precision version? i can get 95% shots with that, but only 76% if i use the precision instead?

10. Can someone please remind me what i need to edit to have the mission view default to no-roofs? Thanks in advance :D

11. I've unlocked phase 2 research, but no shock weaponry yet. Is that the way it's supposed to be? I've captured every single type of alien i could so far (i think i'm only missing a few of the pilots). I read the previous comments and fixed the shockgun typo in my game, so that wont be an issue when i get there

12. I think this is impossible from what i've read before, but could you separate the disassembly projects into a different tab? I think it's limited to 8 tabs (which sucks) but the basics one doesn't seem to be holding much atm except for armours, so perhaps they could go into the phases tabs? Just an idea.

 

I'm also willing to help out with some of the x-pedia entries if you need help. Not sure if i can match the tone or depth already there, but I can try.

Great mod by the way, and i enjoyed playing 0.98 too ;)

 

EDIT : Sorry, forgot one. Graphical issue, so not a huge deal, some models don't show faces when equipped with certain armours (such as FOX). Possibly a mod conflict, but this is a clean install with only xce + xce mods and this running (and only the required ones from your original post activated)

Edited by sfarrelly
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6 minutes ago, drages said:

I can't answer long for now but ufo interior doors are not locked. Only main gates are locked. 

All inner doors are locked in current X-Division version published to MEGA. I never seen any alien went through any door. They always stay in their rooms until i blast an entrance. Only then they come outside.

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13 minutes ago, morr said:
32 minutes ago, drages said:

I can't answer long for now but ufo interior doors are not locked. Only main gates are locked. 

All inner doors are locked in current X-Division version published to MEGA. I never seen any alien went through any door. They always stay in their rooms until i blast an entrance. Only then they come outside.

Its strange. I will check it.

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2 hours ago, sfarrelly said:

1. Buzzard tech can be researched but not manufactured.

fixed

2 hours ago, sfarrelly said:

3. Some weapon tooltips display (then not display, then work again). Probably not your fault, just letting you know

4. I know it's unfinished, but a lot of weapons have "undefined" beside certain key info in xpedia (such as mitigation, damage type etc..) which makes it difficult to decide if its worth building, especially when the tooltips dont work as well

I hear you. "undefined" is hardcoded. The tooltip section is the only reliable source of information, but as far as i know all tooltips should be working except for some rifle ones. Provide the information about what tooltips are not working.

 

2 hours ago, sfarrelly said:

5. Speaking of mitigation, reapers seem almost impossible to stun (and bloody difficult to kill), however, i'm only up to laser mk 3 atm (and only using laser mk 2). no shock weapons yet to test those for stun.

shock weapons are ph 2. Lasers are bad against reapers.

I guess you only deploy suboptimal strategies. Stun batons are your first stun weapons but dont expect them to handle much. ( Have you tried stun grenades ? ).

If you want to hear my oppinion, reapers are far too easy to stun for how difficult it should be to stun one. But this is just the beginning, later reapers will be way more difficult to deal with, not even talking about getting one alive.

2 hours ago, sfarrelly said:

6. In 3 months I've had 3 ground terror missions (no air ones), which is all fine, but the first one had a minimum of 2 of each type of drone in it which seems a bit excessive (i had alenium grenades, so they all blew up, but still!). I was playing on easy, so 0.8 ticker speed

I hear you. Lets hope that the easy ticker speeds work like they are expected to do.

2 hours ago, sfarrelly said:

7. I know why you locked the hull doors, but does every door need to be locked? it makes UFO breach section both easy and annoying. Easy because all aliens are segregated into their various rooms, and annoying as you need to blow up each and every door.

Its in process.

2 hours ago, sfarrelly said:

8. Please, please, please change "advanched" to "advanced" in the equipment tab. i know its just a typo, but it always bugs me :p

fixed

2 hours ago, sfarrelly said:

9. This may be due to me messing around with the files (i'm cheating a little to see whats right/wrong a bit easier) but for some reason the laser mk.2 rifle appears to have better accuracy than the precision version? i can get 95% shots with that, but only 76% if i use the precision instead?

rifle:

            <Set1 ap="22" accuracy="40" />
            <Set2 ap="35" accuracy="60" />

sniper:

            <Set1 ap="45" accuracy="50" />
            <Set2 ap="75" accuracy="95" />
            <Set3 ap="95" accuracy="120" />

2 hours ago, sfarrelly said:

10. Can someone please remind me what i need to edit to have the mission view default to no-roofs? Thanks in advance :D

dunno, forum can you help ?

3 hours ago, sfarrelly said:

11. I've unlocked phase 2 research, but no shock weaponry yet. Is that the way it's supposed to be? I've captured every single type of alien i could so far (i think i'm only missing a few of the pilots). I read the previous comments and fixed the shockgun typo in my game, so that wont be an issue when i get there

Researches.AlienElectronics(AND)Researches.CaesanengineerInterrogation(OR)Researches.AlienLightningTechnology(AND)Researches.SebillianengineerInterrogation

3 hours ago, sfarrelly said:

12. I think this is impossible from what i've read before, but could you separate the disassembly projects into a different tab? I think it's limited to 8 tabs (which sucks) but the basics one doesn't seem to be holding much atm except for armours, so perhaps they could go into the phases tabs? Just an idea.

Its limited to 9 categories. We´ve forwarded this to solver if he can look into this. So at least we have a conversation ongoing.

I believe i created the perfect manufacture system with 9 categories. 2 categories are hardcoded to take either a garage or hangar place.

Every category is filled to make it as easily accessible over 4 phases as possible. The phase tabs only contain things which you only get things for in this exactly phase. This may look crowded now but you will never have to scroll over DSB which you dont get datacores for anymore. We could migrate it back to the airplane tab but than it would take up a hangar slot again. And filling the aircraft tab with 70% of DSBs you dont get any datacores for anymore is not the way to go either. I think this system is as good as it can get atm.

3 hours ago, sfarrelly said:

EDIT : Sorry, forgot one. Graphical issue, so not a huge deal, some models don't show faces when equipped with certain armours (such as FOX). Possibly a mod conflict, but this is a clean install with only xce + xce mods and this running (and only the required ones from your original post activated)

I think drages intended that.

 

3 hours ago, sfarrelly said:

I'm also willing to help out with some of the x-pedia entries if you need help. Not sure if i can match the tone or depth already there, but I can try.

Great mod by the way, and i enjoyed playing 0.98 too ;)

Send me a pm.

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Not sure if it's a bug or simply my inability to install this awesome mod correctly. Anyway, recently i manage to get my hands on my first carrier (i am not sure was it a bomber carrier, or ordinary one... he did not have any escort though). Stormed the crash site, lost half of my troops, but manage to cleanse the area. Thus obtaining lots of tasty loot and the carrier remains itself. But when i try to disassemble this magnifecent vessel (well, what little remains of it) the game crashes. All the time. Or to be more precise i order the process to start, my technicians begin their busy work and when the process is almost done... Crash, boom bang.

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On 8/14/2016 at 1:41 PM, drages said:
On 8/14/2016 at 11:18 AM, domein said:
On 8/14/2016 at 0:45 AM, Charon said:
On 8/14/2016 at 0:38 AM, domein said:

Is there any regular download source? I would rather avoid mega malware installs.

There is no mega malware install, simply download it through your browser.

I would love to, but this mega only offers to either instaill their browser plugin or install their download manager, there is no option to simply download the file.

Here is the option. Even i log off and it was same. From direct download link.

 

I can confirm that it is not possible to download in the browser as a "normal" download.

You need the MegaSync or the browser plugin. Both of them are considered spyware.

What I do is that I create another user (actually I have a virtual machine for these stuff), make it impossible to read anything else on my system for it and download from there.

Have you considered Google Drive or is this too big for that?

 

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1 hour ago, morr said:

Bug report: in workshop I have "Corsair" & "Corsair Interceptor" but in "X-Pedia" I have record for "Corsair" only.

fixed. The "Corsair Interceptor" is an interference from XCE which we didnt blocked out. So "corsair" is the one supoosed to be build.

23 minutes ago, Muromets said:

Not sure if it's a bug or simply my inability to install this awesome mod correctly. Anyway, recently i manage to get my hands on my first carrier (i am not sure was it a bomber carrier, or ordinary one... he did not have any escort though). Stormed the crash site, lost half of my troops, but manage to cleanse the area. Thus obtaining lots of tasty loot and the carrier remains itself. But when i try to disassemble this magnifecent vessel (well, what little remains of it) the game crashes. All the time. Or to be more precise i order the process to start, my technicians begin their busy work and when the process is almost done... Crash, boom bang.

Provide exact information.

This is probably because the game produces an item which doesnt exist like Items.AlienAlloys in comparison to Items.Alienalloys.

17 minutes ago, kubi said:

I can confirm that it is not possible to download in the browser as a "normal" download.

You need the MegaSync or the browser plugin. Both of them are considered spyware.

I havent seen any plugin on chrome but i would be enlightning to know if thats true.

18 minutes ago, kubi said:

Have you considered Google Drive or is this too big for that?

We are working on google drive and drages complains all the time about it :D.

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Some thoughts about AI.

1) I think Haradan AI is very broken.

I played original Xenonauts abot a year ago and as long as I remember they were extremely deadly. They attacked from a long distance, they were very accurate, they shot from flying stance.

In X-Division I never lost any soldier to them (normal difficulty). They usually try to approach to close range, they don't shoot from air, they always go down to ground level before opening fire.

2) Melee aliens never attack vehicles (Currently i have Defender only). They don't attack even if there are no soldiers around.

3) Aliens never attack vehicles (Defender) if they see soldiers. Even if soldiers are far away alients just approach them and completely ignore the vehicle.

 

P.S. Can't capture any Phase2 alien :( Stun grenades/rockets don't work on them and using stun baton in close range is just a suicide.

--------------------

Same thing with "Wraith". In X-Division they like to go in close range and throw grenades. That's ok. But they almost don't shoot.

Edited by morr
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Harriman AI is different and very lame to edit because they fly. But they were always land and shoot. You can't fire in the air at xenonauts , friend or foe . Melee creatures never attack to vehicles. Its hardcoded . But solver works on it to add xce .

Thinking everything as spyware is not logical. 

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