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


Charon

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1//

Got strange situation. Had many-many... items for research after begining of 1st phase (which after early/basic) - researched them... xenos (melee path), androns, vivisection and interrogations, datahacks sibils and caesians to 6 tier, chemical, fire... but doesn't looked at plasma - researched laser, division, than began to research maturgy weaponry - and ups! It opened - ultimate tier weponry for me - MAG. Greatly ups... because i just have division 3 lvl and laser (3 mark sniper (only - not other laser weaponry) when you upgrade 2nd one with division tier to 3rd for cost +2 alienium)... but no next level!!! Maybe it is good to lock it before you researched 3rd tier weapons at max? So for now you know - it would be not so special to look for other weaponry if you already got mag-)))

And btw...its really LONG gamethrough! Long, but not polised. Really - so many techs... for now i have about 3 labs (60)... and 4 engineering benches (80)... and i am totally... lose the time-production. I got a problem to fill up the line with my 3-company shriek groups (North america, Middle east and Indochina)! Because i research faster than i have ability to reproduce new items of new researched level because of... low number of aliens and ships that i could catch... i even think about giving them a chance to have 1-2 bases to upgrade their numbers in wave (i play normal level)-)))) Drammatical shortages of alloys-)))) (pls. don't suggest that my emotions are much useful for analize because i used artmoney to generate 70 mil $ in the begining to speed up things and to see all aspects, so i have "unreal" in some way situation when i got about 10th-15th month... maybe... ability to down and eat all alien ships, solved with ease 3 base attacks, about 8 terror sites, 2 bases (one little - caesan and another sibil - with grey ones of them and many reaper-idiots, that could eat me so-many times because they grouped in attack for 3 in one but... can't open door if the tank stands in the the other side...btw tank cant open door too... but why he can't just brokw it???)!!) but only 3 landing (green) ships catched. I have heavy fighters (6+ in number), corsairs (3), asirus (4), sonda (4), fox (6) or next tier torpedo carriers (3) with gravity torpedo and so-so others with only 2 f-17 - others are filled with reworked alien fighters). They fill the air with ease, even without autofight, i easely clear air in 2-3 days after new wave and get 3-4 days quietness... and after all - i just spent about only of 35 mil of that money-hehe)

2//

Some thoughs... fire weapons aren't useful? Laser or kinetic ones kill melee drones and other fast hunters of caesans, light drons of androns, flying harridans with ease. So even without flamethrowers - there no adequate aims for fire grenades/rockets(just for my time situation). And flames destroy items. Shock grenades - not... well - when it stun. Second shock blow in that place strangely destroy corpses and items totally. Why?

As i got to understand for now - shock grenades with chemical grenades (&rockets) plus AP alienium rockets solve all the questions. Alphawolfs - and shields solve 1-shot situation even with harridan snipers that mostly fly than fire... and i just wait when they come to earth!!! Because if i kill them in fly - no items or body... but my resolve is superb trained anyway after them-)))  Bombs (alienium one... shock - not, maybe for tanks, but you need to be close to throw it) solve questions with command rooms storming (aliens from 3 to 5 just sit there as chickens only opening the doors to look out and doesn't come out ever, giving me time for everything)). So, well, i am in no need in fire, stun gaz or suppresion basic grenades or its variations at all for that moment. I could resolve without them.

Maybe it would be good to upgrade shock resistance for some aliens, so it would be so drammatically effective against all of them? For example fast ones, caesans in most will be good to... sustain shock damage close to totally... they are psi... so could get that shock-resistance as psi-effect of evolution mb?

 

Incedary rockets destroy items - so not good when you have shortages of all... and chemicals not... and basic chemical rockets doesn't need alien stun grenades as stun rockets to produce... so could be mass produced. Profit! 

So tactics (just for as i understod 2nd wave... but who knows - i catch for example extreme landing ships for now and produce pulsars for airfights) are:speedup tech in researching AP weaponry to solve with androns and toxin - with others. No need incedary/flamers at all... shock for stun ans collective solving in optimisation with chemicals.

mb mod need somethong special aliens that had weak spots only to fire, but has no items... somelike animal-hunter too? Btw, now i use fire grenades just for lightning at night missions - they give more light-)))))

And some addons.

You asked to up the play with normal level - so i tryied it, can you unswer - what is main aspects of differencies in normal and veteran and even last one type of gameplay?

- more aliens in the ship?

- more ships in the wave?

- less time between waves?

- better stats of aliens... faster growing of their stats?

 

more questions.

1. About base assault. 

I expected, that breaching places are only in hangars. But they aren't. Why?! I expected, that i could make tight line making only one way to central room, but that doesn't work... i can't understand than - how the breaching places are generated? 

And... well... if i make a base without hangars at all... i expexted ZERO interest from aliens to it... is it right or not? That base has 0 air activity, as it could be mentioned about Lore ideas.

2. About drones and other melee attackers like reapers.

Could it be so, that they attack not only my tank all teh way? for 15 months, for all the attacks - they TOTALLY ignore anyone if there are tanks-))) They like its smells or its armor (rear - they hunt for tanks rear - oup its mechanical total ahtung in alien behavior!!! -))) )

3. Tanks.

There is strange like warhammer dual-canon tank... it is likely human in type, not alien, but its not so special. The problem is that a) it moves VERY little b) it fire with only one type of ammo - that doesn't do area effect (possibly some sort of AP, but it doesn't even kill my man with first-time hit!) (imagine... you stand... and from somewhere a tank shell say hello to your breast - hehe... i expect blowing out, as it happen with androns when they got AP shell from my tank, of caesans, when they catch a grenade under their foot). Some "red" area gas - that doese nothing. Maybe some chemical, bleeding or stun effect?

Same with cyberdiscs - they fire big laser, but withour area effect (but their attack make yellow gas around hit-place). 

So, mb - bleeding (1-2 not hp loose, but wound gain after catching that red gas) from sibil dual canon tanks and Action Points loosing from yellow cyberdisc gas?

I think it would be even funny if we will have not only HP loosing from laser, but Action points too (for 1 round or for the whole battle). Could it be implemented?

In other way, that blow MUST decrease in some way bravery too... 

Ehh... wish to see alien panic (but for todays behavior - they even without it to often just run between my soldiers, than fire to them)... or some sort of anti-psi alien weaponry that hit them - area canon of device for the whole battlefield as a counter for the dread... 

 

And greatly thanks for your deeds. You are wonderfull!

 

 

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Hey Kirill!

They are so many things to answer :)..

1. The economical aspect of the mod is not here yet. It's easy to get anything and researches are fast because we want you to have as much as you can for now for test purposes. So you can tell us any bug easier. At later, it will be much harder to get money and research so many things so fast..

2. Many things are game engine limited. So a tank can't crush doors, a unit can't open dont because there is a tank.. We cant do much things about this.

3. Fire will be much more useful soon. If you use right weapon against right enemy, you can kill many things without fire. Yes we wigell make fire usefull against melee creatures. Xenomoprhs and reapers are easilly killed by fire.

4. There is no shock damage type.. it's energy based.

5. All damage types make damage and damage destroys the items on ground. There is nothing to do about that.

6. The mod is created for "veteran", so every stat is %100 at veteran.. normal and easy got lower stats enemies. So if you think normal is easy, you can go for veteran for full experience.

7. Hangars are not only place for alien assault units.. there is other points they can go in.. i don't know how the game chooses that.

8. Again, the AI code got a problem about alien units who likes vehicles so much. Melee units are automatically goes to tanks. It's hardcoded. But I am working on some balancing at this.

9. There will be some weapons with AP losing.

10. If it's red, it's blood weapon which is a chemical.

11. Alien tanks don't have big guns for balance issues.. But we will look for it too..

12. We can't use psi weapons, only aliens can.. 

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

We are working on a huge patch about all aliens. As you see from the dev videos we share here, they will be much more unique and special.

I nearly finished the Androns, with totally new concept. Andron Patch is only 2 GB :).. 

As i said give a try with Veteran difficulty. We will see what you can do :).

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1 hour ago, Kirill Selivanov said:

You asked to up the play with normal level - so i tryied it, can you unswer - what is main aspects of differencies in normal and veteran and even last one type of gameplay?

<!-- DIFFICULTY MULTIPLIERS -->
<!-- The values for each are multiplied by these numbers -->

  <alienTickerSpeedEasy          value="0.8" />
  <alienTickerSpeedNormal        value="0.9" />
  <alienTickerSpeedVeteran       value="0.9" />
  <alienTickerSpeedSuperhuman    value="1.0" />
  <ufoHealthEasy                 value="0.75" />
  <ufoHealthNormal               value="1.0" />
  <ufoHealthVeteran              value="1.0" />
  <ufoHealthSuperhuman           value="1.0" />
  <alienAttributeEasy            value="0.7" />
  <alienAttributeNormal          value="0.8" />
  <alienAttributeVeteran         value="1.0" />
  <alienAttributeSuperhuman      value="1.25" />
  <alienWeaponDamageEasy         value="0.6" />
  <alienWeaponDamageNormal       value="0.8" />
  <alienWeaponDamageVeteran      value="1.0" />
  <alienWeaponDamageSuperhuman   value="1.1" />
  <alienWeaponAccuracyEasy       value="0.6" />
  <alienWeaponAccuracyNormal     value="0.8" />
  <alienWeaponAccuracyVeteran    value="1.0" />
  <alienWeaponAccuracySuperhuman value="1.25" />
  
  <humanAirplaneSpeedEasy        value="1.0" />
  <humanAirplaneSpeedNormal        value="1.0" />
  <humanAirplaneSpeedVeteran    value="1.0" />
  <humanAirplaneSpeedSuperhuman    value="1.0" />
  <humanAirplaneRangeEasy        value="1.0" />
  <humanAirplaneRangeNormal        value="1.0" />
  <humanAirplaneRangeVeteran    value="1.0" />
  <humanAirplaneRangeSuperhuman    value="0.8" />

  <maintenanceModifierEasy            value="0.75" />
  <maintenanceModifierNormal        value="0.9" />
  <maintenanceModifierVeteran        value="1.0" />
  <maintenanceModifierSuperhuman    value="1.0" />

<!-- LOST CONTINENTS LIMIT -->
<!-- Game ends if more than this continents (depending on difficulty setting) are lost to aliens -->
  <lostContinentsLimit MODMERGE="update">
    <Easy    value="5" />
    <Normal  value="5" />
    <Veteran value="4" />
    <Insane  value="4" />
  </lostContinentsLimit>
  
  <retakeLostContinents value="0" comment="If set to 1, lost continents may be retaken by eliminating bases in them" />
  <lostContinentBaseTicker value="300" comment="Ticker (for size) assigned to the auto-spawning alien base on a lost continent. If set to a negative number, it uses the main alien ticker" />
  <retakenContinentTicker value="50" comment="If a continent is retaken, relations will restart at this point" />


<!-- CONTINENTS FUNDING DAMAGE MODIFIERS -->
<!-- Funding damage caused by alien missions to continents is multiplied by the value corresponding to the current difficulty settings -->
  <fundingDamageModifier MODMERGE="update">
    <Easy    value="0.5" />
    <Normal  value="0.75" />
    <Veteran value="1.0" />
    <Insane  value="1.25" />
  </fundingDamageModifier>

<!-- UFO COMBAT AI -->
  <airCombatAIThinkChance difficultyEasy="0" difficultyNormal="0.2" difficultyVeteran="0.5" difficultySuperhuman="1"
      comment="This controls UFO AI thinking in Air Combat. The higher this value is (between 0 and 1), the more likely UFOs will each second consider swapping to a better target." />

  <ufoEscortInboundFactor valueEasy="0" valueNormal="0.5" valueVeteran="0.7" valueSuperhuman="1"
      comment="How much UFO escorts will face towards interceptors at the beginning of Air Combat. From 0 (=normal heading) to 1 (=directly towards interceptors)."/>

 

1 hour ago, Kirill Selivanov said:

- more aliens in the ship?

- more ships in the wave?

- less time between waves?

No, no and no.

1 hour ago, Kirill Selivanov said:

- better stats of aliens... faster growing of their stats?

Yes. No.

1 hour ago, Kirill Selivanov said:

I expected, that breaching places are only in hangars. But they aren't. Why?! I expected, that i could make tight line making only one way to central room, but that doesn't work... i can't understand than - how the breaching places are generated? 

Every wall facing outwards is a possible entry point.

1 hour ago, Kirill Selivanov said:

Ehh... wish to see alien panic (but for todays behavior - they even without it to often just run between my soldiers, than fire to them)... or some sort of anti-psi alien weaponry that hit them - area canon of device for the whole battlefield as a counter for the dread... 

I dont think thats possible. Suppression is the only tool available.

 

:)

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many-many thanks for your answers-) got wonderfull spirit-upgrading feeling from it-)))

Will wait for new patch to play with veteran. 

 

btw - sometimes i see parts of houses in battlefiled, like someone cuted a half and they less likely able to be revealed even if soldier stand near. But i think - its for kabil, skitso and XCE map changes, not form X-division, same as unbrockable bricks, cement 1-tile rounds, 3x3 forest tiles and some  other types of tile-blockers.

ps. many times sibil dual-canon tank fires and blow with red gas near my man - none sustain cemical damage anyhow... they had wolf armor... not even fox-)

ps 2. So... as i understood - only kabils crew mixing is avaliable (and implemented in X-div) - not numbers upgrading (but the numbers anyway are big - when you got in shuttle 5-10 aliens and big ones, like praetorian or xeno queen in-) so... my complains is just because they are most dead because not landed - downed)

ps 3.  Really like rushing tactics of aliens when alien base storming. First 2-3 turns - you are suppresed highly, so yes, if theirs hp in veteran is upped %greatly - it would be real pain.

and even more - really like the situation when they doesn't attack by all mass tactically, and make 2-3 rush groups in different directions, besides of central room defenders... and that groups roam from one flank to other! WONDERFUL!!!! But if you have armor (tank) you could easely block melee fighters - so there it is point in action, for which enemy is agrigated and from which most first time of battle is solved. 

Really liked one time, when attacked andron cruiser - in the first round - 2 drones, 1 med and 1 big + 3 harridans on the flight and 3 androns (one purple, two dark green) - attacked me... it was a reall challenge, better than even terror attack. But they in mass - hasn't used that in their side. Haridans - fly as just air aims and do no fire, big drones doesn't engage - just stand in their place mosltly longbow when i come to their range, little ones mostly only suppress and die first, androns - run in my ranks and give me an ability to train accuracy).

Maybe more long-fire tactics using for "most experienced" ai like red/purple androns... gray terrorists, commanders/chieftians, so they more often use to fire/hide tactics and not suicidically run at my soldiers. Yes, its funny and i can understand when there is close range weaponry, but they doesn't fire it! They use 100% TU to just ran! Even melee enemy use 1-3 attacks in the end of turn. Maybe some TU limiting for snap shot ability?

And do there any ability to change "behavior" tactict in some curcimanses in teh same turn? As was told (lfrom AI position) - then you run and see new aims and they are likely good - you stop your run and fire or even hide from them?

Melee drones are 1-turn enemies only for now. Not good, that they are only fast-movers... maybe regeneration too? Not only for queen and praetorian, but all? And hunt for closest enemy that fired on him and hitted?

Yes... in normal airfight is easy. But if the easy way is just the ships HP - than its just a question of more attacks on them? For now 3 foxes with gravity torpedo "solve" any large ship without escort without tactics - just staright fire in. 1 for 1 downed-)

 

btw. Could you tell where (in which file) numbers of civils for maps sit? Reapers in terror missions - are like you reached Zombie Apocalipce-)))

Thats the only for now hard terror missions (so i wish more aims for them).

And drages... many-many months ago - there where eggs with little drones. You deleted it as i remember, but maybe lets make something like little born eggs from 1st turn so to mass melee xeno drones? Or to give that ability to praetorian/queen - to make theirs way of "zombification" too, so to make even simple downed ufoes landing - able to have massed enemy of melee hunters?

For example not like with reapers - that civils/soldiers become downed-stuned for 2/3 turns and if doesn't healed with medpack - they blow like new drone? That would be a very sudden strike, making you sit in nervous till end of the battle... and maybe some tanks (cisterns i mean) which if blowed - give you new +1 drone in caesan ships? Or somelike triggered to blow when the ship stormed? As it was egg trigger - aim in some radius - it activates? So we will have new melee enemies that doesn't rush for us in 1st turn all.

 

 

 

Edited by Kirill Selivanov
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btw... Khalls tundra set must be placed after Division mod because its missiontypeprops_gc doesn't have evolution, as in X-division

Same for tropical and swamp tileset (ahhh... they are so wonderfull and big!!!)

 

ps. question - friendly AI - are armed forces and police, yes? But why that ai ran after the back of my soldiers besides of attacking and wiping out aliens?

how i wished that...but its right that its not so right and true - just make 20 AI friendly forces in GC and wait when first kill second and you get profit-))) but get nightmare when aliens are with reapers-)))

 

question

 <maxMissionHumanBaseModifier value = "0" comment = "Add this much to maxMissionCount for every human base on the map" />

if i use to add 0.5 (so 8 bases = +4 ufos/wave) - it would be counted, or i must add straight numbers 1...2... or else? How it summarise?

question 2.

are there some mission type props for your own base - so to have there some goons and scientists/engeneers or staff people?

and could you tell, please, where i could add an analog of time ticker - in terror missions to 20 turn - map is revealed - i wish to have fully revealed map for base defence mission and... to have more base attack missions too. They are great and only one, where i can mess bigger numbers of foes and own soldiers, yes?

3 tanks - is super! 

well... i'll try another strategy and play veteran.

will try to make 1 big base enginers+scientists+army for 3 chinooks. and others for airplanes. 

its good if i wish to concentrate all workforce... bad in first time because of long moving paths and make 2 more bases without great eager defending forces... but it would give me less micromanagement problem and money lose for transporting things and valuables from crashed ufos. That would make the game really faster and less micro annoying. But could cost... losing some bases in reaction-)))

ps. how many defenders could be at the my own base defence 12, 18, 24, 96? hhheh-))))

Edited by Kirill Selivanov
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53 minutes ago, Kirill Selivanov said:

ps... jeezley mods would case something bad?

I mean portraits + armor visuals + soldier sounds?

and  Furies, Terror, and Dreadnoughts Oh My  + [X:CE] UFO and crew diversity 1.4.1 (with as told there enabled kabills dinamic ufo) ?

Not compatible, not and not.

  [V1.08] Jsleezy's Real Fighter Portrait Pack would need to be converted into the merdmerging system, as it doesnt even use that.

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33 minutes ago, Kirill Selivanov said:

btw... Khalls tundra set must be placed after Division mod because its missiontypeprops_gc doesn't have evolution, as in X-division

Same for tropical and swamp tileset (ahhh... they are so wonderfull and big!!!)

Thats what the modloader says.

34 minutes ago, Kirill Selivanov said:

question

 <maxMissionHumanBaseModifier value = "0" comment = "Add this much to maxMissionCount for every human base on the map" />

if i use to add 0.5 (so 8 bases = +4 ufos/wave) - it would be counted, or i must add straight numbers 1...2... or else? How it summarise?

We dont know, would need to be tested.

35 minutes ago, Kirill Selivanov said:

and could you tell, please, where i could add an analog of time ticker - in terror missions to 20 turn - map is revealed - i wish to have fully revealed map for base defence mission and... to have more base attack missions too. They are great and only one, where i can mess bigger numbers of foes and own soldiers, yes?

I dont think its possible to add the map reveal to other maps. It was present in a build long ago, but i guess that must have been a bug. @Solver ?

Alternatively, you could insert the command room feature reveal into a xenonauts room. Dunno how to do that.

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12 minutes ago, Charon said:

Not compatible, not and not.

  [V1.08] Jsleezy's Real Fighter Portrait Pack would need to be converted into the merdmerging system, as it doesnt even use that.

Just for the comment,  more portraits that are more varied from each other is the top thing I would like to see in X-Division.  With all the soliders we need to stop your alien hordes, I would like to be able to tell them apart. But anyway, I know it is a big undertaking, and you guys need to do what interests you.  But thats the top thing I would like.  :) 

Edited by Sir_Dr_D
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1 minute ago, Sir_Dr_D said:

Just for the comment,  more portraits that are more varied from each other is the top thing I would like to see in X-Division.  With all the soliders we need to stop your alien hordes, I would like to be able to tell them apart. But anyway, I know it is a big undertaking, and you guys need to do what interests you.  But thats the top thing I would like.  :) 

Its no problem. i could simply convert Jsleezys mod in 20 minutes and bring it out again.

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Horray (about integration of jeezy prtraits)! I wish too!

 

plus i'll try to add @0.5@ value for base counting to test

and btw - i'll add friendly AI forces eguipment to swamp/jungle tileset just by copy/past from industrial.

Charon... say, are there some file that describes ground set for our bases at all or it is autogenerated without it? If it is auto - adding goons + scientists/other civs to base defence misson would be unreal(((

plus. X-DIV say that there no relation caps and they could grow unlimited... but in  gameconfig = <relationsCap                 value="200.0" 

 

Edited by Kirill Selivanov
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Just now, Kirill Selivanov said:

and btw - i'll add friendly AI forces eguipment to swamp/jungle tileset just by copy/past from industrial.

Dont, if you dont know what you are doing you will likely mess it up.

1 minute ago, Kirill Selivanov said:

Charon... say, are there some file that describes ground set for our bases at all or it is autogenerated without it? If it is auto - adding goons + scientists/other civs to base defence misson would be unreal(((

Im cant follow the idea, but you could look into that.

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8 minutes ago, Charon said:

Dont, if you dont know what you are doing you will likely mess it up.

Im cant follow the idea, but you could look into that.

There all simple ther

<Tileset name="tropical" MODMERGE="insert" MODMERGEATTRIBUTE="name">
    <!-- There are no civilians on tropical maps, so this is plain. -->
    <!-- See the game's file for full format of this. -->
    <MissionType name="Common" civilianCount="0" friendlyAICount="0">
     </MissionType>
  </Tileset>

- WAS

<Tileset name="tropical" MODMERGE="insert" MODMERGEATTRIBUTE="name">
    <!-- There are no civilians on tropical maps, so this is plain. -->
    <!-- See the game's file for full format of this. -->
    <MissionType name="Common" civilianCount="0" friendlyAICount="6">
    <FriendlyAI>
         <Ticker value="300">
         <Weapon percent="70" name="weapon.pistol" />
          <Weapon percent="30" name="weapon.shotgun" />
        </Ticker>
         <Ticker value="700">
          <Weapon percent="40" name="weapon.lasercarbine" />
          <Weapon percent="58" name="weapon.laserpistol" />
          <Weapon percent="02" name="weapon.division.minigunmk1" />
        </Ticker>
        <Ticker value="1100">
          <Weapon percent="40" name="weapon.plasmarifle" />
          <Weapon percent="58" name="weapon.plasmapistolmk1" />
          <Weapon percent="02" name="weapon.MAGminigunmk1" />
        </Ticker>
        <Ticker value="1400">
          <Weapon percent="40" name="weapon.pulsecarbinemk1" />
          <Weapon percent="58" name="weapon.pulsepistolmk1" />
          <Weapon percent="02" name="weapon.pulseminigunmk1" />
        </Ticker>
        <Ticker value="inf">
          <Weapon percent="40" name="weapon.sonicriflemk1" />
          <Weapon percent="58" name="weapon.sonicpistolmk1" />
          <Weapon percent="02" name="weapon.railminigunmk1" />
        </Ticker>
      </FriendlyAI>

    </MissionType>
  </Tileset>

Became. I'll handle with weaponry maybe, but at all - it is quiet  simple?

Charon... i too doesn't know doese there anywhere file that describes human bases like it described in missiontypeprops_gc 

So i can't(((

Edited by Kirill Selivanov
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2 minutes ago, Kirill Selivanov said:

Became. I'll handle with weaponry maybe, but at all - it is quiet  simple?

Its not, even i would have to look into that. Thats why i am telling you you can try it on your own risk.

And you would have to look into every map to look what the map gives itself, only -1 gets overwritte, in all other cases the map file gets priority.

EDIT: You need to add the units folders too.

Edited by Charon
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One more question

in gameconfig there is SOLDIER DEVELOPMENT VARIABLES

As i understood, limits are from basic attributes when the soldier is hired, not overal? So if i hire soldier with 50 str - global max progress would be 50+150 =200

And if with 40 - 40+150 = 190, yes? 

Or its 150 for everybody in global?

I mean, that sniper with acc 130 and 150 has as i see the same 60% (and no more) chance to hit from laser rifle mk3 in snap shot from long distance and land (able to fire twice /round). If they use flying armor and fire from tops - that cth increase (snap again) but i never seen more that 71%

 

 

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29 minutes ago, Charon said:

Its not, even i would have to look into that. Thats why i am telling you you can try it on your own risk.

And you would have to look into every map to look what the map gives itself, only -1 gets overwritte, in all other cases the map file gets priority.

EDIT: You need to add the units folders too.

Units? Where? I doesn't see units folder in X-div maps folder for any of maptype

Edit: founded... its not in map folder. Its in the main X-div mod folder. So that means, if X-div mod would be in mod list higher then khals - it would use X-divs/or XCE/or vanilla. Yup?

Anyway... i just copy/paste the X-div units friendlyAI folder to that mods-)))

It is quiet simple and maybe even better - to merge that just map mods to X-Div too? Swamps and jungle is so beautiful done and maps are bigger (in feeling-))) like jungles hunting for Predator with Shwarznegger -)))

Edited by Kirill Selivanov
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10 minutes ago, Kirill Selivanov said:

Or its 150 for everybody in global?

Everybody.

8 minutes ago, Kirill Selivanov said:

Edit: founded... its not in map folder. Its in the main X-div mod folder. So that means, if X-div mod would be in mod list higher then khals - it would use X-divs/or XCE/or vanilla. Yup?

No, you need to make the units for every tileset.

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Thank you, Solver!!!

Thanks Charon. Made a copy of them inside each mod with all little fixes - so the tile expect to have all units that are in friendlyai folder-)

Bahh... i think i could handle the idea of how insert civs and friendly AI to human bases... or not?

Mb i'll just try to do that. In vanilla - there are assets/tiles folder  named "xenonautbase". So we do have the tileset. And we have xenonautbase in assets/maps 

And in X-div too, so we just can use xenonautbase as the same marker like @tundra@ in tilesets configs. Add to that set same propositions. Profit? 

Intresting and if i add some aliens as friendly ai? Reaper vs reaper?-))) My dream of alien rebel base or collective fights are so close-)))

So what i did.

I used Khalls mod folder so not to insert something in X-div.

Than there i add:

- xenonautbase folder to map and tile folders from X-div mod

- copy/paste all friendlyai units and civs as it was in base Khalls mod for tundra tileset with some addons*

*there are redesigned commoners and friendly ai - so to be close to same as for x-div.

- defined new tileset in missiontypeprops_gc of Khalls mod - added all the same as his modified  things, but for new type of tileset - xenonautbase like that:

<Tileset MODMERGEATTRIBUTE="name" MODMERGE="insert" name="xenonautbase">
    <MissionType name="Common" civilianCount="10" friendlyAICount="10">
      <FriendlyAI>
        </Ticker>
         <Ticker value="700">
          <Weapon percent="15" name="weapon.lasercarbine" />
          <Weapon percent="5" name="weapon.laserpistol" />
          <Weapon percent="25" name="weapon.laserrifle" />
          <Weapon percent="10" name="weapon.division.minigunmk1" />
          <Weapon percent="15" name="weapon.division.heavymk1" />
          <Weapon percent="25" name="weapon.division.riflemk1" />
          <Weapon percent="5" name="weapon.division.minigunmk1" />
        </Ticker>
        <Ticker value="1100">
          <Weapon percent="25" name="weapon.plasmarifle" />
          <Weapon percent="15" name="weapon.plasmapistolmk1" />
          <Weapon percent="5" name="weapon.MAGminigunmk1" />
          <Weapon percent="15" name="weapon.MAGSTORM" />
          <Weapon percent="30" name="weapon.MAGrifle" />
          <Weapon percent="10" name="weapon.MAGminigunmk1" />
        </Ticker>
        <Ticker value="1400">
          <Weapon percent="15" name="weapon.pulsecarbinemk1" />
          <Weapon percent="10" name="weapon.pulsepistolmk1" />
          <Weapon percent="5" name="weapon.pulseminigunmk1" />
          <Weapon percent="25" name="weapon.pulseriflemk3" />
          <Weapon percent="15" name="weapon.gauss.heavymk1" />
          <Weapon percent="25" name="weapon.gauss.riflemk1" />
          <Weapon percent="5" name="weapon.pulseminigunmk1" />
        </Ticker>
        <Ticker value="inf">
          <Weapon percent="30" name="weapon.sonicriflemk1" />
          <Weapon percent="20" name="weapon.sonicpistolmk1" />
          <Weapon percent="5" name="weapon.railminigunmk1" />
          <Weapon percent="15" name="weapon.railheavymk1" />
          <Weapon percent="25" name="weapon.railriflemk1" />
          <Weapon percent="5" name="weapon.railminigunmk1" />
        </Ticker>
      </FriendlyAI>

    </MissionType>
  </Tileset>

Because of that there no option about xenonaut friendlyai and civs in other mods - i left MODMERGE="insert" as insert and not - "replace". Maybe... i am wrong? Hm... anyway... lets play in all... will set it to "replace". If X-div mod is upper than Khalls maps in modlist... but has no that tile in same use - it has no problem, yes? Just make some replacement. 

I don't know - would it work or not because i'll start new game and can't from scratch emulate base attack and swamp/tropical/khalls tundra crashsite to see effects. 

But if you can prove - here is the zip From mega (same mod name - Khalls tundra tile set)

Edited by Kirill Selivanov
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