Xenonauts

Xenonauts

X-Division 1.00.00 - New Dawn
971 Comments
Murb 29 Jun @ 8:22pm 
i forgot exactly how i did it but i had to file transfer xdivision files installed on my pc to the steam deck with a file sharing system. i think the first go around i just extracted all the zips into a separate folder in steam desktop mode and then copied and pasted the patches to those files, then copy and paste those files from the separate folder and into the xenonauts directory and hit yes on all "replace this file?" prompts i got.
Schtenrific 28 Jun @ 11:34am 
Have anyone gotten X Division to work on the steamdeck?

I have extracted the .rar files and ran the installer as a "non-steam game" but it just hangs on the spinning steam logo forever.

HELP!!!!
scavenger 18 Jun @ 6:40am 
So that kinda screwed up the game, so just uninstalled and deleted everything else. Installed the steam CEB, install X, and now I think its good because i also see the missing equipment tabs now. However there is still the issue of the F-17 has 2 missile slots, yet 1 is empty and whenever I click it, game seems to crash, any thoughts why?
Stukov81-T.TV 18 Jun @ 5:12am 
i think i would try with verifying files first
scavenger 18 Jun @ 4:20am 
I used the download CEB and put files into game folder method rather then steam beta branch method. I tried fiddling with the mod order of some of the mods and it seemed to have fixed a couple issues. Still missing the equipment tab for medkits/shield/etc stuff in it. Would it be safe to just install the CEB using beta branch or will I need to basically just clean slate it and re-do the install?
Stukov81-T.TV 18 Jun @ 4:05am 
you have to run it in the Community Edition branch
scavenger 18 Jun @ 3:43am 
Alrighty, seems some issues might indeed exist, along with missing equipment that my soldiers can grab but I can't give, there is also a few cases of game shutting down, 1 of them being trying to equip planes with new gear. Anyone know where I can go to get the exact extra stuff I need for the mod to work? I have the 3 part install, but now not sure if other stuff back then got updated while the mod wasn't.
scavenger 18 Jun @ 3:11am 
Ok, weird, finally decided to get back into it, and reinstalled everything (and followed the steps, also because new pc), but it seems as though I am missing some equipment tabs. I don't have the tab that shows stuff like medkits or shields.
scavenger 12 Jun @ 9:55am 
Ah, so it's a situation of basically reaching it just before the actual terror site is up, gotcha. Curious if the amount gained would be more then a downed terror ship though. Still only able to make 1 special fighter per terror, or does a landed one let you make 2?
Kinda thinking about getting into the game again, didn't actually beat it, but would say reached towards the end of stage 3. Forget the reason why, but might've been a save file issue.
Stukov81-T.TV 12 Jun @ 3:36am 
If you target the ship mid Air and reach it after landing in the Terror Site its basically Intercepting a landed carrier ... if it hasn't landed it's dead dropship ;)
scavenger 12 Jun @ 12:16am 
Did not know that, it involve interacting with it JUST as it's about to land on the spot? Because have had a terror happen a short distance from a base.
Stukov81-T.TV 12 Jun @ 12:10am 
If you get the timing right you can even get a landed terror carrier mission instead of the terror mission m. It's a very tricky timing though
scavenger 11 Jun @ 11:56pm 
Kinda meant to be quite difficult, ESPECIALLY early on where just 1-2 shots could take a soldier out. I remember where I had it to where about 4/5 of any ufo i took down I would sell for scrap. As for the reinforcement mod...pretty sure it just changes the soldier count for the heli, so nothing should counteract it. But unless you find out how for the other transports, the charlie will basically be the best capacity wise until your at the end stage stuff.
I still remember the gimmick to taking out the terror ships...your gonna need a lot of bombers, either as sacrifices, or if good enough hit n run.
Toxicwire† 27 May @ 9:50am 
This mod is hard as hell and it caused me to dislike it but I found out the Barley Troops mod and Reinforcement mods work with this and doesn't cause any issues (at least for 4 hours) and it's letting me enjoy the mod a lot more.
Toxicwire† 16 May @ 9:00pm 
Thank you for the answer.
Stukov81-T.TV 12 May @ 12:24am 
Community edition is actually required. Expansion pack will probably conflict
Toxicwire† 10 May @ 8:50pm 
Maybe stupid but can I use with Xenonauts X-pansion Pack and Xenonauts Community Edition?
Drages  [author] 7 Jan @ 2:50pm 
@Mycroft Mod is working. You probably got something wrong at install or try to use with other mods.
Stukov81-T.TV 7 Jan @ 3:35am 
Different experiences for me sorry
Mycroft 7 Jan @ 12:13am 
Unstable as crap, i didn't have a single other mod but i already had a game breaking bug on my second mission where it constantly crashed any time i won, even despite constant reloads or attempts to play differently. SECOND MISSION
Don't bother, mod is almost completely unplayable.
Stukov81-T.TV 1 Nov, 2024 @ 5:49am 
1.00.11 is quite stable for me and fixes a lot of things
Destroyer 1 Nov, 2024 @ 5:25am 
get the the updated patch version 1.00.10 because the 1.00.11 is unstable
scavenger 21 Aug, 2024 @ 8:02pm 
Aliens in this mod hit a LOT harder until you get better armour. Said aliens also take a good bit less dmg depending on dmg type and where they are getting hit from. In general every alien has thinnest armour value on backside with exception of robots...still true but they have a LOT of armour.
Also they are capable of shooting at your guys somewhat accurately across half the map if they aren't behind cover usually unless its the flyers, which can have insane accuracy from almost literally the entire map.
shde2e 21 Aug, 2024 @ 6:46pm 
Is there an overview of all the changes made to the basegame?
I keep getting tripped by invisible changes, and I'd like to know what else I need to take into account.
Muggyman 11 Jul, 2024 @ 12:29pm 
hey this looks very cool. x-com terror from the deep was one of my fav games back in the 90s. Xenonauts was fun but didnt exactly feel like it. Thanks for making this, excited to try it out.
scavenger 18 Apr, 2024 @ 2:16pm 
Backside is mostly where shields/armor is the weakest, so a powerful singleshot (or buckshot) can do some good dmg before they turn. Machine guns become almost the go to weapon at a certain point. Had some soldiers with aim high enough that a 30 round burst, about 60-70% of the shots usually hit, and majority of the time supressed them, including any nearby aliens too. Even if not using it to dmg, supression with that many bullets tends to help spread a good chunk of area if the aliens group up enough.
VibroKnife 18 Apr, 2024 @ 1:08pm 
Also in the first missions I try to get my troops in as close as possible for attacks, you really have to get in the aliens face to break their armor/shields without taking significant losses. Also prioritize using machine guns and shotguns in first missions
Stukov81-T.TV 18 Apr, 2024 @ 10:25am 
there are several tricks that you will learn. and each species has their own strengths and weaknesses. early on alien weapons picked up are very good, smoke grenades are always awesome
Joseph Sneed 18 Apr, 2024 @ 9:23am 
I am just not sure where your initial strategy is supposed to come from. As I said because of the training not being a thing in this game you cant really afford losses the way you can in higher difficulties in xcom. The only way I was able to finish my first mission was by basically using my armored car at point blank range on several enemies and grouping up like 4 guys each on the last 1-2 once again point blank. As I said inexperienced troops just dont hit anything in this game.
Stukov81-T.TV 18 Apr, 2024 @ 7:49am 
stun gas is unlocked after capturing a caeson medic. Which isn't too hard as the caesans carry stun guns that you can use against them. Just consider they are wielding a shield which protects them from attacks from the front
Joseph Sneed 17 Apr, 2024 @ 3:55pm 
@Stukov81-T.TV when I got the stun research that its a part of in the base game I did not get the grenade nor a research for it that is separate and I researched alien biology that mentions the weakness. Unless they moved it behind something else it isnt there for me.
Stukov81-T.TV 17 Apr, 2024 @ 7:04am 
why do you claim that stun gas is removed?
Joseph Sneed 17 Apr, 2024 @ 4:43am 
I decided to download this because I liked the base game but was wishing there was more to it. I knew this said this would be hard but I am wondering how the hell you are supposed to get anywhere. Even on the starter missions where you outnumber the enemy like 8 to 2 its still a more than even fight as the second you are visible to the enemy your troops are basically dead. Now I dont mind having to replace troops but the fundamental problem in this game is inexperienced troops cant hit the broad side of a fucking barn. Xcom solves this by having a training center where unfielded troops can train but Xenonaughts has no such mechanic. There is also the fact that this mod removes the knock out gas that is like the one thing that could save some lives in the early part of the game. I am just wondering without those tools how am I supposed to advance to the point where I have troops that can actually hit something?
bcluch 11 Mar, 2024 @ 4:43pm 
@jzedtler

hey) i am playing ng+2 and currently MArch 7 is probably end of phase 2, when you can already more or less dominate it. I also succeeded to extand to 7 bases in the end feb. Cause got money from selling many ufos by that time. I had 4 bases from the start and was looking we can hardly afford that))
maximusus01 11 Mar, 2024 @ 10:10am 
@|DoS| VibroKnife I did try to contact you by page did paste below but there was no answers, so how does it works. When will be next patch issue because last one has more then 3 y. ?
Stukov81-T.TV 13 Feb, 2024 @ 8:12am 
opinions obviously differ
Torres 13 Feb, 2024 @ 4:08am 
TBH this isn't difficulty this is just an overly complicated micromanaging hell... everything must be disassembled, everything muss be processed and then done by hand personally by the player in the workshop...

The new aliens are quite ok and the new techs and all but damn this is just incredibly annoying to have to research separately every single ballistic weapon 1 by 1, first the pistol, then the carbine, then the rifle and so on with EVERY tech tier.

Can't say this was made to be entertaining but just unjustly annoying, I mean sure new content is always welcome but this is just beyond unnecessarily micromanagey, takes all the fun out of a tac game.
Stukov81-T.TV 31 Jan, 2024 @ 1:51pm 
What influences it is if you leave the ufos to do what they want. During their missions they do in fact produce ticks and so if you don't shoot them down you will find bigger ships earlier
jzedtler 19 Jan, 2024 @ 7:02am 
I just found the following entry in Gameconfiq. I guess if I reduce the amount it could be what I'm looking for. But if necessary I can also ask in the Goldhawk forum.

UFO TICKER PASSIVE INCREASE RATE -->
<alienAITickerIdle value="0.002315" comment="The ticker will increase by this amount every in-game minute, irrespective of whether any alien activity is taking place. This is to force the invasion forwards even if the player is playing extremely well." />
Drages  [author] 19 Jan, 2024 @ 6:41am 
@jzedtler I am not so sure about those details anymore, but it could be about difficulty. You should have about 3-4 month period for every phase of the mod. I don't know if there is something to change those period like you said.
jzedtler 19 Jan, 2024 @ 6:18am 
Thanks for the reply.
I'm a bit unsure because UFO phase 2 began for me in mid-December '79. For players on YouTube, however, it only started at the beginning of February 80.
I therefore had less time for equipment and expansion.
I would like to know why this is and whether I might be playing too well?
I would therefore like to have a little more time for the individual UFO phases to have more fun.
Can the length of the UFO phases be specifically influenced and specifically changed in a file?
Drages  [author] 19 Jan, 2024 @ 5:13am 
@jzedtler thank you. It's about the date. You need to race with the enemy invasion. If you are slow, they won't wait you.
jzedtler 18 Jan, 2024 @ 8:07am 
You created a great mod there.
Question about the UFO phases. What influences the UFO phases? Is this fixed or does research influence, for example, whether the next higher UFO phase begins? Where can you set the length of the UFO phases if necessary?

I hope the question is understandable (Google Translate - German)
Drages  [author] 20 Dec, 2023 @ 8:18am 
@bcluch thank you!
bcluch 19 Dec, 2023 @ 2:11pm 
hey) thanks for the mod, it is damn awesome and makes Xenonautus a masterpiece game) 1500 hours total here
Marcus 4 Dec, 2023 @ 7:28pm 
IK game is dead but if I am using this, should I enable any of the optional mods in community edition? (since this page says to use community edition)
Milano 30 Nov, 2023 @ 9:09am 
For what it is worth I am trying to download the mods 3 parts from Nexus Mods and they were corrupted. The Data file couldn't be unzipped due to an error. I am trying to use Mega now.
VibroKnife 26 Sep, 2023 @ 6:27pm 
...Lastly yes you can modify the health of the datacores but you will have to do so in the game editor for each ship. For more information and professional help go and ask on the X-division thread on the Goldhawk forum

---> https://www.goldhawkinteractive.com/forums/index.php?/topic/13414-165xce-v0350-x-division-100-beta-10011c/

You may also send me a friend request, and I can try and answer further questions you might have.
VibroKnife 26 Sep, 2023 @ 6:23pm 
@maximusus01 In my personal experience of my campaign stun grenades are very unreliable across the board and you should opt for physical stun damage, from both shotguns and stun batons. Near the first stages of the game, you should equip a lot of soldiers with shields and batons, use a lot of smoke grenades to lessen snipe shots from aliens. The more aliens you capture for interrogations the easier each phase will be because of armor/explosive research (you will get better flash and smoke grenades too).

The mk1-2 weapons are case by case with how good each weapon is. Some weapons are terrible in mk1, but their mk3 version rock, and keep in mind they have elemental damage differences. Basically, read each weapon stats and compare to what you already have, and don't overproduce weapons you don't know the reliability of till you try them. Weapon weight is also an important factor with low level - low strength troops....
maximusus01 26 Sep, 2023 @ 2:34pm 
I'm asking for forgiveness, but I mentioned the most important problems that concern me