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


Charon

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5 hours ago, PALU said:

The reason I really don't like the robosadist is that it's extremely annoying as you're locked up turn after turn waiting for it to respawn again and again

? Waiting ? Its pretty straightforward, first the shield, then the non-shield, and then you have 2/3 turns for the recharge.

5 hours ago, PALU said:

Finally it kills the game when a non existent bug freezes it when the robosadist attacks the ground vehicle

Fixed: weapons_gc.xml .Why dont you make a bug report, than i can fix those things. X-Division gets as bug free as such reports are handed in. Thank you for the heads up nevertheless.

5 hours ago, PALU said:

My first preference would be just integration as part of the mod,

1. Transfering a 1000 entries by hand is too much work for me, but thats not the main point
2. I would have to take responsibility and manage the content. I cant take responsibility for such huge content.

5 hours ago, PALU said:

the second one integration as part of Lore++

We cant chime into another persons mod.

5 hours ago, PALU said:

but an additional mod would work.

Thats what i am talking about.

5 hours ago, PALU said:

- The Predator armor is described as being impervious to gas, so it came as a surprise when alien stun gas knocked the solider out (and Harridans ought to be immune to non corrosive gas as well). I suspect the units can't be fixed, in which case the description ought to be.

A lot of this Lore is still taken from the base game, so it should be taken with a grain of salt. The predator armour being described as "gas immune" is from the vanilla game where there were no gases strong enough to circumvent it. Now in X-Division a lot of things change up and i would say those units are "strongly resistant" but not "immune". You still wanna change this ?

5 hours ago, PALU said:

- If I remember correctly, the Predator is described as giving the soldier the strength of 3 men. As far as I can see it supports itself, but there's no extra carrying capacity, so there's a lot of unused space there (on my units, as they carry miniguns with some ammo and med packs [so other units can use them]). I hadn't gotten access to that armor when I updated the text.

Forget the vanilla text, look at the armours.xml.

5 hours ago, PALU said:

- The Predator text indicates you should be able to walk through walls like enemy units can, but I've only managed to march through fences rather than jumping them (which at least allows you to clear the way for shield bearers).

Thats not a problem with the armour, but with the props not being coded correctly. @Svinedrengen and i are currently looking at this, but dont expect anything.

@PALUHeres the mod, with the latest changes: X-Divison Palu's Shining Xenopedia.zip

Edited by Charon
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2-3 turns for recharge: again and again...

Reporting bugs: Given the abuse I get when indicating there are error but being unable to provide you with your rather precise bug reports requirements, you shouldn't be surprised I avoid the abuse and let you live in the illusion of perfection.

Lore++: I didn't know whether you had control over that or not.

Transferring 1000 entries by hand... It's easier to just replace the file, as copying is error prone and doesn't provide any benefit. If there are changes that need to be merged, it's easier to do it the other way. Still, that doesn't get around the responsibility part, but I don't understand how you creating a mod would get around that.

Yes, I understood you talked about another mod. That's why I responded to it.

Are the modifications in xenopedia.xml for the current version of this mod or the probably not going to happen future updated one?

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18 minutes ago, PALU said:

2-3 turns for recharge: again and again...

but you can kill it ... you know that ?

18 minutes ago, PALU said:

Reporting bugs: Given the abuse I get when indicating there are error but being unable to provide you with your rather precise bug reports requirements, you shouldn't be surprised I avoid the abuse and let you live in the illusion of perfection.

What keeps you from adding two screenshots to your text ? I just spend an hour fixing the toborex bug, can you spend the time to make 2 screenshots added to your text ?

19 minutes ago, PALU said:

Still, that doesn't get around the responsibility part, but I don't understand how you creating a mod would get around that.

Its perception of the user. If they know that a different mod adds the Xenopedia they 1. Won´t judge the mod by its Xpedia entries, but will think its nice when they like it, 2. Won´t take things too literally from the Xpedia because they know its from a third party 3. Won´t say its X-Divisions fault for providing wrong information as we always can say that we cant check on a third party mod, its your responsibility, or you can also turn it off. Its important for the user to bring across that information.

23 minutes ago, PALU said:

Are the modifications in xenopedia.xml for the current version of this mod or the probably not going to happen future updated one?

1. I dont have the "current" version anymore. I only have all the future ones. Which people will get their hands on (unofficially ) as soon as you tell me whether or not you still wanna change something in the Xpedia before i do that.

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If you think people's perception of this mod is dependent the legalese of whether it's actually part of this mod or technically is part of other mods that your installation sets up to include, I think you're wrong. They can have their money back regardless (which amounts to 0) and will probably base their impression on the totality regardless. If you think the legalese matters you should have a big disclaimer listing all the mods (potentially) used you're not actually responsible for. The ability to disable mods is a valid point, though.

If the version you're about to make is backwards compatible there are a few things that ought to be updated, but if not, it's probably just as well to go ahead.

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19 minutes ago, PALU said:

If you think people's perception of this mod is dependent the legalese of whether it's actually part of this mod or technically is part of other mods that your installation sets up to include, I think you're wrong. They can have their money back regardless (which amounts to 0) and will probably base their impression on the totality regardless. If you think the legalese matters you should have a big disclaimer listing all the mods (potentially) used you're not actually responsible for. The ability to disable mods is a valid point, though.

Apart from that there are countless legal reasons to do so. You could write "Heil Hitler" or "Fuck Blacks" into the Xpedia and i would have no clue. I would have to take responsibility for that, and remove it, propably to a way later date im no longer around. If i would integrate your content we would do the work, and then i would have to remove it again, and on top of that reinstate the old thing which i propably wont have anymore. If its just another mod i can simply, swiftly remove it from the download. This is also has the advantage that you can update your mod UNSUPERVISED. There is a reason why legal space between 2 parties is very beneficial. Both can act more independently while still enjoying the company ( and work ) of each other.

25 minutes ago, PALU said:

They can have their money back regardless (which amounts to 0) and will probably base their impression on the totality regardless

I have a lot of control over that with the installer. I cant deactivate a merged file though.

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5 hours ago, Dagar said:

Are you now counting the versions in binary? ;)

Yes, the next one will be 1.00.11 :D. And 1.01.00 after that.

No jokes aside the decadic number signifies that it is only save game compatible with its own number, while the first number counts the versions.

5 hours ago, Dagar said:

Also, what does the mitigation to human stun gas mean, exactly?

On 8/26/2018 at 9:32 PM, Charon said:

Yes, i added the mitigation values. Before i found out that incendiary/chemical armour doesnt decrease i saw less of a problem with it, because i counted on the fact that in a firefight all armour decreases eventually. With the new inisght i balanced the values out so that you on average have the same stun damage that you have in phase 1, eg. dmg increases and so does the stun threshold of aliens. Stun grenades are not there to stun aliens though as @PALU might have thought, they are rather position denying tools in X-Division arsenal. So making an alien stand in a stun cloud wont make him fall quickly, but smoking a corridor is an effective way to keep aliens from passing through unless they want to voluntarily get themself stunned. This works because stun is per tile, and standing in one tile wont net you as much as passing through 5 tiles in one turn.

The change also affected units which were once susceptible to stun ( chemical ) damage and made them even more vulnerable to it ( since ... hard to explain but by basically mitigating the little chemical armour they have increased the proportional damage up to 300% ). Funny enough this affects Wraiths very hard, since they have very little chemical armour. On the other hand you would hardly see a wraith walking through a stun cloud since they basically tele everywhere they want to go anyway. So on paper the change is great against Wraiths, but in practice it hardly makes a difference. Its still a buff though.

Edited by Charon
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@PALU If you are still interested in updating the Xenoepdia there is a part in the Sonic Technology where i dont quite understand what you want to say. "However, we have some touch challenges ... ".

  • Ceasan Chief Engineer is missing a new line before the list. Also for better readability i would like to see a full line inbetween every list point. This concerns all technician, engineer, chief engineer and head chief entries.
  • The same goes for all specialists, an empty line before the list starts, as well as an empty line inbetween every point for better readability ( or another eye-pleasing format ).
  • Goliath Wreckage: You may hint at the fact that you actually need a goliath core to "maybe" construct a possible ultimate mech units or the sorts. Just maybe. So deconstruction "may" be "too early".
  • Advanced/Heavy/Extreme Chemical Grenades produce 8 human variants for every alien one. I think you will have to change the grenade entries for that.
  • Human Heavy Interceptor: "This craft is superiour to the Interceptor on all point" ( "... in all points " )

 

Im impressed overall with the quality of the entries but especially how you handled the Xenomorph ones despite knowing so little about them. Full approval after the fact !

Edited by Charon
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I've addressed the first set of comments. I've also added description based on your morphing image to the Reaper and Xeno DNA entries and corrected the reaper description (it said they'd burst out if zombies were killed, which I think is the base game behavior). I'll address the latest comments as well (Not sure I agree with your view on list layout, but I'll take a look at it to see what I think looks reasonable).

I wasn't too happy about butchering a number of nice aircraft descriptions, but unfortunately, those nice descriptions described something completely different from what the aircraft had turned into.

Edit: "touch" -> "tough".
Goliath: Good point. I've updated that.
First grenade had 4, for some reason, but the rest seem to say 8 already?

I tried an empty line between entries in lists, and it's butt-ugly, in my eyes, and increases the length of the entry so it has to be scrolled in several cases. I agree there should be a line before the list though. When it comes to "another eye-pleasing format" the problem is that I don't know of any. I think half a line in between would look good, but I don't know if that can be done, and certainly not how to do it if so.
 

As far as I can tell, power sources of various complexity don't have any use, and thus ought to be disassembled to unlock resources from them. As I haven't been 100% certain I haven't written that, however (even though searches in the manufacturing file haven't found any matches).

Edited by PALU
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5 hours ago, PALU said:

I've also added description based on your morphing image to the Reaper and Xeno DNA entries and corrected the reaper description (it said they'd burst out if zombies were killed, which I think is the base game behavior).

Nice ! Yes, that they burst on death is vanilla behaviour, X-Division fixes this by making them killable before they hatch. Note however that the Facehugger hosts still bursts open on death in comparasion to reaper ones.

5 hours ago, PALU said:

I wasn't too happy about butchering a number of nice aircraft descriptions, but unfortunately, those nice descriptions described something completely different from what the aircraft had turned into.

?

5 hours ago, PALU said:

First grenade had 4, for some reason, but the rest seem to say 8 already?

Yes, the rarity of toxing grenades dictated that change.

5 hours ago, PALU said:

When it comes to "another eye-pleasing format" the problem is that I don't know of any.

How about you split a longer list into invisible categories ?

From

Given our successes with the interrogation of lower ranking Engineers, we had high expectations on the outcome of this interrogation and weren't disappointed.
• We have gained enough knowledge to be study an Alien Fusion Reactor and develop a disassembly protocol for it without blowing ourselves up. We're ready to start as soon as we have a sample to work on.
• We are partway on the way to improve on the Ripper armour, but we need quite a few additional pieces of input, mostly in the form of various studies of Androns, but also the results of studying a Xenomorph Empress and additional information from a Sebillian Head Engineer.
• An improvement on the Sentinel armour seems possible, but depends on us gaining control and design knowledge from Andron disassembly.
• It should be possible to improve on the Direwolf armour assuming we have developed those blueprints, have studied an Andron Controller, and consulted the Sebillian Head Engineer.
• The information provided should patch some of the information holes in our Mech development.
• Assuming our manufacturing and control technologies are up to scratch and we have studied an Alien Fusion Reactor to power it, we should be able to produce an improved Light Tank.
• We believe we can develop a better dropship assuming we have studied an Alien Fusion Reactor and an Alien Antigravity Generator to power it and keep it aloft, respectively. We also need manufacturing technology sufficient to produce the hull.

to

Given our successes with the interrogation of lower ranking Engineers, we had high expectations on the outcome of this interrogation and weren't disappointed.

• We have gained enough knowledge to be study an Alien Fusion Reactor and develop a disassembly protocol for it without blowing ourselves up. We're ready to start as soon as we have a sample to work on.

• We are partway on the way to improve on the Ripper armour, but we need quite a few additional pieces of input, mostly in the form of various studies of Androns, but also the results of studying a Xenomorph Empress and additional information from a Sebillian Head Engineer.
• An improvement on the Sentinel armour seems possible, but depends on us gaining control and design knowledge from Andron disassembly.
• It should be possible to improve on the Direwolf armour assuming we have developed those blueprints, have studied an Andron Controller, and consulted the Sebillian Head Engineer.

• The information provided should patch some of the information holes in our Mech development.
• Assuming our manufacturing and control technologies are up to scratch and we have studied an Alien Fusion Reactor to power it, we should be able to produce an improved Light Tank.
• We believe we can develop a better dropship assuming we have studied an Alien Fusion Reactor and an Alien Antigravity Generator to power it and keep it aloft, respectively. We also need manufacturing technology sufficient to produce the hull.

 

This sorts the information into more digestable and logical parts for the reader. The categories here would be: Technical Equipment, Armour, Vehicles & Dropships.

 

5 hours ago, PALU said:

As far as I can tell, power sources of various complexity don't have any use,

You mean the researches ? They serve as a ground work for a lot of other technologies i think.

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The butchered aircraft: The Sonda was described as a 4 cannon interceptor, rather than a 2 missile craft, while another was describes as the fastest interceptor in the sky, while it was fast only for a bomber...

Power Sources: I was a bit unclear. I meant the actual items, where I've been wary of disassembling them in case they're needed to build something (think Goliath and control system downgrading disassembly). However, all other indications are that the power sources for vehicles and the like can be built as part of the vehicles themselves. There's a text about naked singularities having to be captured, though.

I've thought about getting the immature creature burst out to be described for the Xenomorph, and ought to do so. It really is a bit early to have it in the first entry, it hasn't been experienced yet usually (that would be after the first terror mission with them), but that's probably the best place.

I'll look at categories to see what it will look like. Another possible split would be ready to proceed, need a little bit, and we think this might be useful somewhere in this general direction. I tried to find 1½ line spacing, but that seems to use CSS and/or "real" HTML, and I don't know if those things would work. &#sup2; didn't, for instance, but the code number did.

@Larry Burstyn It happens less and less frequently the longer the invasion goes on, but yes, it was quite common that they didn't crumble until it was their turn in the early game.

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58 minutes ago, PALU said:

Power Sources: I was a bit unclear. I meant the actual items, where I've been wary of disassembling them in case they're needed to build something (think Goliath and control system downgrading disassembly). However, all other indications are that the power sources for vehicles and the like can be built as part of the vehicles themselves. There's a text about naked singularities having to be captured, though.

You can add something like "Its safe to assume we dont need the reactors for future projects and can go ahead and disassemble them if we need the resources."

 

58 minutes ago, PALU said:

I've thought about getting the immature creature burst out to be described for the Xenomorph, and ought to do so. It really is a bit early to have it in the first entry, it hasn't been experienced yet usually (that would be after the first terror mission with them), but that's probably the best place.

Honestly, it is not that common, and you could simply leave that information out. You dont have to explain everything, some things can be a surprise. Like the robosadist.

But you can maybe go ahead and make a note of obvious human hosts for Xenomorphs, as well as Wraith hosts for Praetorian starting in Phase 2 ( if wasnt a facehugger infection ). You can also draw similarities between the rapid growth of facehugger hosts, and the rapid growth of a normal queen during battlefield conditions which leaves behind and old skin of the Praetorian. Btw the Empress is the "Prime One Exemplary" or the closest to it nevertheless.

 

@PALUcan you also check on every Lore+ entry ? They are "mostly" correct but i would like you to go down on the nitty gritty and see if they are in line with X-Division lore 100%. If you find anything to correct simply copy over the entry to your file and change it.

Also you can point out that the Asierus image is an old image where  they were still considered to be fast and agile single missile bombers, but got changed in the last second.

Edited by Charon
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This is what I've done to Xenomorph DNA Analysis:

We have now analysed the Xenomorph DNA successfully and crosschecked several different variants against each other, and this has verified our suspicion that the variants aren't different species, but rather different expressions of a common set of DNA in a fashion analogous to how ants can form several different castes from eggs laid by the same queen.

The facehuggers bursting out of eggs are most disturbing. While the scurrying critters aren't hard to kill and dies of lactic acid buildup fairly quickly (they seem to last a little longer as the war wears on, indicating the aliens are "improving" them) if they fail to find a victim, the ones that do find victims are a significant threat: Even if killed, an immature Praetorian hatches from it, and if left to its own volition, the Praetorian hatches anyway after some time. It also seems that this Praetorian differs from the "normal" ones (thankfully!) in that it continues to evolve and will metamorphose into a Queen unless killed. The most alarming finding is that these Queens differ from the "normal" ones in that they seem to continue to gradually metamorphose into ever more dangerous Queen versions unless killed. We are currently unable to determine how far this metamorphosis chain goes, but I definitely recommend you don't try to find out in the field, as I suspect we won't even get a battlefield report out of such an attempt.

We have also confirmed that normal Xenomorph units are hatched from civilian captives (so we know at least one reason for the abduction reports!), and the "normal" Pratorians hatch from Wraiths (we don't know if the Wraiths are victims or "blessed" when selected to become Praetorian incubators, but the sociological studies will have to wait until after the war).

Queens actually start as Praetorians and rapidly metamorphose into Queens.

Interestingly, this research has uncovered a weakness in Reapers (not Xenomorphs!), allowing our troops to deal a little more damage against them.

We believe this knowledge, assisted by Zombification and Alien Blood Technology, should allow us to start research on the Heavy Chemical Gas topic.

 

and Reaper DNA:

By analysing the DNA of various Reapers encountered we have confirmed that they are of the same species, using differing expressions of the same set of DNA to produce different versions (similar to how social insects produce different castes from the same genetic material).

We have also confirmed soldier reports from the field: "Zombies" can be killed to prevent reapers from hatching, and, disturbingly, it seems the more advanced Reapers are not only more dangerous than the earlier ones, but also mature faster within their hosts, resulting in them bursting out faster after injection.

Analysis of the Reaper DNA has provided us with one of the components to improve on the chemical gas technology, although we also need to know how alien toxins work to actually start.

Note that this is from earlier today (or was it yesterday?), so the latest discussion isn't included. I believe I've seen xenomorphs bursting out of both killed and unkilled zombies in more or less every terror mission where xenomorphs are present. Local forces have a tendency to blast them...

I've mostly stayed away from Lore++ as I didn't know how it behaves. I then assume you intend to load it before my file, and that causes the Lore++ version to be overridden if I've got an entry, and that the images will still be from the "real" version?

I'll address the Asierus.

Also, this is based on the .01 file. I intend to diff it against the one you changed. I'm still locked up in ground battle in my game, so I can't update yet.

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About the Xenomorph Lore:

Xenomorphs are asexual and not actually meant to reproduce ( thank god ). However, the "Prime One Exemplary" actually tricked and developed a secret process to actually reproduce ... Fachuggers. It passed down this knowledge to other Empresses, and those later passed it on genetically to later would-be-Queens ( which in turn can become an Empress after time ). These "Eggs" are stored normally within Praetorian stomachs, and later spit out on the battlefield to fully hatch and evolve in the known facehuggers. Very rarely Warriors can harbour an egg too, Drones however are way too small for that. These Facehuggers are ill adapted to terrestrial conditions however and die due to oxygen poisoning very quickly. However if it finds one ore more hosts they rapidly evolve into premature royal praetorian and after that very quickly into premature queens. It looks to be a very unstable cascade of morphing and it is unsure how stable the evolutions are, but it represents a valid solution to keep the reproduction a secret and at the same time have a soon mature queen ready to lay more eggs ( preferable in a safe spot ).
The other alien races are not aware of this, as the higher ups havent seen this yet, and the lower ones dont ask questions about it. Once a Facehugger runs wild in an alien ship the crew will fully get assimilated and the UFO crashes. The higher ranking Praetors will simply think that this was a human intervention and won´t pay any attention to it.
Xenomorphs unlike other creatures are genetically engineered and are psionically immune to any kind of mind control or interference. On a certain level you can say they are the Praetors most dangerous natural enemies.
Creating Xenomorphs might have been the Praetors biggest mistake, never mind the human war.

 

I dont know how much of that you can integrate into the Lore, since if the aliens dont know about this, how should humans do ? Nevertheless this is the real lore behind it. It is basically a prequel of the Alien VS Predator genre, although that lies far beyond the X-Division timeline, maybe even beyond a X-Division 2 timeline. These are very very early stages of Xenomorphs.

 

43 minutes ago, PALU said:

I've mostly stayed away from Lore++ as I didn't know how it behaves. I then assume you intend to load it before my file, and that causes the Lore++ version to be overridden if I've got an entry, and that the images will still be from the "real" version?

Exactly. Just copy over the full entry of the thing you want to change and the change it. Maybe make a backup if you do something wrong before that.

Edited by Charon
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I'll try to get that into the lore. A possibility might be Advanced Xenomorph DNA, and given that the queens interrogated have shown intelligence, they might have told the interrogators. The human command (at least X-Division's) are quite aware of facehuggers, after all, so humans definitely know about it, but possibly not the whole story unless they can get it out of a queen. Adv Xeno DNA comes fairly late, so it might be a suitable place for it.

Edit: Hm, I just unlocked the Alien Leader Interrogation, and it doesn't quite hang together. The latter half seems to assume we have actually caught a Praetor, while this research can be unlocked by a Sebillian, so I think the mind control part should be moved to Praetor interrogation, especially given that it's only flavor, although a hint about the mind control power might be suitable.

Edited by PALU
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2 hours ago, PALU said:

Edit: Hm, I just unlocked the Alien Leader Interrogation, and it doesn't quite hang together. The latter half seems to assume we have actually caught a Praetor, while this research can be unlocked by a Sebillian, so I think the mind control part should be moved to Praetor interrogation, especially given that it's only flavor, although a hint about the mind control power might be suitable.

Go for it !

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I need some help. It looks like the Xenopedia doesnt take the   <ufoHealthEasy                 value="0.75" /> into account when displaying the hp for UFOs. Can somebody clean his scripts, start a New Game and quickly get a UFOs Xenopedia page. You can quickly do this with the Xenonauts_gc_editor.exe. Press "V" to win the mission.

Edit: @PALU I also would like to see an empty line inbetween Disassemble and the lore part of UFO entries.

From

Quote

The Light Scout is a highly manoeuvrable alien craft that seems to be used primarily for scouting missions. Its hull is remarkably resilient, given its almost flimsy looking thinness. This craft is equipped with a beam weapon.
Picking the Light Scout clean in our research, we have come up with a protocol for extracting further components beyond those readily removable for the craft when it is recovered (unless those are destroyed in the crash or battle, of course). Unfortunately, devising the disassembly protocol isn't a perfect process, so the trial-and-error involved resulted in all of the parts from the examined craft to be damaged beyond repair. We can expect the same thing to happen with all disassembly protocol processes: the first sample will not yield any components.
Our disassembly protocol will yield 1 Alien Control System, 1 Light Engine, 1 Alien Computer, and one Light Weapon System, as well as 2 units of Alien Alloys and 1 of Alenium.

to

Quote

The Light Scout is a highly manoeuvErable alien craft that seems to be used primarily for scouting missions. Its hull is remarkably resilient, given its almost flimsy looking thinness. This craft is equipped with a beam weapon.
Picking the Light Scout clean in our research, we have come up with a protocol for extracting further components beyond those readily removable for the craft when it is recovered (unless those are destroyed in the crash or battle, of course). Unfortunately, devising the disassembly protocol isn't a perfect process, so the trial-and-error involved resulted in all of the parts from the examined craft to be damaged beyond repair. We can expect the same thing to happen with all disassembly protocol processes: the first sample will not yield any components.


Our disassembly protocol will yield 1 Alien Control System, 1 Light Engine, 1 Alien Computer, and one Light Weapon System, as well as 2 units of Alien Alloys and 1 of Alenium.

Makes things more structured.

Edited by Charon
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