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  1. Today
  2. After loading a saved game in ground combat, previously destroyed drones' sprites change to "functional" model(unit is still destroyed though,doing nothing and can finish the map succesfully). Attaching save: flying_zombies.json
  3. Max_Caine

    V6.3 Balance Thread

    You can't reload laser weapons. They are currently designed so they regenerate a set number of shots per turn. This varies on the weapon type. The cell in the current iteration for most laser weapons is 5, 10 for the LMG, which fires 5 shots. EDIT: This is why I am reluctant to comment on laser weapons - unlike starting ballistic weapons, their design may radically change. EDIT 2: I went back and looked at why I did what I did. 80 for accuracy sounds good on paper, but when you put those weapons in the field 3 zaps at burst is with a solider who has 80 accuracy (i.e. high end) has a 64% chance to hit, verses a 104% (uncapped) chance to hit with an aimed shot. It isn't the shots you miss with that do damage, and that bore out in my field tests. Soliders did more property damage than alien damage when firing off bursts from a laser gun, just as they did in Xcom 1994 when you could set the autofire to 99 shots.
  4. Yeah, I'd probably prefer some sort of turn based gameplay for air combat over the X1 system but the X1 system wasn't that terrible. The main thing you'd want to avoid (IMO) in a turn based gamed is any sort of gameplay that relied upon twitch based skill. The two are oil and water. The X1 system was palatable for me because the resolution was slow enough (and had a pause feature) that the twitch factor wasn't that high. Would have preferred a turn based option though. Perhaps something like turn based with simultaneous execution would work well. You issue a general order/manuver to each of your planes for your turn, the A.I. does the same and the computer executes both sides orders simultaneously and plots the results for the turn. One thing that could also be neat if the game moved to a less arcade style system would be the possibility of actually recruiting pilots and assigning them to your planes (like you assign soldiers to your transports). Better/more experienced pilots could execute their orders more effectively or possibly even open up whole new manuvers that the player had access to order the plane to do when flown by that pilot. Just a thought.
  5. Conductiv

    V6.3 Balance Thread

    from an eye of balance, wouldn't that make single shots completely pointless on any AR style weapon provided you have any spare ammo? 0.8*acc*40*3/20 would yield a significantly higher amount of damage per TU regardless of range compared to 1.2*acc*40/24. even when factoring in reloads (0.8*acc*40*3/(20+9) vs (1.2*acc*40/(20+3)..assuming a 12 shot magazine, 3 shot burst and a 36 TU point cost reload, (36/12 for aimed, and 36/4 for burst) just from this rough math, I would say it isn't really that surprising one would favor burst with these stats, it seems to be about 30% better with reloads factored in and even more so on close range once the accuracy from the single shot gets cap-blocked. I would see no reason to ever use the single shot. as a sidenote, this can be offset if carrying large volumes of ammo would actually be a problem..however, X1 didn't actually have that problem weapons apart from maybe the rocket launcher (as it was 3 KG of mass for 1 shot) and missions weren't really marathon sessions that required deep ammo reserves (with most units being able to complete a fight having no more then 2 spare mags for the primary) if lasers are going the single self charge battery route in X2, this depends on the charge rate of said battery
  6. In the attached save if you will detonate the planted C4, the game will CTD. Happens every time. output.log 2.json The relevant part of Log, I think: 2019-07-22 15:18:05,275 [FATAL] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Screens\XenonautsMain.cs:523) [INITIAL CRASH] System.NullReferenceException: A fatal error occurred during Update[] - - Object reference not set to an instance of an object at Xenonauts.Common.ImpactPrefabKey.Key (IComposable composable) [0x00002] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Screens\Common\Content\Keys.cs:285 at (wrapper delegate-invoke) System.Func`2<Artitas.IComposable, Artitas.Utils.Optional`1<string>>:invoke_Optional`1<string>__this___IComposable (Artitas.IComposable) at Common.Util.KeyFactory.Apply (IComposable composable) [0x00008] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Common\Code\Assets\LookupKeys\ILookupKeyFactory.cs:287 at Common.Util.KeyFactory.Construct (Common.Util.KeyStatus& valid, Artitas.IComposable[] composables) [0x00018] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Common\Code\Assets\LookupKeys\ILookupKeyFactory.cs:224 at Common.Util.LookupKeyFactory`1+ConstructedKey[UnityEngine.GameObject]..ctor (Common.Util.LookupKeyFactory`1 parent, Artitas.IComposable[] targets) [0x0000b] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Common\Code\Assets\LookupKeys\ILookupKeyFactory.cs:412 at Xenonauts.Common.ImpactPrefabKey.Construct (IComposable weapon, IComposable surface) [0x00010] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Screens\Common\Content\Keys.cs:304 at Xenonauts.GroundCombat.DamageSystem.ProduceImpactEffectDueToProjectileEvent (Xenonauts.GroundCombat.Events.ProjectileImpactReport report) [0x000bd] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Screens\GroundCombat\Systems\DamageSystem.cs:398 at (wrapper delegate-invoke) System.Action`2<Xenonauts.GroundCombat.DamageSystem, Xenonauts.GroundCombat.Events.ProjectileImpactReport>:invoke_void__this___DamageSystem_ProjectileImpactReport (Xenonauts.GroundCombat.DamageSystem,Xenonauts.GroundCombat.Events.ProjectileImpactReport) at Artitas.Core.Utils.ExpressionUtil+<ActionFromMethodInfoFactory>c__AnonStorey1`4[Artitas.Systems.EventSystem,Xenonauts.GroundCombat.Events.ProjectileImpactReport,Xenonauts.GroundCombat.DamageSystem,Artitas.IEvent].<>m__0 (Artitas.Systems.EventSystem target, IEvent param) [0x0001c] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Utils\ExpressionUtil.cs:151 at Artitas.Systems.EventSystem.HandleSubscribers (IEvent event) [0x00050] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:49 at Artitas.Systems.EventSystem.Handle (IEvent event) [0x00003] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:26 at Artitas.DefaultProcessStrategy.Process (IEvent event) [0x00202] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:888 at Artitas.DefaultProcessStrategy.Process () [0x00023] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:826 at Artitas.World.Process () [0x00007] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:695 at Common.Screens.DataStructures.WorldManagedScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Update (Single deltaTime) [0x00032] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\DataStructures\WorldManagedScreen.cs:49 at Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) [0x000f3] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Libraries\Common\Code\Lifecycles\ScreenLifecycle\ScreenManager.cs:150 at Xenonauts.XenonautsMain.Update () [0x00066] in D:\Jenkins\workspace\X2 (Build)\hotfix-0.47.3\Assets\Code\Screens\XenonautsMain.cs:443
  7. Probably because the stun baton took 6 in X1, possibly because it near insta-killed many lower enemies. It's nerfed, but portable version in XDiv is definitely more...brutal, but convenient for storage. (You basically have to go full LAPD on a sebillian engineer with your rookies)
  8. Coffee Potato

    Flashbang Captures

    Fair enough, though several at once will definitely knock someone out, I'm pretty sure. Not asking for that as a feature again, since admittedly it was pretty cheesy, and FBs seem stronger now.
  9. Coffee Potato

    The best things of X1 are abandoned

    I love the original, and X-Div's maxing it out, but I'd love to see where this new system is going before deciding anything. What I see so far has me intrigued, actually.
  10. Yes, I noticed that too. Maybe the Text or new Text isn´t ready yet.
  11. Alienkiller

    Flashbang Captures

    Yep Flashbangs are only for Desorientation. Like in Reality they don´t stun anyone, only disorient with Sound, Flashlight etc.
  12. Questknight

    The best things of X1 are abandoned

    I can remember using deadman grenades, it saved me more than once when one of the evil things would sack an isolated trooper, and omnomnom him.
  13. Ruggerman

    V6.3 Balance Thread

    Unfortunately the lasers do not seem to carry reserve ammo on the belt or on the ready ammo slot, you only get one load of ammo, regardless of ammo in the ready belt?
  14. I'm getting a runtime error when I launch V6.3 through GOG and it goes to a blank screen with an hourglass icon. It then tries to report the error and just closes. I'm updating my video card drivers and I'm running Windows 10 Build 18362.19h1. I'm not sure how to generate logs for this, but if there is something else I can provide let me know.
  15. Max_Caine

    V6.3 Balance Thread

    I'm a little reluctant to comment on laser balance, seeing as like all the other tech beyond ballistic they're up in the air at the moment but there are a few things I can say. In the current iteration of lasers my first experience of laser was "they're so light!". In comparison to ballistic you can sudenly carry a lot more gear as you neither need nor can use spare energy cells and it's surprising how many weight units ammo takes up, especially the LMG. My personal thoughts on how to balance them were inspired by a comment of Chris's in the 6.2 balance thread, where autofire in Xco 1994 was considered the default. By making single shots expensive, but bursts cheap and making both reasonably accurate I lean towards using cheap autofire and as a result, a quick draining of the energy cell. With the laser rifle I actually took out snap and normal, leaving only aimed and burst reducing the cost of burst from 30 to 20 and boosting the accuracy from 45 up to 80 so in effect burst becomes the new normal. Also, I dropped the damage. If I understand correctly, the ballistic weapons have a base damage of 30 (from weapon.json). The general damage increase of 45-55 from lasers is a step up but if you want to make Sebellians resiliant to energy weapons then their resilience has either got to go up or the damage of lasers has to go down as the extra damage from laser (another 15-25) is enough to counter the resilience of Sebellians. I reduced the damage in general down by 5 to heighten the difference betwen Psyons and Sebellians more clearly. In Short: (laser rifle): Remove (Snap) and (Normal), (Burst): Accuracy: 80, TU: 20. Damage: 40 (rifle/LMG) Damage: 32 (shotgun) Damage: 50 (Sniper rifle).
  16. Yesterday
  17. Solver

    V6.3 Balance Thread

    Laser weapons - they're supposed to be limited in ammo due to the recharge mechanic, which I don't think works well now. They recharge every turn. A laser rifle has 5 ammo, so if you shoot 2 aimed shots per turn, you can still afford to do it for 5 turns. If you do a burst + normal, the next turn will still see you at 2/5 ammo, allowing two shots. Given that it's common enough to spend a turn repositioning with no targets in sight, I don't feel like lasers are severely limited by their low ammo now, which they are meant to be.
  18. I can also confirm encountering this.
  19. Max_Caine

    V6.3 Balance Thread

    This is going OT, but it's more TU efficient to drop everything in the same space and not move the soldier. If anything offensive is left, the soldier will use it (e.g. grenades even smoke). The solider wil otherwise simply run in a random direction. You can then run back to where you dumped the stuff. Back OT. Ballistic Pistols and Combat Shields I hadn't really taken much notice of ballistic pistols until I got combat shields, as I didn't really use them. When I started to use combat shelds, I found them severely lacking. A pistol may be cheap to shoot for 10 or 15TUs, but they miss most of the time so you're not really going to do much, if any damage with them. Seeng as how pistols are the only ranged weapon a combat shield armed solider can use, the combat shield trooper needs a bit more bang for his buck to compete with other weapons. So, I experimented a bit with making ballistic pistols more like mag pistols. Making snap 3 shots help a lot with missing - one can imagine the pistolier is simply snapping shots off as quickly as he can What II did with normal was to keep it one shot, but to boost the accuracy from 80 to 120. 15 TUs doesn't seem a lot, but it adds up quite quickly even for high TU soldiers. Combat shields need a bit of a bost as well. For $100,000 and 5 alloys, they don't last very long against mag or plasma fire. My main use of combat shields is for those troopers to draw overwatch fire and storm positions that would be fatal for even shottie armed troopers to get in close with. I boosted the HP of shields from the master value of 80 to 150. They still don't last that long, but they last a lot longer than they do now! In short: Pistol: (Snap) Shots Fired: 3, (Normal) Accuracy: 120. Combat shield: Hp val:150, max: 150.
  20. Ruggerman

    V6.3 Balance Thread

    In that first move, were you are told that a trooper is Mind War, First drop their primary weapon and move to were the other troopers can not see him, then move or shoot the other team mates, but moving them out of sight of the alien controlled victim, until the next turn, as the effect only last for one turn. In the subsequent turn return the trooper to retrieve his weapon, and do this until the psyon is naturalised?
  21. Talking about knifes, why is the combat knife so large that it takes 6 slots in the back pack to store, when it should have a scabbard on the belt??
  22. monopoly59

    Dropship layout

    Problem I ran into with this is when I had a unit throw the smoke grenade to block one side of the ship from view an alien from the other side shot at him and killed someone, so still isn't a perfect defense. Really it's just a matter of needing better cover before exiting the ship. Edit: actually went back and I think I was misremembering things. Still had trouble getting out of the Dropship even with the smoke though.
  23. Ruthless Reuban

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta

    You did edit file from right folder? That is, \assets\mods\X-Division And yes, weapons_gc.xml should do it.
  24. Solver

    V6.3 Balance Thread

    Oh, I had not made any connection between Mind War and mind control. I had mostly seen the effects of Mind War dissipate. Now I feel stupid.
  25. Coffee Potato

    V6.3 Balance Thread

    Personally I prefer the wear-down and control when weak method. Didn't know about the second turn thing, though the popup is also so dang fast I can barely tell it happened.
  26. Max_Caine

    V6.3 Balance Thread

    I'd disgree there. A soldier hit with Mind War is still usable in the turn before it takes effect. You can take a few shots, and then dump all the gear the solider is carrying before it is mind controlled.
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