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Charon

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Everything posted by Charon

  1. There is an easy test, start up the game, go to the geoscape, alt tab to you deskop, delete your scripts, then switch to you base view. If the game doesnt display anything/crashes a script is responsible for the layout. Next step is to find the script. You can ofcourse alter the size of the buildings, make the command center smaller, and every other building too
  2. I think you are in the wrong thread, make a new one in the modding discussion foum ( here ).
  3. Reporting things still help people, but on the other hand if you dont use XCE than you are most likely to report bugs which have already been fixed. Will it get fixed ? The vanilla game is unlikely to get any fix, even more so that XCE is basically replacing it. Even the "update" from 1.59 to 1.65 was mostly XCE stuff getting moved into the main branch. So if you play XCE and encounter bugs this is still the place where bug reports help, not so much the vanilla one.
  4. If you increase the crashsite bonus to something like 3 times the current shotdown bonus every successful mission would count so much more ... especially in comparasion to the aircraft supremacy.
  5. One solution would be to totally transfer the shotdown bonus to the crashsite and almost completely remove it from shooting it down. This would make the number one relationship gain the actual crashsites. So lets say you shoot down a lot of UFOs. Since you may not want to do all of them you will have to choose which one to do. Similarly to the 2012 XCOM you may look which country needs help the most ( panic level ), but doesnt limit you from sending troopers into all of them - if you desire so. Additonally, in X-Division you will have a lot of different UFOs to choose from, ranging from small to very big UFOs all over the place, which will increase the strategic options you have. Do i go for the small armoured scout which datacore i need ? Or do i do the mission in the country which needs my help the most ? I really like this idea, the only downside is that this would make for a total different game, and would need another development cycle to see if it is fun.
  6. Im thinking ... this is a basic elder scroll problem. If the level of enemies is constant there will always be a way to become more powerful than them. If the enemies level will always be something adjusted according to your own level ... than there is not a big motivation to become stronger. No matter if you are lvl 65 or 200 if the enemies stay equally difficult there is little motivation to increase your level, and a lot motivation to cheese.
  7. The title almost says it all. I was thinking left and right, but most of the gameplay no matter if it is the vanilla game, X-pansion Pack or X-Division consists of reaching that ultimate state where you are capable of shooting down every UFO, and in the best case as fast as possible. The minimalist Minipatch mod on steam made it so that every xenonaut base increases the maximum UFO count by 1 which is an interesting point. Since shooting down everything is always the best option there is little room for geostrategic decisions, and makes it something like the Golden Gun, everything else becomes irrelevant once you get it. So here is the question, which tools do we have available to prevent this one strategy from becomeing the overkill of the game ? What do you think @Solver and @Policenaut ? I was thinking ... .... ... maybe the <maxMissionHumanBaseModifier value = "0" comment = "Add this much to maxMissionCount for every human base on the map" /> could be 2 ? The basic issue we are facing here is that we dont want to make it viable to simply build more interceptors. Since aircraft always pays for itself, by shooting down the troublemakers and providing income with the generated crashsites, we want to put something like a potential softlock, similar to dimishing returns. I dont think increasing the maintenance costs for aircraft is the desired solution because they are static and therefore a hardlock - aircraft either is worthwhile, or it is not in this concept, but there is no middleground So what do guys think ? PS: I also think this question would solve the over importance issue of air supremacy.
  8. Check my signature or follow the link: For the logic behind The XCE base mod you will have to ask @Solver.
  9. Charons Overhauled Mods - Ambience Forest UPDATE: As of XCE 0.34.3 all buggy sound behaviours seems to have been eliminated so there doesnt seem to exist a code optimising issue from this to the original anymore. Thanks again to @Solver for fixing this. This overhauled mod introduces a new sound system to nearly eliminate all buggy behaviour. Some still remain thought but we got the ratio from down from 9/10 to 1/600, or 1 in 6 hours time of gameplay. If you still have issues deactivating all ambient sound mods, including the Ambient Sounds one could help with that. Deactivating all ambient sound mods seems to fix all occuring issues including freezing bullets, crash on load, and crash on load from GC to geoscape. There is a a downside to this though, the volume level can longer be adressed via the music/sound effects volume control sliders, since the sounds operate outside of that system. You can still adress it by controlling the master volume and make the game louder/less noisy by controlling everything else but the ambient sounds. If you still have issues with the volume the sounds_gc.xml holds a volume="0.6" which you can change to your liking. Bugs will only get triggered during GC once you loaded the save at least ONCE. No bugs will appear before that first load of a GC save. Personally, since i dont load around a lot i think a 1 in 6 hours gameplay ratio is considerable enough and the ambient sounds are really nice. I really love sounds and music in the game so if anybody wants to make more of them i would totally welcome it. Installation: Deactivate all other Ambient sound mods except the ones tagged as "Charons Overhauled Mods" to make the new sound system take effect. This will mostly be Ambience Forest and/or any other additional ambient sound mod you may have installed. Download the mod from the forum: http://www.goldhawkinteractive.com/forums/index.php?/files/file/33-charons-overhauled-mods-ambience-forest/ Extract it to your mods/... directory Any place in the modloader is fine. The sound system uses unique identifier so there should not be any compability issues whatsoever.
  10. Charons Overhauled Mods - Ambient Sounds UPDATE: As of XCE 0.34.3 all buggy sound behaviours seems to have been eliminated so there doesnt seem to exist a code optimising issue from this to the original anymore. Thanks again to @Solver for fixing this. This overhauled mod introduces a new sound system to nearly eliminate all buggy behaviour. Some still remain thought but we got the ratio from down from 9/10 to 1/600, or 1 in 6 hours time of gameplay. If you still have issues deactivating all ambient sound mods, including the ambient forest one could help with that. Deactivating all ambient sound mods seems to fix all occuring issues including freezing bullets, crash on load, and crash on load from GC to geoscape. There is a a downside to this though, the volume level can longer be adressed via the music/sound effects volume control sliders, since the sounds operate outside of that system. You can still adress it by controlling the master volume and make the game louder/less noisy by controlling everything else but the ambient sounds. If you still have issues with the volume the sounds_gc.xml holds a volume="0.6" which you can change to your liking. Bugs will only get triggered during GC once you loaded the save at least ONCE. No bugs will appear before that first load of a GC save. Personally, since i dont load around a lot i think a 1 in 6 hours gameplay ratio is considerable enough and the ambient sounds are really nice. I really love sounds and music in the game so if anybody wants to make more of them i would totally welcome it. Here is the original thread: Installation: Deactivate all other Ambient sound mods except the ones tagged as "Charons Overhauled Mods" to make the new sound system take effect. This will mostly be Ambience Forest and/or any other additional ambient sound mod you may have installed. Download the mod from the forum: http://www.goldhawkinteractive.com/forums/index.php?/files/file/32-charons-overhauled-mods-ambient-sounds/ Extract it to your mods/... directory Any place in the modloader is fine. The sound system uses unique identifier so there should not be any compability issues whatsoever.
  11. Uuuuuuuuuuuuuuuuuuuuuuuuuuh, here he goes.
  12. Im on break for now. Have a good time guys and girls :).
  13. Known Bug. Known vanilla bug. Thats the minimum accuracy AI decision making, we will look into that. Yes, we try to improve on this behaviour. You cant sun mechanical units. There is no automatical in this game, thats Factorio. Thats true, there is relatively no tutorial for X-Division, nor a full sheet of information ingame. If you want to improve on this situation or anybody else, you are welcome. Thank you for your feedback.
  14. <Tip>Mitigation means armour penetration. Weapon Damage - (Alien Resistance - Mitigation) = Damage taken. </Tip>
  15. 3.3 Troubleshooting This mod is %98 stable. If you got any weird problems like aliens without guns, strange visual errors, game crashes, they should be about wrong install or mod loader issues. Be sure that you got X:CE, X-Division and X-Division Patch is installed and then come to our topic with your save game and we will help you. Sincerely yours, Drages NEVER USE THE MODLOADER DELETE BUTTON, ITS BUGGED AS HELL. Rather delete the mod folder from your mods/... folder directory. If you have a subscribed workshop mod then unsubscribe first then manually delete the folder in your mods/... directory. I think i got a bug, can you help me ? If you want some help when you make a bug report or think that something is not the way it is supposed to be, add full screenshots of your whole modloader and your savegame ( geoscpae only ).
  16. play X-Division. And no, making an individual AI for every difficulty aint gonna happen, that would be like troubleshooting 4 different games.
  17. Wanna come online on steam? I would love to chat about something new. Sounds good but i already solved all crashing problems regarding the sound system. Right now we have a 6 hour testing run and 1 freeze, and ... i havent seen any crashes on loading anymore, but that might still need some testing. GC to Geoscape crashing has long been resolved too. Thx for the heads up, your reports help me quite a lot.
  18. aiprops.xml - <Props APs="70" Resilience="150" Strength="60" Accuracy="100" Reflexes="40" Bravery="200" Abilities="Zombify,MeleeVehicles" CrouchDisabled="1" /> <Rank type="Reaper"> If you have an correct install you only need to modify X-Divisions aiprops, otherwise look for the mod with the highest priority. Its not a bad idea, i will make a note to use it for another system which i plan to implement in the far far future.
  19. My response to reapers usually is to nerf their TU, but that might just be a developer option. This is another controvers change. I totally agree with you that this is something which should be on the list, but my doubts are about the managing of soldiers. If you completely have to reassign a new team for every wave with 2 chinooks than you will solely spend 20 minutes ONLY (!) on managing soldiers. This might be too much, as much as i think your idea is good the game doesnt really allow it. After all this is Xenonauts and not XCom where you select abilities and 2 kinds of grenades for every soldiers and thats it. I can safely say that not any new version will launch within the next month. There is also the dedicated tester version available but i think i have my hands full. Dont play hard Ironmann, make it a free Ironmann. Saving in the game is easier than having to make backups on your desktop.
  20. If zombify on hp death would be possible it would be in X-Division. I do see the same problem but not an easy straightforward solution. The main problem i have is that right now Terror UFOs are incredibly easy to get shot down with suicide runs. Just launch 6 bombers and it will get shot down. Or launch 9, its basically just a matter of numbers, not skill. And the losses are minimal. The main disadvantage about enabling permanent destruction of planes is that it demotivates experimenting, since that would mean a lot of destroyed planes, and your campaign can only sustain that much destroyed airplanes to stay alive. And i REALLY want to motivate you to experiment. The other issue that the mod is already as hard as it is. I havent seen a single youtuber get into phase 2 yet, and ... thats just the tutorial. A possible solution would be to increase the recovery time for destroyed airplanes to 16 days. This would really hurt but still give you the option to manually decommission an aircraft and make a new one if you wish so, but you would also loose all the valuable equipment which you didnt recover yet. OR you simply wait 16 days and get everything back. As much as this sounds reasonable it would alienate most players from getting experience, so i think this might be something you should change on your own. in the gameconfig <recoverTime value="96" comment="Hours needed to recover an airplane from 0% to 1% (Above 1% will use repairRate)" /> change the value to 384 hours for 16 days. Mayne i will increase the hours a bit. Thank you for your support .
  21. Did you follow step 5 of the installation instrunction ? Was the video helping you ?
  22. Because people didnt like to be outsmarted by an AI, they wanted to win, easy and straightforward. EDIT: Challenge - yes, but only in moderation and only as big as the average player is smart enough to handle it.
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