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


Charon

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If there's no loss of productivity as you add engineers (and scientists) to projects then the info that states this is the case is incorrect (I believe that's vanilla functionality). The info claims the first one works at 100% efficiency, the second one at 99%,  then 98, etc. I've seen that the maximum number of scientists you can assign to a project is 99 (with the loss of efficiency logic the 100:th would have an efficiency of 0% ...).

The current state of the file contains only small differences from the previous version I think, but it makes sense to use the latest one when producing an update.

xenopedia.xml

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14 minutes ago, PALU said:

If there's no loss of productivity as you add engineers (and scientists) to projects then the info that states this is the case is incorrect (I believe that's vanilla functionality). The info claims the first one works at 100% efficiency, the second one at 99%,  then 98, etc. I've seen that the maximum number of scientists you can assign to a project is 99 (with the loss of efficiency logic the 100:th would have an efficiency of 0% ...).

Jup that info is incorrect. Or the shown information in the workshop is incorrect, but i rather think that function was never implemented. You can test this quickly yourself. I just tested it with a robodog dsb, which takes 5 man days. You need 5 engineers to produce it in 1 day. With the same logic you can increase the dsb to 12, requiring now 60 man days, and put 60 engineers on it. Again it takes one day. Now if the 60th engineer would only work with a 41% efficiency we would never get to a flat 24 hours preview window.

14 minutes ago, PALU said:

The current state of the file contains only small differences from the previous version I think, but it makes sense to use the latest one when producing an update.

Thx.

 

Edit: I chuckled about the blind arc, but ultimately had to tell you that there is nothing like a blind arc, only a blind spot in an sight arc.

Edited by Charon
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"Workshops allow a base to construct aircraft, vehicles and battlefield equipment, as well as to disassemble items to gain parts. Each Workshop will house up to 20 engineers, who require both living space and workshop space to be available before they can be recruited. Unlike Laboratories, Workshops are NOT networked - engineers in different bases cannot collaborate on projects.

Engineers suffers diminishing returns when at work: the first engineer on a project works at 100% efficiency, the second at 99% efficiency, the third at 98% efficiency (and so forth). Finally, as workshops are expensive and have unusually high maintenance costs, consider your finances carefully before constructing one."

and

"Laboratories allow a base to conduct research. Each Laboratory will house up to 20 scientists, who require both living space and laboratory space to be available before they can be recruited. Research is networked across different bases, so multiple scientists working on the same project from different bases are just as effective as if they were housed in the same facility.

Research performed in a laboratory suffers diminishing returns: the first scientist on a project works at 100% efficiency, the second at 99% efficiency, the third at 98% efficiency (and so forth). Finally, as laboratories are expensive and have unusually high maintenance costs, consider your finances carefully before constructing one."

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2 minutes ago, PALU said:

"Workshops allow a base to construct aircraft, vehicles and battlefield equipment, as well as to disassemble items to gain parts. Each Workshop will house up to 20 engineers, who require both living space and workshop space to be available before they can be recruited. Unlike Laboratories, Workshops are NOT networked - engineers in different bases cannot collaborate on projects.

Engineers suffers diminishing returns when at work: the first engineer on a project works at 100% efficiency, the second at 99% efficiency, the third at 98% efficiency (and so forth). Finally, as workshops are expensive and have unusually high maintenance costs, consider your finances carefully before constructing one."

and

"Laboratories allow a base to conduct research. Each Laboratory will house up to 20 scientists, who require both living space and laboratory space to be available before they can be recruited. Research is networked across different bases, so multiple scientists working on the same project from different bases are just as effective as if they were housed in the same facility.

Research performed in a laboratory suffers diminishing returns: the first scientist on a project works at 100% efficiency, the second at 99% efficiency, the third at 98% efficiency (and so forth). Finally, as laboratories are expensive and have unusually high maintenance costs, consider your finances carefully before constructing one."

HAHA, never read that, but yeah, its bullshit.

13 minutes ago, Charon said:

Edit: I chuckled about the blind arc, but ultimately had to tell you that there is nothing like a blind arc, only a blind spot in an sight arc.

Eg. the arc has no blind spot, not it is a "no blind arc". :D 

Edited by Charon
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UNOFFICIAL

 

updated X-Division 1.00.10

Notes:

  • X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam.
  • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
  • The .01 to .10 patch is NOT savegame compatible. If you want to make it savegame compatible you need to make a backup of your researches.xml, run the installer, and immediately copy your backup over the new file again. You will miss out on the fixed researches but you can continue the campaign.
  • As a basic rule, never patch during Ground Combat

 

Installation:

  1. The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 .
  2. Download the X-Division 1.00.10 Update:
    https://mega.nz/#!NdBhGA6D!BHwpkCYUO_JmfVQybIRprYuKvWlZLLmboI6Wvp-yQ2s
    Link
    ( MD5: a055cddab22727dfab5156f77fa2afd6 )
  3. Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.
  4. Start the executable provided in the file. Follow the instruction of the installer
  5. After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy :).

Changelog:

Dunno, i changed a lot. These are the things i can remember:

  • Fixed some bugs around the Roborex
  • Roborex explosion on death no longer causes overdamage
  • Roborex explosion radius decreased from 6 to 4.5
  • Halfed kinetic armour for semi-shield roboreaper. Their weak point should now be weaker
  • Halfed energy armour for melee roboreapers. Their weak point should now be weaker
  • added mitigation to human stun gas
  • added one loading tip
  • improved the AI of Drones a bit
  • most importantly added X-Divison Palu's Shining Xenopedia to the game
  • 7 new categories for the soldier equipment screen
  • I think i also added the latest Monument IV map by Svinedrengen to the map pool
  • new mod: Nerf The AI: The aliens have less sightrange, deal 20% less damage and have 10% lower stats.
  • new mod: X-Divison Don't Die On Me ! :If your soldier doesnt blow up, takes a minigun point blank or gets left behind he WILL survive the mission.
  • new mod: X-Divison Easy Airgame: Did you ever wanted to try out the manual combat but were put off by the difficulty ? Look no further, this is what you need. UFOs have 50% less hp, while your aircraft are 20% faster and have a 20% further range. Additionally the refuel, rearm, repair and recovery rate are 30% faster.
    Only TOGGLE this during a Geoscape save.
    The Xenopedia page doesnt correctly display UFO hp values with this. Its 37.5% for the lowest difficulty and 50% for all other difficulties of the displayed hp values.
  • new mod: X-Divison Slower Invasion: The Invasion escalates 25% slower
  • new mod: Empower Facehuggers: This will improve the AI of facehuggers, but as a side effect they will also be able to attack vehicles. Ofcourse this is not intended gameplay which is why it isnt in the base version. If you want to give facehuggers their intelligence back while having to drive your vehicles cautiously around this is for you.
  • appended unobtainable andron terror unit loot to appropriate robodog/roboreaper units
  • new feature: AP Damage: MAIM/SHOCK damage that reduces TUs for the next turn.
  • revised Shock and Electron weaponry
  • fixed the installer with the help of @Mr. Mister
  • fixed some bugs

 

@PALU check the Xenomorph Xpedia images, maybe you notice something different about them.

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Reinstalling from scratch fixed my invisible prop issue, and I've played a few hours now.
My biggest complaints with difficulty are 1: UFO Doors and 2: Weapon ranges

With 1, I can go through an early-game UFO mission without taking casualties, up to the point it comes to actually taking the UFO. The biggest reason for this I feel is the way the door mechanics work, ie they close themselves at the end of the turn of the side who opened them. The AI like to exploit it the same way I remember doing myself in the vanilla game; Stack as many units as possible right outside the door, open it and take your shots, it closes so the enemy can't easily return fire on their turn - they have to open the door themselves which exposes them to reaction shots. I find it incredibly frustrating to deal with because unless you've managed to preserve what shields you've brought to tank the reaction shots on opening, someone's guaranteed to die from it.
I'm not sure exactly what's viable as a fix, technically speaking. But the ideal for me would be, if there are humans and aliens within X tiles of said doors, it stays open once opened.

On 2, I get that early-game weapons are meant to be piss-weak in the face of an invasion of technologically and physiologically advanced aliens, but to me, range is the one factor that shouldn't be messed with.
I've played a lot of Jagged Alliance 2 (1.13), and generally more realistic FPS games; I despise the notion that if your target isn't within a certain number of tiles you simply can't fire at them, especially when to scale, the effective range of the actual weapons they're based on is more than the length of any given map. In JA2 you can fire a pistol at a target across the map if you so desire, even if there might be a greater chance of winning the lottery in 3 countries simultaneously than scoring a hit, and even less of a chance of causing damage.
With regards to the shotgun specifically though, I find it's almost completely redundant. If you want to get into range of a target it usually means putting the wielder in an exposed position - even in the confines of early UFOs or buildings - one where they'll certainly be heavily injured or killed if they fail to neutralise their target. So, that unit would be better off equipped with a shield and a stun-baton; It's much safer for them to move up on and attack a target, they have some
insurance for if the target still stands at the end of the turn and if their attack's successful, you get a live alien to take home instead of a dead one.

Anyway,

new mod: X-Divison Don't Die On Me !

:If your soldier doesnt blow up, takes a minigun point blank or gets left behind he WILL survive the mission.


This is especially welcome, and helps resolve one of the most punishing aspects of this type of game. Losing a troop during ground combat is bad enough since it severely impacts your ability to complete the mission, especially early on, but can have a knock-on effect when they die permanently.
I do think it'd be cool if you had to do something extra to secure that incapacitated troop - carry them to the dropship, or stabilise them with a medkit within X turns of their "death", but I'm not sure what's possible within the game's mechanics.

I remember reading that crouching no longer increases accuracy, only reduces the enemy's accuracy against the unit. Is there a simple way to revert that?
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36 minutes ago, Morbo513 said:

With 1, I can go through an early-game UFO mission without taking casualties, up to the point it comes to actually taking the UFO. The biggest reason for this I feel is the way the door mechanics work, ie they close themselves at the end of the turn of the side who opened them. The AI like to exploit it the same way I remember doing myself in the vanilla game; Stack as many units as possible right outside the door, open it and take your shots, it closes so the enemy can't easily return fire on their turn - they have to open the door themselves which exposes them to reaction shots. I find it incredibly frustrating to deal with because unless you've managed to preserve what shields you've brought to tank the reaction shots on opening, someone's guaranteed to die from it.
I'm not sure exactly what's viable as a fix, technically speaking. But the ideal for me would be, if there are humans and aliens within X tiles of said doors, it stays open once opened.

You simply need to adjust your tactic. If you want a little help you can read the spoiler below, if not, try to come up with your own solutions.

 

Shooting at the door suppresses the aliens behind it, making the "stay directly behind the door" a double edged sword. Potentially alien units can do maximum amount of damage if left unchecked, but the predictability of that tactic is so how high ( and alien doors so rare ) that suppressing an alien UFO door suppresses the aliens, takes away their retaliation ability by a large margin, makes them immobile, and on your turn the door breaks you will have a lot of alien suppressed sitting ducks and destroyed that tactical advantage for the alien for that mission. From the point on you can all frag them, or lay down heavy fire, or literally do anything you want with them, since you know the result in advantage, and can prepare for it.

 

36 minutes ago, Morbo513 said:

but to me, range is the one factor that shouldn't be messed with.

You can only fix so much in the game, and apart from range limitations necessary to decrease suppression over longer ranges, it is just a part of the game. We fixed a lot of other things, range is abysmally low on the fix list.

36 minutes ago, Morbo513 said:

With regards to the shotgun specifically though, I find it's almost completely redundant.

Shotguns have a very specialised niche, making them the broad side of a hammer, instead of the drilling one. With the unoffical patch above we have introduced a new feature called SHOCK, which deduces TU for the affected unit for the next turn.

Again, this is something you should figure out on your own, but if you need a little help you can read the spoiler down below.

 

Shotguns are secondary weapons, eg. backbag weapons. They deal 75% stun damage and are well used together with a stun + shield setup, since shotguns reliably can deal stun damage faster than a stun batton can ( but still need a little help with the rest of 25% stun threshold ). In addition to that they can suppress, SHOCK, and damage a target. Invaluable againt units with a higher hp threshold.

 

36 minutes ago, Morbo513 said:

I do think it'd be cool if you had to do something extra to secure that incapacitated troop - carry them to the dropship, or stabilise them with a medkit within X turns of their "death", but I'm not sure what's possible within the game's mechanics.

You still have to keep them safe from alien and your own grenades/rockets/explosives/random shit flying around after they went down. Thats as close to reality as you get apart from the medical attention.

36 minutes ago, Morbo513 said:

I remember reading that crouching no longer increases accuracy, only reduces the enemy's accuracy against the unit. Is there a simple way to revert that?

Crouched units get a 30% evasion bonus against all shots, and a 30% aim bonus. You can test this your self by manually targeting, then crouching and manually targeting.

Edited by Charon
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Yeah, I would treat shotguns as secondary weapons in the vanilla game too, in which I'd rarely use shields. In XDiv I give them to my shield dudes since they're relatively light. Totally didn't realise UFO doors were destructible or enemies on the opposite side were susceptible to suppression. Thanks for the tips guys

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After not playing either Xenonauts or X-Division for a really long time.

I want to kindly point out that the installation process guide is a bit confusing. As it stands now I understood that it is:

  1. Install a fresh Xenonauts game with nothing modded inside its folder.
  2. Install/change to the X:CE version.
  3. Open and close Xenonauts at this point.
  4. Download X-Division 1.00.01 and install it.
  5. Latest patch subsection tells me to go to the third post. Here was my error by not paying attention to number version.
  6. Supposedly download latest patch on the third post(at this day it is DAY 494 Version 0.99.43 "Go easy, take this"). Which is supposed to be an accumulative patch, with all the previous ones. But it isn't a 1.00.00
  7. Play the game.

I did read all the red notes, and made sure to have the 0.99 de-activated, which was what odd at the time but again, didn't paid attention to it.

But then I didn't realized that the patch I downloaded and the last-edited date. So I now have realize that I screwed up my the mod installation, and need to just download and install the 1.00.01 and don't install any non 1.xx.xx patches.

Just wanted to point that out, and that maybe re-wording or re-structuring the patch section would avoid future troubles by people like me, that didn't paid attention to the version number, and just assumed that the latest patch section was for the current 1.xx.xx version.

Also, good lord Charon, your dedication and to this mod is incredible. As well as everyone else that has been helping to bring the this total overhaul to this level. Congratulations guys and girls.

 

I have kept myself in the dark regarding the next Xenonaut game(I want it to be a surprise for me, and avoid in-dev forum drama). But I hope that, if not the same, it will have even more modding capabilities as this one had.

 

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The new Xenomorph images are suitably scary.

Aircraft transition bug. I tried to deconstruct the hangar the craft should be stored in, but the game didn't let me do it. However, the issue resolved itself spontaneously two or three alien waves later. I suspect the aircraft just teleported into the hangar after a ground mission (the one I think it was dislodged after happened to originate from the same base the aircraft should be at, but I have no idea if there's a correlation), as I've seen it hovering in place quite a few times, but didn't see it move. If the aircraft gets stuck while on a mission it's easy to dislodge it by selecting it and give it a new order (such as to attack the alien craft it was supposed to attack in the first place, or to return to base).
It can be noted that the issue resolved itself before I upgraded to the latest version of the latest version, so upgrading does not factor into it.

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22 hours ago, Alec said:

So I now have realize that I screwed up my the mod installation, and need to just download and install the 1.00.01 and don't install any non 1.xx.xx patches.

Just install 1.00.00 as per the first post, and then install the unofficial 1.00.10 patch from Charon's post in this same forum page. No need for the 1.00.01 hotfix.

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6 hours ago, Mr. Mister said:

Just install 1.00.00 as per the first post, and then install the unofficial 1.00.10 patch from Charon's post in this same forum page. No need for the 1.00.01 hotfix.

Currently playing with the .01. Kinda afraid of trying trying anything with unofficial in the title, as I want to try to make finish this whole gameplay without restarting, unless I get wiped by the aliens, not bugs.

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32 minutes ago, Alec said:

Currently playing with the .01. Kinda afraid of trying trying anything with unofficial in the title, as I want to try to make finish this whole gameplay without restarting, unless I get wiped by the aliens, not bugs.

From what I gather the current .10 is a release candidate, so you're safe to go. If anything, it solves some bugs you're bound to encounter otherwise. And PALU's xenopedia is a very nice addition for the green (like me) or the rusty.

Edited by Mr. Mister
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10 minutes ago, Mr. Mister said:

From what I gather the current .10 is a release candidate, so you're safe to go. If anything, it solves some bugs you're bound to encounter otherwise. And PALU's xenopedia is a very nice addition for the green (like me) or the rusty.

Then I will install it. Thanks for the information.

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The tile the cursor is at (between the red plant and the wall) is currently impassable light cover. Maybe it should be a traversable tile instead? It would definitely make it easier to peek through while taking better cover behind the wall rather than going all the way around the light-cover plants.

Sin_título.png

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It's a bit unclear to me what aliens you can't capture before researching Alien Interrogation and why. Unconscious UFO operators, medics and such are automatically sold off at the end of the mission because they cannot be contained yet, but guards and xenomorphs are somehow fair game, which is very counter-intuitive. Even if it's only the interrogation procedure rather than the containment that requires the research and the implied hidden facility you gain from it, if you can hold onto the better-trained guards (and, god forbid, xenomorphs), I don't see why you couldn't contain aliens in non-guard roles too.

 

I realize it probably has to do with the non-guard aliens only being used for interrogations (guards are also used for vivisections and armor extraction), which means they are only an auto-sell resource and only once an auto-investigate one, and never a storing/workshop one. If anything, the solution that would make the most sense is to also auto-sell guards/xenomorphs before you research Alien Interrogation (maybe even rename it Alien Containment and Interrogation).

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@Mr. Mister It is actually quite simple, you can capture everything from the beggining, you just cant interrogate them until you have researched alien interrogation. Example : If you capture a ceasan medic and navigator the very first mission, then you dont need to capture them again, but the interrogation option wont show until you have researched alien interrogation.

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On 12/25/2018 at 7:03 PM, Mr. Mister said:

Oh, my bad then - I must have missed how the first one of each I caught got sent to research division. 

IIRC text says those special ops captured before interrogation is researched are sold. However they are really sent to research division. you can get few thousand bucks extra that way :D

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Quote

Reports from the field indicate that Robodogs "hatch" from "boxes", presumably based on some kind of timer we are unlikely to be able to access, and so predict the timing of the release.
The boxes are capable of moving a single tile per turn and do not register as being hostile. While a box can be destroyed, the only thing you get out of it is a premature release of a fully formed Robodog (and loss of ammunition destroying the box).

Can you revise that a bit ?

"And so we cant predict the timing of the release." or another revision.

Boxes are no longer able to move one tile, i i think i reduced their TU from 5 to 2 long ago. While they do not register as hostile units they still trigger reaction fire, "I saw that box moving, so i shot". But since they cant move anyway you dont need to add this, just so you understand the "ghost" ability. @PALU

 

Merry Christmas everyone :) and i wish you a good happy new year.

 

Edited by Charon
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