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


Charon

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Are facehuggers supposed to be immune to acid? If I remember correctly, they went splat in 0.99.45 when a nearby xenomorph exploded, but now it didn't. A second facehugger immobilized with an alien lightning gun had a "destroyed item" beside it when stood upon, so could it be that converting them to "items" inadvertently makes them acid immune (I think I did get it with a grenade (whose primary target was a second larger xenomorph), but it's hard to tell, as that tile is on fire)?

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I am in a mission, where as soon as I hit end turn the game crashes.   I could send you guys a save file.

But in the mean time is there in any way to just end the mission. Like with some cheat code that automatically kills all enemies on the map?

 

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Crash bugs are very annoying, but I'm not sure they're caused by the mod. Your best bet is probably to revert to an earlier save and try something else, in particular if you can identify approximately where it crashes (I had a terror mission where it crashed every time a reaper on a roof top moved (and possibly tried to attack someone). Playing around with the turn I eventually managed to get around it by positioning my squad members so they couldn't see the top of that roof).

Saving often and in rotating saves is my best recommendation. Game enforced iron man modes should never be used in any game, as no game is bug free.

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4 hours ago, Sir_Dr_D said:

I am in a mission, where as soon as I hit end turn the game crashes.   I could send you guys a save file.

 

On 8/10/2016 at 7:22 PM, Charon said:

I think i got a bug, can you help me ?

If you want some help, make a bug report or think that something is not the way it is supposed to be, add a full screenshots of your whole modloader and your savegame ( geoscpae only ).

 

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Why is there a restriction to geo space save games for bug reports? I understand there are complications with the mission ones (based on the restriction to upgrade only when in the geo space), but it makes no sense for mission bugs, where a geo space save most likely is useless, as I doubt the same mission bugs will appear in any controlled fashion.

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1 hour ago, PALU said:

Why is there a restriction to geo space save games for bug reports? I understand there are complications with the mission ones (based on the restriction to upgrade only when in the geo space), but it makes no sense for mission bugs, where a geo space save most likely is useless, as I doubt the same mission bugs will appear in any controlled fashion.

Because

  1. GC saves are useless for troubleshooting. Even if you load them once they already contain instability issues due to weak game loading.
  2. There are no crashes left in the game which can be reliably reproduced or can be tracked back to a X-Division setup. Yes, we spend 500 hours of pure testing over half a dozent computers all around the world to make the game bug free. If there is still a bug, it most likely is a vanilla/XCE one, which we can do nothing about. But like i said, there are no crashes left in the game.
  3. Which means its most likely a wrong installation, which is why we always need the full modloader.
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I ended up being able to avoid the crash by moving a certain soldier away from the UFO before ending turn. I have no idea why that made a difference. I think the crash happened before  on the caesan psi's turn.  It was some weird Xenonaughts instability issue.

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Congratulations on getting past it.

 

Edit: Odd observation: Soldiers have been interrupted when turning (as if they've seen a new enemy) after a roboreaper has been stripped of its energy shield, as well as when an andron hub has been stripped of its shield (and I thought the andron hub shouldn't have an energy shield anymore?).

Edit 2: Attempts at some X-Pedia entries for the first two categories as far as I've gotten in the campaign:

Asierus

The Asierus is a dedicated interceptor aircraft intended to battle enemy fighters. As such, it is equipped with dual cannon weapon mounts. While it can do some damage to smaller alien craft if it manages to get on their tail, it's better suited to deal with escorts to allow bombers to deal with the now unescorted craft.

Fighter

The Alien Fighter is a mixed role aircraft sitting in between the Bomber and Interceptor roles. Its strength is to battle small/medium alien craft where the missiles can do some damage and the cannon can complement it, although a dedicated Bomber aircraft is a better choice against all alien craft larger than the small scout. As it has a missile mount, it can be equipped with an anti missile system to allow it to engage fighters escorting large alien craft equipped with long range missiles.

Mauser

The Mauser is our first attempt at improving on the autocannon. As such, it's a project full of compromises. It has a substantially higher rate of fire than the autocannon and deals twice as much damage per shot over a much wider firing arc, but this comes at the cost of a lower ammunition capacity, a significantly reduced total damage, and a shorter range. A strong point is that this weapon does not require the acquisition of alien craft materials for its manufacture.

Fighter Beam

The Fighter Beam is our first laser based fighter "cannon". It provides a slightly larger range and twice the damage of the autocannon, but has only slightly over half the ammunition capacity of the autocannon. Thus, the total damage is slightly larger as is the range, and the pilot deals the damage at twice the rate. Its manufacturing requires an alien light weapon system acquired from craft core DSB.

Gatling Laser

The Gatling Laser is a laser based fighter "cannon". Its range is slightly improved compared to the Fighter Beam, although it deals slightly less total damage. The damage rate is marginally higher, while the firing arc remains the same. The Gatling Laser requires alien alloys and some alenium for its manufacture.

Spear Cannon

The Spear Cannon is a long range cannon mount weapon for engagement of larger craft incapable of performing evasive manoeuvres (i.e. larger than light scouts). The low capacity cannon fires armour piercing "spears" that punch holes in the targeted craft, dealing significant damage if they hit.
The Spear Cannon requires a small amount of alien alloys for its manufacture.

Edit 3: I just encountered a completely blank research screen, i.e. the geoscape was interrupted with a research report that showed a completely blank page while the F-17 was selected in the list (the very first entry). As a new engineering option for Upgraded Heavy Drone DSB 1:56 DF appeared as soon as I closed the research screen it's a good bet there's something wrong with the Upgraded Heavy Drone data (it ought to at least show "Description" and select its own entry, even if there's no image or other text).

Edit 4: Replaced Air Superiority with Interceptor above.

Edited by PALU
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Here are some bloopers which didnt make it into the game:

light_scout_hull_se_top.png.18f1f29a243247cc947c713a76c1f2c4.png

light_scout_hull_se_left.png.84dfb9637c27da98197d707c64f6ffdd.png

light_scout_hull_se_main4.png.5d710b82b0b041761a6363d4d793a9b9.png

light_scout_hull_se_right.png.201632d49efd3b48c3834b15b97ae696.png

Unbenannt2.thumb.png.4c57cb11a93114b97a95849531cbbf26.png

Unbenannt3.thumb.png.fc6ca1ff97e2818d153cd294176c94a7.png

Unbenannt4.thumb.png.25f2dc717c2e90837083e598f7af7226.png

Unbenannt5.thumb.png.9d170d26e70a585fabbae1b5d713eecb.png

 

 

 

 

 

@PALUI like those entries.

On 8/6/2018 at 10:17 PM, PALU said:

Edit 3: I just encountered a completely blank research screen, i.e. the geoscape was interrupted with a research report that showed a completely blank page while the F-17 was selected in the list (the very first entry). As a new engineering option for Upgraded Heavy Drone DSB 1:56 DF appeared as soon as I closed the research screen it's a good bet there's something wrong with the Upgraded Heavy Drone data (it ought to at least show "Description" and select its own entry, even if there's no image or other text).

That can be.

Edited by Charon
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Here's an additional bunch of descriptions covering the research I've done in my current game up to and including early weapons, with the order being the one they appear in on my research screen. There are a bunch of comments ("<>") for things that look odd or things I can't describe as I haven't produced them.

Lancer

The Lancer is a Bomber aircraft superiour to the Foxtrot in all ways except for a slightly lower acceleration and still possessing a single torpedo hardpoint, and is our next step in trying to keep up with the aliens' increasing craft capabilities.
Its manufacture requires the Basic Alien Control System that can be gained from disassembly of the second generation of alien crafts only, as well as other, more common, disassembly parts.

Anti-Missile

This system allows your aircraft to counter a limited number of enemy craft missiles while performing its main task, be that to eliminate escorts or engaging the main craft itself.
Note that this system is mounted on a missile hardpoint, and so cannot be fitted onto interceptors. Also, due to inherent limitations in the system itself, fitting two systems onto the same aircraft will cause the two systems to engage each other, resulting in a number of explosions in the immediate vicinity of your aircraft, and the likely shredding of said aircraft.

Hyper Missile

The Hyper Missile fires a large number of reasonably low yield missiles at a very high rate. Its range is shorter than that of the Alenium Missile, but the total damage output is higher. This kind of missile really shines if the targeted craft is equipped with an anti missile system, where the counter measures can counter only a small fraction of the total number of missiles. Its manufacture requires a small amount of alien alloys, and so, is fairly cheap in terms of alien resources.

<The technical info for all early weapons ought to be revised. Most entries do not specify suppression or armor penetration (called "mitigation"). At least the SMGs are inconsistent in their damage descriptions, and while the shotguns state damage and number of bullets, machineguns and SMGs do not. This last point affects the loadout screen as well>

Laser Rifle Mk-1

This is our first attempt at an energy based equivalent to an assault rifle. It doesn't cause much more damage than a standard ballistic assault rifle, but since many aliens seem to be particularly resistant to kinetic weapons it provides a much needed alternative damage type. Some Alien Alloys are used in its manufacture, though.

Precision Laser Rifle Mk-1

This is our first attempt at an energy based equivalent to the sniper rifle. It provides a little more damage and has a little longer range than the standard version, and since many aliens seem to have kinetic damage resistance, it's likely a worthwhile upgrade. Some Alien Alloys are used in its manufacture, though.

Laser Carbine Mk-1

This is our first attempt to create an energy equivalent to the shotgun, and has provided a particular challenge in that the whole laser production process consists of aligning the laser light to a tight spot, so splitting it into multiple beams required some rather fancy optic gadgetry (which is still sturdy enough that the troops shouldn't need to be excessively careful with it). It provides almost twice as much damage as a standard shotgun, and does it using energy, which aliens seem to have less resistance to than kinetic damage. The ammo capacity is slightly lower, though, and some Alien Alloys are used in its manufacture.

Division Heavy Machinegun Mk-1

This beast dishes out considerably more damage with a slightly longer maximum range than a standard Heavy Machinegun. We have achieved this feat by using some Alien Alloys in its manufacture, as well as by allowing it to weigh a little bit more.

Division Rifle Mk-1

Our Division technology has allowed us to produce an improved version of the standard Ballistic Rifle. It provides a significantly higher damage than its predecessor, and has a larger ammo clip capacity as well. The cost of this is the usage of Alien Alloys and an increased weight.

Division Pistol Mk-1

Using Division technology with Alien Alloys and a larger weight budget we have come up with a replacement for the standard Ballistic Pistol that provides considerably more damage and has a larger clip capacity, but the cost of at a shorter range.

Division SMG Mk-1
<The technical description is too high (total rather than per bullet?. Should probably be 20 as per the loadout screen)>

The Division SMG does not have a standard arsenal equivalent. It is a single handed submachine gun capable of firing bursts of bullets into targets at a short range. It's capable of burst fire only, but it causes considerable damage. Its manufacture requires Alien Alloys.

Division Sniper Rifle Mk-1

We have applied our Division technology treatment to the Ballistic Sniper Rifle, which has resulted in the Division Sniper Rifle Mk-1. It provides 25% more damage with a higher range and an ammo clip capacity of 8 rather than 6, and all of this is achieved without increasing the weight, although some Alien Alloys are used in its manufacture.

Division Shotgun Mk-1

This weapon is a straight upgrade of the standard Ballistic Shotgun: considerably higher damage and a larger ammo clip capacity, at the cost of an increase in its weight and some Alien Alloys.

<Division Cannon/Minigun/Gatling Laser/Laser Minigun: I've never produced so I can't describe them>

Incendiary Grenade

These grenades up things on fire, Commander. They can be used tactically to damage susceptible units, or to put an area on fire for such units to pass through (some of the more animalistic units seem to have a blood lust that overrides their already poor sense of self preservation). The radius affected by the grenade is larger than that of the standard grenade, and it produces lingering fires that take some time to die down.

HE Alenium Rocket

Though the unleashing of some of the power in depleted Alenium (which we have in quantities that are effectively unlimited) we can produce high explosive rockets with a higher damage than that of the standard fragmentation rocket. It can be noted that while the damage is incendiary rather than kinetic (as many aliens are highly resistant to kinetic damage), it nevertheless isn't a direct competitor to the Incendiary Rocket, as most of the heat is immediate in an intense heat wave, with a limited number of lingering flames, and it covers a smaller area.

Is the equipment loadout info correct? It claims the damage is incendiary and superiour to the incendiary rockets, and thus not a replacement for the standard kinetic damage fragmentation one. It's the same with the Alenium Grenade. In both cases the enhanced versions are still incendiary. Is there even much point with the incendiary grenades and rockets if the Alenium versions are superiour in every aspect?>.

Stun Grenade

Finally we can use alien technology to stun them for capture, Commander! We lack the ability to produce the active compounds in Alien Stun Grenades, but we can produce compounds that enhance the effects of those compounds sufficiently to be able to produce two standard grenade sized Stun Grenades from every recovered Alien Stun Grenade. Use that to your advantage to capture enemies for interrogation and resource extraction. Note, however, that not all aliens seem to be equally affected, and that these grenades will knock your own troops out as effectively as the Alien Stun Grenades do.

Precision Laser Mk-2

Using both Energy Cores extracted from alien energy weapons and Alien Alloys we have improved on the Mk-1 to deal a little more damage at a slightly longer range and provide a larger ammo clip capacity. In addition to that it also mitigates some armour.

Laser Rifle Mk-2

The Laser Rifle Mk-2 is a fairly marginal upgrade to the Mk-1 with a slightly larger range, larger ammo clip capacity, and some armour mitigation, but the same damage. They require both Energy Cores extracted from alien energy weapons and Alien Alloys in their manufacture. However, we think we may be able to device means to retrofit this model into a more powerful one eventually.

Laser Pistol Mk-2

The Laser Pistol Mk-2 is an incremental upgrade of the Mk-1 design, with a marginally larger range and a much larger ammo clip capacity with the same damage output and with some armour mitigation. It requires Energy Cores extracted from alien energy weapons as well as Alien Alloys, though, so replacement manufacture may not be worthwhile. However, we believe we may eventually be able to retrofit it into a more powerful version.

Laser Carbine Mk-2

The Laser Carbine Mk-2 dishes out almost 15% more damage than the Mk-1 and increases the ammo clip capacity to 8 as well as providing some armour mitigation. This comes at a cost, however, as it uses Energy Cores extracted from alien energy weapons as well as Alien Alloys in its manufacture. However, we think we may eventually be able to upgrade these weapons with retrofits.

Edit: Alenium Grenade

We have been able to harness some of the power of depleted Alenium (which we have no shortage of) in a standard grenade form factor. While the grenade produces incendiary damage rather than kinetic damage (something many aliens are highly resistant to), it nevertheless shouldn't be treated as an incendiary grenade, as it produces its effect in an intense heat wave over a limited area, with only a few lingering fires (allowing troops to access most of the area immediately after the explosion).

Stun Rocket

While we can't produce the active components in Alien Stun Grenades, we can produce compounds that enhance their effects. By using this technique we can use recovered Alien Stun Grenades to produce Stun Rockets that cover a larger area than a grenade does, at the rate of two rockets per Alien Stun Grenade.

Edit: Incendiary Rocket

Do you want to put a area on fire, Commander? The Incendiary Rocket allows you to do precisely that. I produces a moderate incendiary explosion that splatters white phosphorous over a reasonably large area, causing lingering fires. Apart from causing fire damage to creatures caught in the blast, it also blocks paths through the area with those fires (or causes damage to creatures more intent on reaching the other side than to avoid harming themselves). Also, creatures not killed by the blast will have to literally walk through fire to get out...

<Chemical Grenade: produced but never used...>
<Chemical Rocket: Never produced>

Division SMG Mk-2
<The technical description is too high (total rather than per bullet?)>

50% more damage! That's quite a bit, in particular when you add in some armour mitigation in the calculation, but it comes at the cost of Kinetic Cores extracted from alien kinetic weapons as well as some Alien Alloys. We also think we may be able to device technology to retrofit them into a more powerful version eventually.

Division Rifle Mk-2

The Division Rifle Mk-2 is a marginal improvement over the Mk-1, providing a slightly longer range and a larger ammo clip capacity and some armour mitigation, but with the same damage at the cost of Kinetic Cores extracted from alien kinetic weapons as well as some Alien Alloys. We think we may be able to device a way to retrofit this model into something more capable, though.

Division Heavy Machinegun Mk-2

The Division Heavy Machinegun Mk-2 in itself improves over the Mk-1 only on the addition of some armour mitigation. While it doesn't add any performance drawbacks, it requires Ballistic Cores extracted from alien kinetic weapons in addition to Alien Alloys to produce. So, what's the point with a weapon that performs almost the same but at a higher cost? The future, is the answer. We think we may be able to device a way to retrofit these weapons into a more powerful version.

Division Shotgun Mk-2
<Is it intentional that the loadout screen gives it a mitigation of 0?>

The Division Shotgun Mk-2 delivers 20% more damage by firing 12 rather than 10 slugs and sports an ammo clip capacity of 12 rather than 10. This comes at the substantial price of requiring Ballistic Cores from alien kinetic weapons in addition to Alien Alloys. However, we think we may eventually be able to retrofit these weapons into a more powerful version.

Division SMG Mk-3
Edit: <The research screen gives the per bullet damage, not the total as for the other two SMGs>

The Division SMG Mk-3 isn't a new weapon, but an upgrade of the Mk-2 model. As such, it doesn't only require a Ballistic Core and some Alenium for its manufacture, it also a Mk-2 weapon, typically requiring one of your soldiers to downgrade to an inferiour weapon during the process. However, it should be worth your while as the upgrade allows the weapon do do 10% more damage at an increased armour mitigation. It also provides a stronger suppression effect (as did the Mk-2 over the Mk-1 before it).

Division Shotgun Mk-3
<Is it intentional that the loadout screen gives it a mitigation of 0?>

The Division SMG Mk-3 isn't a new weapon, but an upgrade of the Mk-2 model. As such, it doesn't only require a Ballistic Core and some Alenium for its manufacture, it also a Mk-2 weapon, typically requiring one of your soldiers to downgrade to an inferiour weapon during the process.
The upgraded weapon fires two additional slugs (14 vs 12) and has a larger ammo clip capacity.

Division Pistol Mk-2

The Division Pistol Mk-2 causes the same damage as the Mk-1, but brings some armour mitigation and an increased range to the party. We also think we may be able to upgrade these weapons with a retrofit after further research.

Division Rifle Mk-3

The Division Rifle Mk-3 process is a retrofit process for the Mk-2 model that upgrades it to cause more damage and mitigate more armour. As it is an upgrade, a soldier may need to temporarily downgrade their weapon while it is upgraded. The retrofit process uses the weapon to be upgraded, a Ballistic Core, and some Alenium.

Division Heavy Machinegun Mk-3

Upgrading the Division Heavy Machinegun Mk-2 to Mk-3 status results in a weapon that causes more damage, mitigates more armour, and is more accurate than the Mk-2 model. The retrofit process uses the weapon to be upgraded, a Ballistic Core, and some Alenium.

Precision Laser Mk-3

The Precision Laser Rifle Mk-3 isn't a new weapon, but a retrofit of a Mk-2 one. It provides a higher damage, more armour mitigation, a larger ranger, and a larger ammo clip capacity to the upgraded weapon. As it is an upgrade of an existing weapon, the soldier may have to downgrade the weapon during the retrofit process. The retrofit process requires a Mk-2 weapon, an Energy Core, and some Alenium.

Laser Carbine Mk-3
<The loadout screen states it fires 4 shots at the damage heading, but 5 at the precision one. 5 is probably correct, as it otherwise would be rather useless, with only an increased range and ammo clip capacity, and no armour penetration at all>

Laser Pistol Mk-3

The Laser Pistol Mk-3 is a retrofit of the Mk-2 model resulting in a higher damage, larger range, higher armour mitigation, and a higher precision. As it is a retrofit, the process requires a Mk-2 weapon, an Energy Core, and some Alenium. The soldier will have to equip another weapon during the retrofit process, of course.

Laser Rifle Mk-3

20% higher damage, longer range, and higher precision, but the same armour mitigation as the Mk-2 version is provided by the Mk-3 retrofit of the Mk-2 model. . As it is a retrofit, the process requires a Mk-2 weapon, an Energy Core, and some Alenium. The soldier will have to equip another weapon during the retrofit process, of course.

Edit: AP Alenium Rocket

Are the aliens too fire resistant for your HE Alenium Rockets, Commander? We have the answer to that problem in the form of the AP Alenium Rocket, which mitigates three times as much fire armour resistance and adds two thirds more incendiary damage than the HE Alenium Rocket. Note that this isn't a new product, but a retrofit kit for the HE Alenium Rocket. As such, it takes one HE Alenium Rocket and one unit of Alenium to give you a rocket with that little bit of extra oomph.

Division Sniper Rifle Mk-2

The Division Sniper Rifle Mk-2 provides twice the armour mitigation of the Mk-1, but is otherwise comparable in performance. Its manufacture requires Kinetic Cores extracted from alien kinetic weapons, as well as some Alien Alloys. We also hope to be able to retrofit this model into something more powerful after additional research.

Edit: Advanced Alenium Explosive

The Advanced Alenium Explosive increase the incendiary damage over an Alenium Explosive by over 40% both by using Alenium and by concentrating the effect within a smaller radius. The Advanced Alenium Explosive is a mod kit for the Alenium Explosive, so one of those is required in addition to the Alenium in order to produce an Advanced Alenium Explosive.

Alenium Flamethrower

The Alenium Flamethrower not only deals twice the damage of the standard version, but it also mitigates 10 points of flame resistance, while being more accurate. Obviously, this carries a cost, which comes in the form of two Ballistic Cores and two Energy Cores.

Edited to correct the Division Heavy Machinegun Mk-3.

Edited by PALU
Corrected based on feedback from the next post, plus filled in blanks marked with Edit.
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50 minutes ago, PALU said:

<The technical info for all early weapons ought to be revised. Most entries do not specify suppression or armor penetration (called "mitigation"). At least the SMGs are inconsistent in their damage descriptions, and while the shotguns state damage and number of bullets, machineguns and SMGs do not. This last point affects the loadout screen as well>

?

The Xpedia side panel for weapons is 100% made up. Most of the time we tried to give it the correct values, but if you want correct weapon data you need to look into the soldier equipment screen. I think the damage numbers should mostly be correct, to give the player a feeling of the power of the weapon, but other values might differ.

55 minutes ago, PALU said:

<The technical description is too high (total rather than per bullet?. Should probably be 20 as per the loadout screen)>

No, the Xpedia calculates damage as the lowest possible aim level times the damage per bullet. That is correct.

58 minutes ago, PALU said:

<HE Alenium Rocket: Is the equipment loadout info correct? It claims the damage is incendiary and superiour to the incendiary rockets, and thus not a replacement for the standard kinetic damage fragmentation one. It's the same with the Alenium Grenade. In both cases the enhanced versions are still incendiary. Is there even much point with the incendiary grenades and rockets if the Alenium versions are superiour in every aspect?>.

Yes, the data is correct. Incendiary equipment and alenium equipment fill different roles. Incendiary ones have a far wider AOE, and they set things on fire with a 95% propability. Alenium ones affect a smaller area, produce next to no flames but have a higher damage.

  • If you want to fill a corridor with fire to prevent units from passing through you will have to use incendiary equipment. Alenium ones dont produce fire.
  • If you want to make a tactical entrance through a wall and still move through said hole in the same turn you will have to use alenium equipment, since it hardly produces burning tiles, and has a smaller breach radius. With incendiary equipment you would make it impossible to move through the hole in the same turn.
1 hour ago, PALU said:

While we can't produce the active components in Alien Stun Grenades, we can produce compounds that enhance their effects. By using this technique we can use recovered Alien Stun Grenades to produce Stun Rockets that cover a larger area than a grenade does, at the rate of one rocket per Alien Stun Grenade.

2 per alien grenade.

1 hour ago, PALU said:

<Is it intentional that the loadout screen gives it a mitigation of 0?>

Yes, we carefully made sure that no wrong or contradicting data is in the game. At the most important points at least.

1 hour ago, PALU said:

<The loadout screen states it fires 4 shots at the damage heading, but 5 at the precision one. 5 is probably correct, as it otherwise would be rather useless, with only an increased range and ammo clip capacity, and no armour penetration at all>

Fixed.

1 hour ago, PALU said:

As it is a retrofit, the process requires a Mk-2 weapon, an Energy Core, and some Alien Alloys.

Mk3 requires alenium as well.

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If I understand it correctly, you're aiming at subjecting Xenonauts 2 to a similar treatment as you've done for Xenonauts. If so, I'd suggest considering using scripts to extract technical information from the source data structures (probably XML) to the corresponding loadout/vehicle/X-Pedia entries, as manual updates to the same information in multiple places is both error prone and mind numbingly boring.

 

A bunch of new X-Pedia entry candidates:

Living Quarters

<It's 50 personnel now, not 35>

Laboratory

<It's 20 scientists now, not 15>

Workshop

<It's 20 engineers now, not 15>

Avalanche Torpedo

The Avalanche Torpedo is a high damage, long range weapon for the engagement of enemy craft that are not nimble enough to avoid them. It's heavy, so you can only carry 4 of them, and it requires a heavy hardpoint, which conveniently is provided by the Foxtrot Bomber aircraft.

Gravity Torpedo

With the power of the anti-gravity generator, we can get the effect of what's effectively a tiny black hole in the target area (immediately dissipating in a burst of Hawking radiation, so it won't swallow the Earth, which would have been rather unfortunate).
The individual torpedo actually produces a fairly modest damage, but they're light enough to allow you to carry 20 of them.
The torpedo has a longer range than earlier versions, but it does have one drawback: in order to fit as many torpedoes as possible onto the heavy hardpoint, we had to cut back on the size of the rocket engines powering them, which means we may encounter enemy craft that can actually outpace them.
While the torpedoes themselves are produced cheaply in quantities sufficient to effectively be unlimited, the torpedo hardpoint mount requires the usage of a modest quantity of Alien Alloys.

Caesan Guard Autopsy

As can be expected, the Caesan Guard looks the same on the inside as other Caesans do: no exotic finds of either genetic or manufactured nature were made beyond what has been found on any other Caesans.
However, an examination of the tattered remains of their blue jumpsuits have allowed us to device means to extract Light Fibres from them: each dead Caesan Guard should provide enough jumpsuit material to produce one Light Fibre. The bodies themselves are of no use, but are cremated. For the time being we don't actually have any use for Light Fibres, but there is a sufficiently high probability that we will be able to incorporate them into future armour designs to start to collect them.

Sebillian Guard Autopsy

The Sebillian Guard is not much different on the inside compared to any other Sebillians. They are a little larger and stronger than the civilians (who are neither small nor weak by any means), with a green hide, and are equipped with an armoured vest. Ultimately, the Sebillian Guard body is of little consequence and has to be cremated, but the armour, while damaged by the process killing the creature, can still be used to extract Light Fibres. We are able to extract one Light Fibre from each Sebillian Guard recovered. We have yet to find a use for Light Fibres, but given how effective they are in protecting aliens, it would make logical sense to incorporate them into improved armour of our own design.

Sebillian Weapon Sergeant
<is ENERGY weaponry correct? As Sebillians typically use ballistic weapons, ballistic knowledge would be the logical result?>

Edited: Interrogation of this captive allowed us to advance our knowledge of alien ballistic weaponry and explosives. I'm fairly certain we'll have what's needed to start researching the technology behind alien flamer weapons, but it's still unclear whether we'll be able to start researching advanced alien ballistic technology, or whether we need to interrogate a higher ranking Sebillian Weapon specialist to get all the basics in place for that.

Sebillian Light Scout Operator

Edited: Interrogating the Sebillian Light Scout Operator has given us some insight in what missions the Light Scouts are used for and how they operate, but it seems concrete further results hinges on us somehow manages to get access to at least some of the encrypted data on the craft itself.

Caesan Technician Interrogation

Edited: Our interrogation of this captive has given us enough information to start research on a range of technologies from alien craft parts, via electronics, and power sources, to alien alloy shaping techniques. Given the general nature of the information, it's doubtful that his Sebillian counterpart can provide additional information, but we should not ignore potential sources of information just because they might not lead anywhere.

Sebillian Technician Interrogation
Edited: Our interrogation of this captive has given us enough information to start research on a range of technologies from alien craft parts, via electronics, and power sources, to alien alloy shaping techniques. Given the general nature of the information, it's doubtful that his Caesan counterpart can provide additional information, but we should not ignore potential sources of information just because they might not lead anywhere.

Edited by PALU
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Hey Charon!

   Congrats on new release! You got me hooked up yet again...

   Coming back to the game after a break I noticed you have added new tips on splash screens - one says that kinetic and energy damage lowers resistances/armour for both types of damage. Is that so? I usually notice that if I fire a lot of kinetic (or energy) at a target and then swap to the other type (lets say - from kinetic to energy) I have to start burning through the resistance/armour again with the new type of damage...What did I get wrong?

    Also, a silly question - I just started the other day and got to the next phase, however I do not seem to be able to research wolf armour (and that phase is a b...ch if you only use Jackal...). Can you please remind me what are the requirements for wolf research?

   Thanks again and keep up the fantastic work!

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1 hour ago, PALU said:

<is ENERGY weaponry correct? As Sebillians typically use ballistic weapons, ballistic knowledge would be the logical result?>

No, that was a simple copy and paste from the caesan weapon seargent. Ballistic should be the word used here.

2 hours ago, PALU said:

Sebillian Light Scout Operator
?

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2 hours ago, PALU said:

Sebillian Technician Interrogation
<How is this different from the Caesan one?>

You will have to look it up. I think in Phase 1 we didnt make a big differentiation between the 2 technician, to make tech more easily accessible. Later versions could be more differentiated.

Unbenannt.thumb.png.328d17c7589d9f684c5ed7a8f3a38038.png

 

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Unbenannt7.thumb.png.afca16203745dd9efcdc9d3121440f35.png

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3 minutes ago, Suave said:

Coming back to the game after a break I noticed you have added new tips on splash screens - one says that kinetic and energy damage lowers resistances/armour for both types of damage. Is that so? I usually notice that if I fire a lot of kinetic (or energy) at a target and then swap to the other type (lets say - from kinetic to energy) I have to start burning through the resistance/armour again with the new type of damage...What did I get wrong?

Nothing. Both damage types damage both armour types equally. For a detailed explanation refer to this thread:

 

6 minutes ago, Suave said:

    Also, a silly question - I just started the other day and got to the next phase, however I do not seem to be able to research wolf armour (and that phase is a b...ch if you only use Jackal...). Can you please remind me what are the requirements for wolf research?

Unbenannt7.thumb.png.92107bb28b1660a9e2d42c310805bac8.png

I think we might have set the requirements a little bit too high in some cases. Before it was both technician instead of the engineers.

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On 8/10/2018 at 3:00 PM, PALU said:

<The loadout screen states it fires 4 shots at the damage heading, but 5 at the precision one. 5 is probably correct, as it otherwise would be rather useless, with only an increased range and ammo clip capacity, and no armour penetration at all>

I checked again, and the strings are correct. It is 4 pellets * 5 shots.

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Charon - thank you for you prompt reply.

Is there a file or site with the tech tree (the one that you pasted in in the previous post)?

Also, I believe it might have been already mentioned but the vehicles do not like crates with robodogs, etc and they are moving one tile per click...slightly annoying.

About hedges - you can destroy them and shoot through them, but cannot pass them - is that hardcoded?

Thanks again!

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7 minutes ago, Suave said:

Is there a file or site with the tech tree (the one that you pasted in in the previous post)?

I shipped the file with the every 1.00 version. Look into your /X-Division folder. You will need Yed for it. Here is the original thread:

 

7 minutes ago, Suave said:

Also, I believe it might have been already mentioned but the vehicles do not like crates with robodogs, etc and they are moving one tile per click...slightly annoying.

Yes, i also dont want to have that in the game, but unfortunately we overlooked that in the development of XCE. Since development stopped for that its unlikely that it gets fixed.

@Solver the animation stutter for Ghost/Infiltration units still exists for vehicles as well. If you ever think about bringing out a new version i would ask for this to be implemented. Thank you.

 

7 minutes ago, Suave said:

About hedges - you can destroy them and shoot through them, but cannot pass them - is that hardcoded?

which ones ?

Edited by Charon
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2 minutes ago, Charon said:

I shipped the file with the every 1.00 version. Look into your /X-Division folder. You will need Yed for it. Here is the original thread:

 

Yes, i also dont want to have that in the game, but unfortunately we overlooked that in the development of XCE. Since development stopped for that its unlikely that it gets fixed.

@Solver the animation stutter for Ghost/Infiltration units still exists for vehicles as well. If you ever think about bringing out a new version i would ask for this to be implemented. Thank you.

 

which ones ?

Thank you @Charon!

I do not have a save atm with that, but I mean hedges on most maps - even when they are destroyed and do not obscure the LOS/LOF they are still impossible to cross.I will send you a save or a screenshot when I come across them again.

Thanks!

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I was wanting to change around the starting base layout for a more ascetically pleasing purpose for me, but when i tried to change the layout it kinda didn't work. Basically it reverted to another game config setup for base layout, starting money, starting ships and such. Anyone have an idea what i can do or why this is happening?

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I've edited my previous post based on the latest answers. It took some attempts to realize the XML file couldn't be used directly by yEd, but I'd have to use the xdivision_tech_0995.graphml file from the linked page. The cue to use the "old" version was the images posted where that version was displayed in the image.

 

Edit: Is there a way to keep track of what kind of craft a ground mission targets? Alien crafts come in waves, and it can be several RL days in between a craft being shot down to the ground mission occurs, as crafts shot down later may be engaged earlier due to light and travel distance factors. The mission briefing would be useful for this, if it was accessible to such info.
There are two kinds of info I would like to refresh:
1. What kind of craft is it (medium scout, corvette, cruiser, etc.), as that affects what kind of initial wave I'm likely to encounter.
2. What kind of mission was it on? As far as I can see all cruisers look the same, for instance, regardless of whether they were on a bombing mission or something else. This affects the amount of risk I should be willing to take to capture Operators, and all operators look the same.

 

Edit 2: I just noted that the research category for melee weapons in the X-Pedia is called "EMPTY".

Apart from that, here's a new bunch of X-Pedia entry proposals:

Sebillian Navigator Interrogation

The interrogation of the Sebillian Navigator has given us sufficient knowledge about how the aliens pilot their craft to allow us to train our own pilots to operate downed refitted alien Fighters for our own purposes. We still have to research how to repair those craft, though. Given the extent of the knowledge we've gained from the Sebillian, it's likely his Caesan counterpart will provide only some complementary information, but we shouldn't risk missing any information by not interrogating a Caesan as well.

Caesan Navigator Interrogation

The interrogation of the Caesan Navigator has given us sufficient knowledge about how the aliens pilot their craft to allow us to train our own pilots to operate downed refitted alien Fighters for our own purposes. We still have to research how to repair those craft, though. Given the extent of the knowledge we've gained from the Caesan, it's likely his Sebillian counterpart will provide only some complementary information, but we shouldn't risk missing any information by not interrogating a Sebillian as well.

Caesan Weapon Sergeant Interrogation

Interrogation of the Caesan Weapon Sergeant has given us sufficient knowledge to research alien explosives, lightning weapon, and advanced alien phaser technologies.

Caesan Medic Interrogation

The interrogation of the Caesan Medic has resulted in some information about the alien races, as well as sufficient information about how the alien stun grenades work to allow us to start to research them.

Sebillian Medic Interrogation

By interrogating the Sebillian Medic we have been able to gain some information about about the alien races, as well as sufficient information about how the alien chemical grenades work to allow us to start research on them.

Caesan Guard Vivisection

Vivisection of the Caesan Guard itself has provided some minor improvements in our understanding of the weaknesses of this species, and their blue jumpsuits have been found to be useful as raw material for the extraction of 8 Light Fibres. Once stripped of their jumpsuits, we execute them and cremate the bodies.

Caesan Light Scout Operator Interrogation

The interrogation of the Caesan Light Scout Operator has given us some insight into which missions Light Scouts perform and how the Caesans go about it, but it seems we would need to get access to at least some of the encrypted data on the craft itself to get any concrete results from it. Curiously, while the soldiers report the creature had a greenish hide when engaged, it changed colour to the pinkish one sported by higher ranking Sebillians immediately upon capture. We are unsure what to make out of this, though it probably provides a window into their tribal hierarchy in some way we currently have no immediate reason to think we will be able to use to our advantage.

Caesan Scout Operator Interrogation

The interrogation of the Caesan Scout Operator has given us some insight into which missions Scouts perform and how the Caesans go about it, but it seems we would need to get access to at least some of the encrypted data on the craft itself to get any concrete results from it.

Tank Wreckage

As your men have already discovered, Commander, the Tank can take a lot of punishment before being destroyed. An exhaustive examination of the Tank Wreckage has yielded some concrete result, though: We are now able to disassemble a wreckage to extract 30 Dense Fibres from it.

Sebillian Chieftain Autopsy

The Sebillian Chieftain Autopsy has revealed that the chieftain has a pinkish hide and are among the largest of their kind. They also wear a fair bit of armor, including a helmet. The examination of the body has revealed a few weaknesses of the species, but the concrete gain comes not from the body but from the armour. Since the Sebillian Chieftain is covered in more armour than its underlings, it does not come as a great surprise that we are able to extract more Light Fibres from the damaged remains than from the inferiours, 2 Light Fibres from each body, to be precise.

Sebillian Guard Vivisection

Vivisection of a Sebillian Guard has provided us with some minor improvements in the understanding of the weaknesses of this species. In addition to this, we have devised a protocol for extraction of 8 Light Fibres from each captive's armour. We have also encountered an odd phenomenon with these Sebillians: while they have a greenish hide normally, their hue changes in prolonged captivity, possibly due to shame/compensation for loss of social status. We have yet to find a practical use for this, however.

Sebillian Chieftain Interrogation

I'm not sure what we have gained from the Interrogation of the Sebillian Chieftain, Commander. We have certainly gained bits and pieces, as well as insights, but it's all fragmentary. The captive's information seems to be on the brink of providing starting points for several different research projects, but we come up just short on all avenues. It seems we would need access to the craft's encrypted data to be able to make progress on Sebillian technologies.

Sebillian Chieftain Vivisection

We have gained some minor improvement in our knowledge of this species' vulnerabilities through the Vivisection of a Sebillian Chieftain. In addition to that, we have devised a way to extract 16 Light Fibres from the largely intact armour of the captive.

Reaper Bull Analysis

The Reaper Bull is very hard to kill, but their attacks are restricted to surprisingly weak stun attacks. They seem to be somewhat vulnerable to attacks with fire and explosives.

Sebillian Scout Operator Interrogation

Interrogation of the Sebillian Scout Operator has given us some insight into Scout missions, but it does not seem to be of operational use. Apart from that, it seems we may need to get at encrypted craft data to make progress on Sebillian technology.

Sebillian Early Terror Operator Interrogation

The Interrogation of the Sebillian Early Terror Operator was rather frustrating, as we seem to almost, but not quite, reach a starting point for a research on terror operations. It seems we need to get access to encrypted craft data to actually reach that starting point.

Disc Wreckage

Our examination of the Disc Wreckage has given us some insight into its function, although it's all at a basic level that can not be progressed further at this point. However, we have been able to device a protocol to extract 28 Dense Fibres from each wreckage.

Caesan Chieftain Interrogation

The Interrogation of the Caesan Chieftain was both fascinating and frustrating. Fascinating because it provided hints of knowledge that should provide starting points for new research topics, and frustrating because we never actually got there.
It seems we would need access to the craft's encrypted data to be able to make progress on Caesan technologies.

 

Edit 2: Another batch

Caesan Corvette Operator Interrogation

While Interrogation of the Caesan Corvette Operator provided some insight into which missions the Corvette is involved in, there isn't much of operational use for that information. We did get some energy weapon related scattered pieces of information, but, again, it's not enough to actually be useful. It seems we would need access to some of the craft's encrypted data to fill in enough blanks to initiate new research topics.

Caesan Chieftain Vivisection

Vivisection of the Caesan Chieftain allowed us to gain some minor improvement to our understanding of Caesan weaknesses. Apart from that, we have also devised a process to extract 16 Light Fibres from his armour.

Sebillian Early Bomber Operator Interrogation

As can be expected, the Sebillian Early Bomber Operator proved to have a broad knowledge of alien ballistic weaponry, but unfortunately, it's that tiny bit too shallow to provide enough information to form a starting point for new research topics. If we could just get some missing key pieces of information from the data encrypted in their crafts I feel we should be able to start improving our own Division technology.

Andron Guard Disassembly

By taking the Andron Guard apart we have been able to produce a process by which we can extract 3 Light and 3 Dense Fibres from each guard wreckage.

Andron Hub Disassembly

Androns communicate with each other through an almost unstoppable "radio" frequency network of enormous capacity, using a wide range of frequencies covering bands well outside of the traditional radio ones. Androns take orders from their servers, but we don't know how far this network extends, apart from this unit being the next step up the chain. We should eventually be able to use their advanced computer "brains" to control our own AI.
Our discoveries should allow us to start research into alien communications arrays and electronics, as well as an AI controlled ground vehicle.

Sebillian Corvette Operator Interrogation

Interrogation of the Sebillian Corvette Operator provided some insight into the missions the Corvette is involved in, but nothing of operational importance. However, we did also gain a fair bit of scattered pieces of information relating to ballistic weapon technologies the Sebillians use, but unfortunately this information is too spotty to provide enough substance for the initiation of new research topics. It seems we would need access to the craft's encrypted data to get enough pieces of information to initiate new research.

Caesan Early Bomber Operator Interrogation

As can be expected, the Caesan Early Bomber Operator proved to have a broad knowledge of alien energy weaponry, but unfortunately, it's that tiny bit too shallow to provide enough information to form a starting point for new research topics. If we could just get some missing key pieces of information from the data encrypted in their crafts I feel we should be able to start improving our laser technology.

Caesan Early Terror Operator Interrogation

Interrogation of the Ceasan Early Terror Operator confirmed what we already knew: that their terror operations are aimed at breaking humanities will to resist. This Operator also proved to have a broad but somewhat shallow knowledge of the Caesan energy weapons, but as it's mostly related to how to cause death and mayhem, and less about the inner workings of the weapons it is not sufficient to provide a starting point for further research. I've got a nagging feeling the missing pieces of the puzzle can be found in their crafts' encrypted data, though.

Sebillian Officer Autopsy

Hulking pinkish brutes clad in even heavier armour than the Sebillian Sergeants and still wearing a cap. Once they have finally been killed our disadvantage caused by that armour can be turned into an advantage, though, as we are able to extract 4 Light Fibres from each Sebillian Officer corpse recovered.

Harridan Soldier Autopsy

Once your soldiers have slain these flying menaces, we can reprocess their armour into 2 Light Fibres and 2 Dense Fibres, Commander. However, this can be done only if the body (or the armour, to be more precise) can be recovered relatively intact. Unfortunately, it seems Harridans show down in the air result in a puddle of goo and broken parts once they hit the ground, so we may get fewer of these than their number would suggest.

Caesan Soldier Autopsy

There is not much to distinguish a Caesan Solder's body from that of other Caesans. While they wear the same blue jumpsuit as the Caesan Guard does, they also wear additional armour on top of that. As a result of that additional armour, we are able to extract two Light Fibres from the remains.

Wraith Soldier Autopsy

The Wraith Soldier's corpse cannot be used to provide our troops with teleporting abilities, Commander. Instead, we will have to be satisfied with the extraction of 2 Light Fibres and 2 Dense Fibres from the remains of their armour.

 

Edit 3: Updated after comments.

Edited by PALU
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I haven't been able to locate the researches Sir_Dr_D asked about in the tech tree, so I can't answer the question. It should be possible for Sir_Dr_D to install yEd and download the xdivision_tech_0995.graphml file (as per Charon's link) to search for it, though.

Another bunch of X-Pedia candidates (reaching the end of my progress with alien units).

Light Upgraded Drone Wreckage

As you might expect, the Light Upgraded Drone is more heavily armoured than its predecessor, while still being used primarily to harass civilians and troops alike.
The upside to the heavier armouring is that once disabled and recovered, the wreckage can be processed to provide us with 32 Dense Fibres.

Disc Upgraded Wreckage

The Upgraded Cyberdisc is an enhanced version of the earlier Cyberdisc. Recovered wrecks can be processed to yield 56 Dense Fibres.

Tank Upgraded Wreckage

The Upgraded Tank is an equipped with even heavier armour than its predecessor, and thus require more damage to be reduced to a wreck. A recovered wreck can be processed to yield 60 Dense Fibres, though.

Sebillian Physician Interrogation

The Sebillian Physician provided to have a broader knowledge about Sebillian aligned aliens than the Sebillian Medic. In practical terms, we have gained sufficient knowledge to start researching the fearsome zombification process.

Medium Upgraded Drone Wreckage

The Medium Upgraded Drone is a more heavily armoured development of the Medium Drone. As such, it can be processed into more Dense Fibres (48, to be exact) than the lesser version, after the minor hurdles of reducing it into a wreck and recovering it have been passed, of course.

Sebillian Weapon Officer Interrogation

Interrogation of the Sebillian Weapon Officer has given some concrete results: we have gained sufficient knowledge to start researching both advanced alien explosives technology as well as more advanced alien flamer technology. As the interrogation has just been concluded, I'll have to review the notes to see if we have been able to get started on understanding the principles behind their Matergy weaponry, or whether we need to interrogate higher ranking captives to get there.

Caesan Officer Interrogation

Interrogating the Caesan Officer was rather interesting, Commander, while at the same time disappointing. He proved to have quite a lot of knowledge of a range of alien capabilities, but we always came up just short of gaining enough to start research on a number of topics. I have reason to suspect the data required for them should exist in the encrypted craft data, but then we'd need to get at it...
It seems plasma weaponry, anti matter weapon technology, and possibly a new ground vehicle might be possible, if only we had the missing pieces.

Harridan Soldier Vivisection

As usual, examination of a new alien variant has given us some minor improvement in our understanding of their weaknesses, which has been communicated to our soldiers for a slightly improved damage against them.
We have also devised a protocol for the extraction of 16 Light and 8 Dense Fibres from their armour.

Sebillian Pilot Interrogation

The Interrogation of the Sebillian Pilot has provided us with enough information to allow us to train our pilots in operating reclaimed and repaired/retrofitted downed alien Heavy Fighters. Assuming we have acquired sufficient technological knowledge to actually perform the tasks involved, and we haven't already gained it from Interrogating a Caesan Pilot, we should be able to research the production of Heavy Alien Fighters.

Caesan Pilot Interrogation

The Interrogation of the Caesan Pilot has provided us with enough information to allow us to train our pilots in operating reclaimed and repaired/retrofitted downed alien Heavy Fighters. Assuming we have acquired sufficient technological knowledge to actually perform the tasks involved, and we haven't already gained it from Interrogating a Sebillian Pilot, we should be able to research the production of Heavy Alien Fighters.

Xenomorph Facehugger Analysis
<Much guesswork here, as I don't actually have any hard info, including what the mature form is called, and whether killing the zombie aborts the maturation or hastens it. Edit: The Alien movie was released in May 1979, and so potentially in existence in September 1979...>

This Xenomorph creature is something out of a science fiction horror movie, Commander. The small, fast creatures hatch out of eggs and scurry around looking for prey. In fact, they're sufficiently small that they're not recognized as threats. Once they find a victim, they jump up and latch onto the face of the victim, and immediately injects it with most of its internals. After a short time of gestation, during which the victim becomes a "zombie", the mature form of the creature burst forth from the chest of the victim, immediately ready to seek out new victims.
Our analysis has also identified some common weak points among the Xenomorph family, resulting in a slightly improved damage against them.

Sebillian Soldier Vivisection

The Vivisection of the Sebillian Soldier has resulted in the identification of some additional common Sebillian weaknesses, resulting in a modest increase in our soldiers' damage against them. In addition to that, we have devised a protocol for the processing of their armour, resulting in the extraction of 16 Light Fibres from each captive's armour. These captives exhibit the same curious hide colour change as the Sebillian Guard does, i.e. they are greenish when brought to us, but turn pinkish over time.

Caesan Physician Interrogation

The Interrogation of the Caesan Physician has given some useful results regarding alien biology. In particular, it has allowed us to research whether we can repeat the success with converting alien stun grenades into grenades of our own with the alien advanced stun grenades. We have also gained enough knowledge to research the zombification processes some alien "animal" species employ.

Xenomorph Marble Drone Analysis
<I don't know enough about the various xenomorph unit particulars to describe them. I've seen their weaknesses differ significantly, and there's one bugger that tends to explode whenever I try to catch it>

Andron Soldier Disassembly

An exhaustive examination of the Andron Soldier wreckage has yielded some minor insight into Andron weaknesses, translating into a slight combat advantage. It has also provided us with a protocol for the extraction of 6 Light and 6 Dense Fibres from the wreckage.

 

Edit 2: Updated the Sebillian Soldier after comments.

Edited by PALU
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3 hours ago, PALU said:

I haven't been able to locate the researches Sir_Dr_D asked about in the tech tree, so I can't answer the question. It should be possible for Sir_Dr_D to install yEd and download the xdivision_tech_0995.graphml file (as per Charon's link) to search for it, though.

 

I was talking about the alien missions. Like when aliens fly around doing a research mission, or a scouting effect.  What effect do those missions have on the campaign? Like do they have an effect on when the next phase happens, or the number of ships in the air?

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Without knowing, I'd expect them not to have any effect on the campaign in themselves. Bases are said to increase the number of missions, so taking those out have an effect (and I'm not sure it was a good idea to take out a ship that was presumably landed to establish a base, as I now don't didn't get an opportunity for raiding a base). Missions reduce your funding through sightings, attacks, etc. though, so you'd block that decay by taking out those missions, as well as increase your relations by shooting the crafts down (and increase your resources by if you perform crash site missions). I don't think that's anything you didn't know, though. Hm, taking out scouting missions should reduce the risk of them raiding your bases (which I would guess means those missions become terror missions instead).

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