Jump to content

Charon

Members
  • Posts

    2,346
  • Joined

  • Last visited

  • Days Won

    85

Everything posted by Charon

  1. [3580] Alien base mission... [3580] Picking ticker-based size for alien base at 5475,1215 [3580] {GCLoading}: TilesetAtlas loading for 'AlienBase' tileset took 0.069423sec [3580] Started CreateLevel() [3580] Cannot get alien command room submaps in folder "alienbase/BaseMaps/alienbase.medium.mediumdrone/AlienCommandRoom"! [3580] The map for the AlienBase tileset, "alienbase.medium.mediumdrone" base type cannot be loaded. Exiting...
  2. ok, this is a critical report. Thanks for the heads up .
  3. These are special ops units on special ops UFOs, if you are skilled enough to shoot down everything you may encounter them. Yup, if you missed it you missed it. I may put this on the list.
  4. Is the error that the loading screen get stuck at any % ?
  5. Im planning to add minelaunchers to the game, other than that its totally drages part. Nope.
  6. I have made a fixed version for Grimples Ambient Sound mod: COM - Ambient Sounds.zip Can you guys test this by turning off all other sound mods, including the Ambient Forest one and activating this one ? This should fix any and all issues with the freezes and crashes when you load a GC mission. Test with a lot of Saving/Loading. Feedback would be appreciated
  7. @Solver If you have the time and leisure can you pick me up on steam ?
  8. Since the latest XCE patch got rolled out it got shipped with the AWACs mod included as a zip. Since not installed zips make the modloader pop up the message that something is out of order and this might have confused many of you. Here is what i posted in 2016: and you can also find this information in my signature >>>THINGS I WANT YOU TO KNOW<<<. Unfortunately almost everybody i know tried to use the delete button to get rid of the additional mod, some even knowing that it is bugged but their mouse was faster than their brain . So here it is for everybody again: 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 will add this to the OP, but it puts quite a lot of information pressure on everybody, having to read a bible in order to install everything correctly and dont mess things up.
  9. Thats in the expected perimeter of bug collection the vanilla game has. Anything concerning looting grenades and ammunition is a sadder story than Titanic, and we cant do nothing about it. Also flying from crashsite to crashsite wasnt really part of the game, i guess. It would be interesting to know if the other items got back to base safe and sound, especially the corpses. Your case might just be that the game wasnt really programmed to acount for the possibility that a player could take items from crashsite to crashsite which werent equipped at the start. No, you are right, i know this bug. Like i said ammunition and grenades are more prone to not get looted than other items. For instance if you drop a shockbaton and didnt pick it up at the end of the mission you lose it. Same for any knifes you might have lieing around which are "grenade" coded. A knife is basically a melee ranged grenade which you cant throw and has multiple charges, code wise. Thanks for your report, i appreciate it.
  10. 1. The mission ends when all aliens are killed/captured. Check the Known Bugs section to see how the xenonauts_gc_editor.exe works if you cant find all, Ctrl + Q reveals the map. 2.
  11. X-Division in a nutshell, among other features: I wanted to share this with you guys, I think its hilarious.
  12. The lore is an open field with no travelers whatsoever. The first to come can set the rules, with a few exceptions. I once set everything in stone with a lot of creative leeway, but it didnt work out that well. Most writers come to X-Division to realise THEIR ideas, not to write something for a setting they didnt choose and as i found out those things dont go together quite well. This is why i am letting more room in all of this. If you want to know about the story i would like to tell you can read it here: Other than that there is not much. Well, first of all, i dont think drages would let you touch anything graphical in the game. He is the visual designer and he alone. Additionally you are thinking the wrong way. You dont intertwine things, especially not visual content with text. X-Division is a very big collaboration. If you manage such a big project you will realise the more you split up the different parts, the more manageable it becomes. Divide and Conquer. Free after Sun Tzu, leading a single man into battle or leading a thousand man into battle is not different fundamentally, it is mainly a question about organisation. Pictures can change anytime, the text can change anytime, researches can be scrapped anytime. This is the reason why its advantageous to refrain from interdependencies to much but still make it look like one piece. What you are thinking about has already been done, its the research description. It gives you accurate, but hidden information (1) what lead to the research, (2) what this research is about and (3) what it might lead to. The research map has never been broken into a map. If someone would have made one for .11 it would have become obsolete with .33 . The structure how the research functions is quite ... organised, so once you understood what leads to what you will have a plan in your head. Just as you like. X-Division is mainly about passion. Heres an example of a well written entry, without any game mechanic references, lore, or otherwise connected intersections: Hunter Good evening commander. When you tasked my team with creating a vehicle that could withstand the outrageous stresses of the ET's small arms fire, I thought you to be insane. Creating any vessel that would disperse the immense heat created by an energy bolt of that degree was a very far fetched proposition, but that's why you hired us... to achieve marvelous feats of science fiction. Unfortunately... my R&D team was unable to be very original and stole some British schematics for a light, anti-personnel vehicle (a Daimler Ferret armored car) and altered a few various components. While most of the new modifications are superficial accommodations for the vehicle's crew (cup holders, A/C etc.), there is one new radical idea that my team has applied to the vehicle's hull: Tungsten. The vehicle's outer layers, initially, were very flimsy and weak only providing about 1 cm of steel as buffer, which was made to withstand our primitive ballistic weaponry. Since the vehicle's original armor would never resist a single shot from the heat projected by an ET's pistol, the team decided an upgrade was extremely necessary. We eventually came to the conclusion that a composite layering of tungsten would be the best option for preventing penetration of the armor because of it's outrageous melting point. Unfortunately, due to the nature of the vehicle, it is unable to carry much more than 2 30mm cannons (with very limited ammo) for weight reasons, respectively. On the upside, we could always be a bit more... pragmatic, and engineer some less conventional armaments for more precarious situations (this invasion will be full of them, obviously). In reality I'm thinking about propositions such as scaling down our aircraft torpedoes and mounting several pods on the car, adapting a flamethrower, or even testing the results of engineering (or adapting) chemical weapons for use against the ET forces. Also, as a final thought commander, I would try to steer clear of using this vehicle once we inevitably get a new, more suitable, combat based replacement (likely using technology discovered through alien tech). Also, as I am currently pending the success of a motorized division in defense of earth, I am drawing up some, although basic, schematics that could serve as future vehicles. Although, at this rate a composite tungsten layering will not be enough. But here i go again and fill up other people with my ideas and the teams ideas, its up to you to feel if this is right for you.
  13. I know, it did. At least i got it + popup message and the The delete button S01E02 which i sent you shows you that the other guy got it too, so i guess everybody got it. If you have a clean modloader with nothing below the XCE files than the modlauncher stays cool. X-Division one would be an example.
  14. In case anything is below the XCE files the modlauncher launches the popup. Since noninstalled mods are always below XCE means that the popup is shown everytime. To avoid the popup either delete the zip or install the mod and deactivate it. Btw @Solver I think the AWACS mod got shipped with the last update, which let many people confused behind why they are getting the popup.
  15. The condition to trigger this is to look for aliens which usually only spawn once in a mission, praetors for instance. If you capture a praetor on your first attempt then you have no corpse to research whatsoever. Since the corpse only leads into an xpedia there is no actual research loss, but you still dont get a corpse and no Xpedia. And at this point you can say that its "logical" because the humans didnt kill the praetor, and it becomes a simple "logic" argument. Looking at it from a gaming perspective you can say that not getting a corpse while getting an alive alien will need you to redo another mission, which might be hard to spawn. For people who like to complete everything a real pain in the ass. And at that point its just a minor thing. One note though, from looking at the code there were containment buildings planned so it might have just been that, some buildings not finished and with a "kill" button.
  16. I think you are all not getting the OPs simple note that captured aliens dont unlock Corpse research, although it should from his standpoint because whatever happens after the interrogation you should have a corpse afterwards, unless the interrogation is more intense than bullets piercing through your body in the battlefield. The possible simple fix for that is to make an captured alien also unlock the corpse research, if we go along with the logic of the OP.
  17. @KyzerI can also host proper teamviewer sessions where we can work together side by side.
  18. Sure, just ask ahead. Thats why i told you to send me the file. There is a proper medication system for the next version. Medikits wont increase in weight that drastically anymore, for starters, and patches got a good niche.
  19. I have none, i don have the time to revise them or even look at them, we are in a different development circle right now. @drages could look at all of them whe he has time and wants to do that. If it makes him happy . Sure, just whatever you like. If you can write like an angel you could write some lore. If you dont want to torture your brain we always have some strings to do. If you want to map you can join our mapping team. If you want to test we got the latest version inofficial ready. The thing we need most are writers right now.
  20. I think the proper solution would be to replace the intital stun damage with stun gas, which makes 10 charges not do more stun damage than 1 per turn. Add a high dissipation chance and the exploitis fixed while everything else stays the same. We would need to change up some lore for that but thats ok. Ill put it on the list to get revised when we come to that. Thank you for the feedback. Ill immediately revise the melee ones, but the others will have to wait until we have more manpower or are at the point of revising those.
  21. Yes, thats what i meant, most explosions destroy charges. Looks like the EMP damage is not to trigger the explosives but not to destroy the item ? We can always nerf the shock charge exploit by adding more limited manufacture requirements, like energy cores. What are your suggestion ? Congrats, you found an exploit . Now i have to think how i prevent that . This is why i love the community, nothings impossible for you guys . Otherwise you are playing ironman ? Feel free to suggest changes than.
  22. Has already been revised for the next version, lighter than the hmg and double the original damage. Eh, @Phoenix1x+52 ? This has been deliberately made this way. Rockets still have a good range, and can be shot beyond vision. But i think you are right, having obstacles in the way with even a 10% block chance which would hit your own men ... is risky. I havent actually considered the tactical option to trigger a charge with another explosion. Too unreliable because of the game/engine calculations ... but using shock grenades may be a new invention. So you say you reliably get the damage of the charge ? Yes, we made them smoke grenades right, and that the AI doesnt shoot if the % fall under a certain number is definitely something which can be exploited ... @drages ? I think we are on the same page with this, a change is overdue. Yes, i know your feeling, a change would do good. Unfortunately i dont have the permission to change anything there. Good feedback. Arent Katanas cool ? Ofcourse, we cant balance everything perfectly at the first shoot, thats totally a community effort and achievement if we get a reasonable balance right ( props to you guys ) . As far as i can see i made the manufacture requirements pretty high ? So capturing praetorians must be a piece of cake ? I also believe that this might be a slight save/loading issue. There are a lot of powerful tools available because casualities are inevitable. If you get hit by a blood grenade and then reload its another story ofcourse. Equipt your scout with a katana ? The next sebillian grenades blasts your whole valuable equipment to smitherens. Althought all of this is no reason to not balance them . Uuuuuuuuuuuuuuuuuh, that doesnt seem right. I carefully balanced everything that in Phase 4 you have everything available to research everything of importance. Yes, i would need to revise the antimatter tech tree, its quite unresearchable at the moment. It needs very precise conditions, which once you have passed them are even harder to still get, and at one point impossible. Its a story tech line, so quite hard to figure out interdependencies to still make a straight line. The Enforcerer seems to be hard to get, here are the requirements: Researches.AlienAlloyHardening(AND)Researches.AlienElectronics(AND)Researches.AlienFusionReactor(AND)Researches.AlienSingularityCore(AND)Researches.AndroncontrollerDisassembly(AND)Researches.AdvRailTechnology(AND)Researches.AdvSonicTechnology(AND)Researches.PraetorInterrogation(AND)Researches.AlienAncientTechnology(AND)Researches.AdvAlienAncientTechnology(AND)Researches.AndronEliteDisassembly(AND)Researches.AndroncontrollerDisassembly(AND)Researches.Andronintel(AND)Researches.SebillianDataHack10(AND)Researches.SebillianDataHack11(AND)Researches.SebillianDataHack12(AND)Researches.CaesanDataHack10(AND)Researches.CaesanDataHack11(AND)Researches.CaesanDataHack12(AND)Researches.SebillianheadengineerInterrogation(AND)Researches.CaesanheadengineerInterrogation Maybe its bugged. I can unlock any tech for you if you want to see all the content, just send in your researches.xml and your desired techs. I would appreciate more exact examples, so i can make more exact fixes. As of right now the mothership should just have the same content as the battleship. Dunno, you must ask the community for that. I designed the loadout so that it is not able to get taken down, because it didnt have a Crashsite, but now it does, but it hasnt been tweaked for that, i think.
×
×
  • Create New...