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


Charon

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43 minutes ago, Charon said:

The animation of the "bullet" or the static flames ? And were they any different in any other version ?

The "bullet" animation - when you introduced the new projectile animations ( I forgot the name of the guy who created it, sorry, it is probably in this thread from few months ago) I believe that someone mentioned that the flamer will also be implemented. I remember that in one of the videos there was a flamer with a beautiful spraying effect rather then the vanilla one (which is not that nice). Sorry for being a bit vague regarding the details, but I am at work and I cannot check it properly now.

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Wow Suave, you wrote exactly all what i wanted to know! Short and clear. BIG TNX!

i was watching muligan on youtube a bit, but not to much ( dont like spoilers).

On what level you play now ? Normal or veteran ? It must be hard to play Ironman on this game.  Somethimes i dont see that wall is little destroyed and then alien hit me trough the wall.  

Are you not affraid to play Ironman ? I am big fun of Ironman, but since my last crash in Xcom 2 Long war, im so affraid to play Ironman, so i play honestman, but its not the same, i cant help myself and i reload when for example their fighters crush my dropship full of soldiers. 

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38 minutes ago, Redsky said:

Wow Suave, you wrote exactly all what i wanted to know! Short and clear. BIG TNX!

i was watching muligan on youtube a bit, but not to much ( dont like spoilers).

On what level you play now ? Normal or veteran ? It must be hard to play Ironman on this game.  Somethimes i dont see that wall is little destroyed and then alien hit me trough the wall.  

Are you not affraid to play Ironman ? I am big fun of Ironman, but since my last crash in Xcom 2 Long war, im so affraid to play Ironman, so i play honestman, but its not the same, i cant help myself and i reload when for example their fighters crush my dropship full of soldiers. 

Hey Redsky,

   Glad I could help. 

   I used to play on Normal, but when I got more proficient, I moved to Veteran (recommended difficulty, but it IS tough). I play "soft" Ironman - I backup my save game every few hours or so, so if I run into a bug/crush, I am not loosing the whole campaign, maybe just few missions. 

   Yeah, the damaged walls can be a bit treacherous, had that many times as well - perks of the job lol. 

   Each game I play I play on Ironman (if available), save scumming is really tempting, so I limit it via IM. It gives me much more satisfaction and I tend to play better - I know that a mistake can cost me a good soldier, so I always think twice before charging into the unknown ( if I knew that an alien is behind the door, I could just reload and blow the wall with a missile launcher, right?).

   It really is just a matter of preference, I like it like that and I know that my Majors/Commanders are really my top guys if they survived for so long.

   And again - SMOKE GRENADES!

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7 minutes ago, Redsky said:

Do you also smoke aliens ? They also have worse shooting % when they are in the smoke, right ?

Yes,

   Most aliens will be affected, so quite often my modus operandi would be to a)suppress alien with machinegun, b) throw a smoke grenade at them, c) approach with a shield guy (just in case) with another guy hiding behind the shield guy so they could charge the alien next turn and shoot him in the face. When suppressed they may still shoot at you once or burst so the shield might be useful should they score a hit.

   @Charon I did not go through the files recently - are Sebillians still "infrared" as the loading screens tips suggest (seeing in smoke/night, worse at day,etc)? They do not seem to. They were meant to be affected by fire at some point. Also what about Androns? Being machines they should use infrared but they seem to be affected by smoke. 

    Thanks!

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36 minutes ago, Suave said:

   @Charon I did not go through the files recently - are Sebillians still "infrared" as the loading screens tips suggest (seeing in smoke/night, worse at day,etc)? They do not seem to. They were meant to be affected by fire at some point. Also what about Androns? Being machines they should use infrared but they seem to be affected by smoke. 

Sebillians dont get any penalty for fire, but for smoke. The same goes for androns.

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1 hour ago, Charon said:

Sebillians dont get any penalty for fire, but for smoke. The same goes for androns.

Thank you.

That is what I thought/experienced but I was not too sure how it looked from the code perspective. I did go through the files/numbers long ago, probably around 99.31.

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Like someone before - i cant see my mauser and beam airplane weapons . i installed again..my mods are 100% correct like on your pictures.

INTERESTING - When i DEACTIVATE Xenonauts Fix PAck and Activate on same place "COM -Xenonauts Fix PAck" , then i have all pictures of my weapons .. i dont know the difference between those 2 files, can i use that COM -xenonauts fix pack, or maybe both ?

 

Thank you.

 

EDIT: No, i cant use them both.. then again no pictures. Only when i use just "COM -Xenonauts Fix PAck" i can see pictures and i can put new weapons. But i dont want to continue playing until someone can confirm that this is ok. 

 

OOP: Suave, first terror mission. They have tanks ??? What you use against them ?

Edited by Redsky
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Whats the pre-requisite for aesirius or other future fighter crafts....I'm already corvette stage phase 1 yet still no aesirius......happened since i installed the patch ... aesirius for me is missing

 

Some lore are also missing like the "knowledge about airfights" so its probably connected with my issue even though i managed to capture all alies

Edited by ralph_09
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Is it possible that terror mission started during day, but after 20ish turns is night ? Its so long and hard mission. i really dont get it how can someone play ironman on this mod.;)  So long mission, great that i can take weapon from dead soldiers. It would be nice touch if you can add that somewhere on longer missions we can find medkit. Maybe on dead soldiers ( like weapons)  or in some rooms.. 

Cant belive how good is this mod. So many details, it feels real. And im scared. ;)

Edited by Redsky
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3 hours ago, Redsky said:

Is it possible that terror mission started during day, but after 20ish turns is night ? Its so long and hard mission. i really dont get it how can someone play ironman on this mod.;)  So long mission, great that i can take weapon from dead soldiers. It would be nice touch if you can add that somewhere on longer missions we can find medkit. Maybe on dead soldiers ( like weapons)  or in some rooms.. 

Cant belive how good is this mod. So many details, it feels real. And im scared. ;)

Hey Redsky,

    Yep, they are long and difficult. Having said that after 20 turns the whole map should be revealed showing you the location of all enemies (unless you use Charons Changes mod).

    As I said - playing on Ironman gives me a lot of "stress" and excitement and force creative thinking instead of save-scumming.

    In terms of ammo/medkits - when going for long missions (like terror) I usually OVERLOAD my soldiers - I stuck their backpacks full of ammo and medkits. Granted, on the first turn they will be barely able to move, but I just drop everything on the floor of Chinook and that makes it an "ammo depot". When I need to reload/use medkit, I have got a stash onboard.

    Also, local forces (civilians with guns, police,etc) drop their weapons on death, so this might be useful at times.

    And just to show off a bit - I was testing new ideas recently and I have started yet another new Veteran Ironman game - so far mission number 36 and no losses (lost probably about 10 Hunter Cars though lol). So yeah, it is possible to survive it (well, about 3-4 times one of my soldiers had to be revived at the end with 1hp, but hey, at least they got their Purple Hearts).

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28 minutes ago, Suave said:

Hey Redsky,

    Yep, they are long and difficult. Having said that after 20 turns the whole map should be revealed showing you the location of all enemies (unless you use Charons Changes mod).

    As I said - playing on Ironman gives me a lot of "stress" and excitement and force creative thinking instead of save-scumming.

    In terms of ammo/medkits - when going for long missions (like terror) I usually OVERLOAD my soldiers - I stuck their backpacks full of ammo and medkits. Granted, on the first turn they will be barely able to move, but I just drop everything on the floor of Chinook and that makes it an "ammo depot". When I need to reload/use medkit, I have got a stash onboard.

    Also, local forces (civilians with guns, police,etc) drop their weapons on death, so this might be useful at times.

    And just to show off a bit - I was testing new ideas recently and I have started yet another new Veteran Ironman game - so far mission number 36 and no losses (lost probably about 10 Hunter Cars though lol). So yeah, it is possible to survive it (well, about 3-4 times one of my soldiers had to be revived at the end with 1hp, but hey, at least they got their Purple Hearts).

You are my hero, really. ironman must be sick. i even save scum somethimes ( and i hate that ) and cant complite some missions. 

I guess im using Charon Changes mod, because no sweet 20 turns enemy shows up for me. :( 

Btw, im in November , still didnt saw officer... Can that happen ? i have lasers to research, i dont mind, but weird that no officer yet. Before they wrote when mission starts that officer is here, is that still the same ? 

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1 hour ago, Redsky said:

You are my hero, really. ironman must be sick. i even save scum somethimes ( and i hate that ) and cant complite some missions. 

I guess im using Charon Changes mod, because no sweet 20 turns enemy shows up for me. :( 

Btw, im in November , still didnt saw officer... Can that happen ? i have lasers to research, i dont mind, but weird that no officer yet. Before they wrote when mission starts that officer is here, is that still the same ? 

Hey, it is a game that you play for fun, if you like saving/loading, this is entirely up to you, do not ever let anyone tell you how to have fun lol. 

And yes, there will be a pop-up at the beginning of the mission informing you of the presence of an alien officer. November is not that late, so no worries. It also depends on what difficulty you are playing (the lower, the slower game progression due to "invasion ticker" multiplayer,which gives you more time to develop).

@ralph_09 Initially it is difficult to stun Sebillians without gas, you may try stun batons, but personally I think it is too dangerous to try and not worth the effort (they are quite weak). Wait for gas grenades or you may try another trick - when you enter the UFO and you see enemies inside standing by the power sources, try to shoot/grenade at the power source instead of the enemy - they explode both with incendiary (which kills) damage and stun damage  - incendiary goes first and the stun follows, which quite often incapacitates the enemy (mostly Sebillians, Ceasans are a bit more fragile and can die, but it is still possible to use that against them).

And just to clarify - I am not an expert on this game, but ask away if you need any help.

Edited by Suave
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Hey Charon,

I'm really enjoying your mod. But are you sure that you didn't increase alien numbers in bases too much in latest patch?

 

I was playing on easy\ironman, with a team that I believe was fully decked out for a 2 months progress (I have a Defender tank with division MG, everyone is a Major or Colonel, everyone has laser weapons mk3, everyone is in jackal armor, with improved alenium explosives\grenades\rockets. My air superiority over all continents is almost uncontested - apart from that terror airship that assaulted one of my interceptor bases and made it into an alien base).

 

Thing is - upon entering the alien base, I was literally swarmed by all types of ETs - a few caesans, a couple of new aliens I didn't see before, and a LOT of xenomorphs. As much as I like cosplaying Alien movies, I was shocked to have my previously unbeatable team wiped out - I barely made it into next room. The only mistake on my part was splitting my forces for first 2 turns (I decided to check 2 different corridors that I started adjacent to, but I quickly withdrew one team to aid another. Despite exploiting main Xenomorph weakness to fire (I even had a dedicated dude with flamethrower, and literally everyone had an incendiary nade) I was still roflstomped - Defender tank alone killed 5 xenos and injured\suppressed a few other aliens. 

But the killing blow was delivered during 2 consecutive turns by 2 rockets that came outside my field of view and completely pwned my somewhat grouped, bound in combat with xenomorphs team. In result we have 2 completely destroyed alien base rooms (one room literally had almost all its equipment destroyed in all the explosions) and a teamwipe of elite troops.

 

While expected in Veteran\Impossible, I believe that this amount of ass-whooping is a bit excessive in Easy (coming from smb who plays X-COM: Long War 1 and 2 on Classic difficulty)

 

Did I something very wrong? While I understand that having everything at Laser mk3 is not in line of mod's idea of diversifying damage types against different ET resistances, my other main line of equipment was Division mk1 - didn't bother with mk2 (spent most alien alloys on airplanes) and finished researching mk3 just a few hours before ET's took over my base, thus had no time manufacturing those. My team composition :

Defender Tank + Division MG

2 Snipers (Precision lasers mk3)

2 Assault (Laser carbine mk3)

1 Rifleman (Laser rifle mk3)

1 Specialist (Basic flamethrower in hands + rocket launcher and 2 AP alenium rockets in inv.)

1 Heavy weapons guy (Laser minigun mk3)

1 Shield + pistol dude (antimatter pistol mk1)

 

As mentioned above, everybody was in Jackal armor (considering that most aliens in my playthrough used ballistic\energy weapons, didn't see much point in Fox armor). Everyone is carrying a Medkit, a Stun baton, an Alenium explosive charge (improved one is waaay too big), a spare AP alenium rocket for Specialist, and pretty much every single grenade type apart from Gas (never bothered to try this one out - is it any good?) with extra smoke nades here and there.

 

I won't describe my tactics to spare your time - but I do understand how cover, suppression, smoke and other stuff works, so that's unlikely the main problem.

 

So please either consider lowering ET in alien bases amount a bit (at least on Easy and, probably, normal), or tell me what could cause that shocking downfall of mine...

 

P.S - forgot to mention that I captured and interrogated pretty much everything - often using stun batons over stun nades just for masochistic reasons. Besides, can you capture Androns and robodogs? Wasn't possible in vanilla, and doesn't seem possible in this mod either - I surrounded a robodog against some stone in the desert and beat it with stun batons for 3 turns for no result, lol. But how are you supposed to get EMP grenades then? I fought these robots before (even had a terror mission with them) and researched everything the game gave me - but still no EMP nades...

 

 

Edited by Rallige
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@Charon There is a button for melee right? (m key i think)...What if melee weapons are carried and when we press (m) it just uses that as a attack yet uses the weapon's stats and decreases TU....is it possible?......(just an opinion to improve the melee weapons since its being balanced)

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On 28.7.2017 at 1:17 AM, ralph_09 said:

Hey is my modloader now correct??

No. If you are running the update there is nothing you need to do anymore. So run the installer again and leave everything as it is.

On 28.7.2017 at 2:09 AM, Redsky said:

Like someone before - i cant see my mauser and beam airplane weapons . i installed again..my mods are 100% correct like on your pictures.

INTERESTING - When i DEACTIVATE Xenonauts Fix PAck and Activate on same place "COM -Xenonauts Fix PAck" , then i have all pictures of my weapons .. i dont know the difference between those 2 files, can i use that COM -xenonauts fix pack, or maybe both ?

There seems to be a lot of confusions going on. After you have run the installer there is nothing you need to change anymore. Therefore i will write that in the OP.

On 10.8.2016 at 7:22 PM, Charon said:

After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might to change something is if you are activating/deactivating Easy Airgame or change the soldier models. Enjoy :).

So if you have problems, run the installer again and everything should be correct.

 

 

 

On 28.7.2017 at 11:46 AM, Redsky said:

Is it possible that terror mission started during day, but after 20ish turns is night ? Its so long and hard mission. i really dont get it how can someone play ironman on this mod.;)  So long mission, great that i can take weapon from dead soldiers. It would be nice touch if you can add that somewhere on longer missions we can find medkit. Maybe on dead soldiers ( like weapons)  or in some rooms.. 

Cant belive how good is this mod. So many details, it feels real. And im scared. ;)

:)

 

On 28.7.2017 at 4:05 PM, Suave said:

    Yep, they are long and difficult. Having said that after 20 turns the whole map should be revealed showing you the location of all enemies (unless you use Charons Changes mod).

You should ;). Its now part of the official experience and no longer optional, core changes are present in Charons Changes.

 

 

 

 

 

On 28.7.2017 at 8:59 PM, Rallige said:

Hey Charon,

I'm really enjoying your mod. But are you sure that you didn't increase alien numbers in bases too much in latest patch?

 

I was playing on easy\ironman, with a team that I believe was fully decked out for a 2 months progress (I have a Defender tank with division MG, everyone is a Major or Colonel, everyone has laser weapons mk3, everyone is in jackal armor, with improved alenium explosives\grenades\rockets. My air superiority over all continents is almost uncontested - apart from that terror airship that assaulted one of my interceptor bases and made it into an alien base).

 

Thing is - upon entering the alien base, I was literally swarmed by all types of ETs - a few caesans, a couple of new aliens I didn't see before, and a LOT of xenomorphs. As much as I like cosplaying Alien movies, I was shocked to have my previously unbeatable team wiped out - I barely made it into next room. The only mistake on my part was splitting my forces for first 2 turns (I decided to check 2 different corridors that I started adjacent to, but I quickly withdrew one team to aid another. Despite exploiting main Xenomorph weakness to fire (I even had a dedicated dude with flamethrower, and literally everyone had an incendiary nade) I was still roflstomped - Defender tank alone killed 5 xenos and injured\suppressed a few other aliens. 

But the killing blow was delivered during 2 consecutive turns by 2 rockets that came outside my field of view and completely pwned my somewhat grouped, bound in combat with xenomorphs team. In result we have 2 completely destroyed alien base rooms (one room literally had almost all its equipment destroyed in all the explosions) and a teamwipe of elite troops.

 

While expected in Veteran\Impossible, I believe that this amount of ass-whooping is a bit excessive in Easy (coming from smb who plays X-COM: Long War 1 and 2 on Classic difficulty)

 

Did I something very wrong? While I understand that having everything at Laser mk3 is not in line of mod's idea of diversifying damage types against different ET resistances, my other main line of equipment was Division mk1 - didn't bother with mk2 (spent most alien alloys on airplanes) and finished researching mk3 just a few hours before ET's took over my base, thus had no time manufacturing those. My team composition :

Defender Tank + Division MG

2 Snipers (Precision lasers mk3)

2 Assault (Laser carbine mk3)

1 Rifleman (Laser rifle mk3)

1 Specialist (Basic flamethrower in hands + rocket launcher and 2 AP alenium rockets in inv.)

1 Heavy weapons guy (Laser minigun mk3)

1 Shield + pistol dude (antimatter pistol mk1)

 

As mentioned above, everybody was in Jackal armor (considering that most aliens in my playthrough used ballistic\energy weapons, didn't see much point in Fox armor). Everyone is carrying a Medkit, a Stun baton, an Alenium explosive charge (improved one is waaay too big), a spare AP alenium rocket for Specialist, and pretty much every single grenade type apart from Gas (never bothered to try this one out - is it any good?) with extra smoke nades here and there.

 

I won't describe my tactics to spare your time - but I do understand how cover, suppression, smoke and other stuff works, so that's unlikely the main problem.

 

So please either consider lowering ET in alien bases amount a bit (at least on Easy and, probably, normal), or tell me what could cause that shocking downfall of mine...

Hm ... guess what could have been your downfall ?

 

Alien outposts are Phase 2, and your equipment is Phase 1. You are not supposed to beat them. You are not supposed to lose a base that early on either. Those 2 things should teach you:

1. Dont leave bases unprotected, or only expand when you can protect them.
2. Retreat if a mission is too hard. Its very fundamental principle.

What can we do to emphasise that retreating is a viable tactic in every fight ?

Bases are the things that will get slammed on your head, only once teh game progresses you will slowly level the field, or at least thats the intended design behind it.

 

 

 

 

 

On 28.7.2017 at 8:59 PM, Rallige said:

P.S - forgot to mention that I captured and interrogated pretty much everything - often using stun batons over stun nades just for masochistic reasons. Besides, can you capture Androns and robodogs? Wasn't possible in vanilla, and doesn't seem possible in this mod either - I surrounded a robodog against some stone in the desert and beat it with stun batons for 3 turns for no result, lol. But how are you supposed to get EMP grenades then? I fought these robots before (even had a terror mission with them) and researched everything the game gave me - but still no EMP nades...

Shock technology:

Quote

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

Electron Technology:

Quote

Researches.ShockTechnology(AND)Items.Alienlargecomputers(AND)Researches.AndronterminalDisassembly(AND)Researches.CaesanchiefInterrogation(AND)Researches.AlienWaveTechnology(OR)Researches.ShockTechnology(AND)Items.Alienlargecomputers(AND)Researches.AndronterminalDisassembly(AND)Researches.SebillianchiefInterrogation(AND)Researches.AlienWaveTechnology

 

 

 

 

 

22 hours ago, ralph_09 said:

@Charon There is a button for melee right? (m key i think)...What if melee weapons are carried and when we press (m) it just uses that as a attack yet uses the weapon's stats and decreases TU....is it possible?......(just an opinion to improve the melee weapons since its being balanced)

Good suggestion, but this goes deep into changing the code of xenonauts, i guess, and wont be realised.

Edited by Charon
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8 hours ago, ralph_09 said:

Does anyone have this problem where aesirius doesnt show up as reasearch sometimes??

 

@Charon it all started missing when i repatched the game so i have the correct modloader

On 7/28/2017 at 8:59 PM, Rallige said:
8 hours ago, ralph_09 said:

Does anyone have this problem where aesirius doesnt show up as reasearch sometimes??

 

@Charon it all started missing when i repatched the game so i have the correct modloader

Hi ralph, personally I have never come across this issue myself...are you sure you have all the pre-requisites? I believe you need to recover alien fighter datacore (shoot it down, just not over the water) and research alien alloys.

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I am on large ship mission, normal diff., december. My god. Suave how can you play Ironman , my hero. :) I know my weakness and ill try to change that. i play 2 aggressive ( xcom 2 style). 

So i tried this mission to go slower... soo many enemies... somehow i thought im doing ok.. then i spot what at first i thought its some mouse. i thought its just graphic thing. After 4-5 turn that mouse ( now i think its some kind electric scorpion ?! )  came out of nowhere and turned  my healthy soldier into mutant. WTF ??? How you defend against those type of things , when you play Ironman ? 

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