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Xenonauts: Community Edition discussion


Solver

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You know, you could also add 'accident system'. How does it work? - say you have a research or manufacture going. An then suddenly - an event! 'During research/production of %you_name_it% an accident happened. %number% of scientist/engineers died. Production/research delayed for %number_of_hours%'.

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I'll probably just do a temp workaround to fix most aircrafts, I need to release a small update today anyway for compatibility with 1.08HF. Then I can continue to investigate. I know the problem (planes basically "forget" that they belong to the player, and end up being unowned when they fly), but still not how the corruption appears. Notably, I still have not been able to reproduce it in a newly started game.

The bug of many alien plasma batteries has not been fixed in X:CE, it's just a pretty rare bug. But it can happen equally in X:CE and vanilla.

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I'll probably just do a temp workaround to fix most aircrafts, I need to release a small update today anyway for compatibility with 1.08HF. Then I can continue to investigate. I know the problem (planes basically "forget" that they belong to the player, and end up being unowned when they fly), but still not how the corruption appears. Notably, I still have not been able to reproduce it in a newly started game.

The bug of many alien plasma batteries has not been fixed in X:CE, it's just a pretty rare bug. But it can happen equally in X:CE and vanilla.

Is quiet hard know if the bug comes from vanilla, mods or CE. Things become more complex.

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I can only add that to me it didnt happens in clean vanila 1.07HF without CE for 2 missions, but happens with mods 4 missins in a row, though number of alien plasma battery was beetwen 80-120 probably due to using some explosives.

Is posible though that bug just dont appear in ma vanila.

Edited by Alewalek
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Would it be possible to add in a 'fire and flee' and 'focus escorts' mode to autoresolve? Where your foxtrots, or long range missile planes, just fire their payloads before hitting the afterburners instead of stupidly fighting to the death. I figure itd be a nice gimme to people who suck at AC, and ease the tedium of fighting targets that need multiple waves of interceptors.

(Havent used autoresolve with Foxtrots against something they cant completely kill, so if this doesnt happen anymore you can ignore this post.)

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Even things they can completely kill can lead to Foxtrots dying. One time I autoresolved when the chance of success was 100% and my Foxtrot still died:/ I assume he launched his missiles, then just stayed around to get shot up while the missiles flew in. Think I was shooting down a Scout ship:/

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Hi Solver,

So, having got some time this afternoon, I'm finally doing the updates I should be doing. However, I am having a problem with mission_researches. It doesn't seem to work - the game only appears to refer to the research predicate field in researches.xml. What research predicate must I put in the place of the usual research predicate in researches.xml so mission_researches can trigger the appropriate research? I'm going to try putting in a late-stage datacore and I'll also try removing the field entirely from researches.xml to see if either will do.

EDIT: Well, that didn't work.. so I'm drawing a blank here.

Edited by Max_Caine
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You probably want the research to be completed automatically, same as with other datacores and flavour researches? If so, you should set the corresponding research to take 0 days in researches.xml. If it has more than 0 days, then the mission_researches trigger will enable that technology to be researched, but not complete it automatically.

Other than the link from mission_researches.xml, your research should not be any different from the other datacores/autopsies.

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That's not what I meant. What I mean is, the game seems to draw from the research predicate in researches.xml. Thusly:

<Row ss:AutoFitHeight="0" ss:Height="51">

<Cell ss:StyleID="s72"><Data ss:Type="String">Researches.ScoutingMission</Data></Cell>

<Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell>

<Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell>

<Cell ss:StyleID="s74"><Data ss:Type="String">Items.AlienLightScoutDatacore</Data></Cell>

<Cell ss:StyleID="s72"/>

<Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.ScoutingMission" );</Data></Cell>

<Cell ss:StyleID="s76"><Data ss:Type="String">Researches.ScoutingMission</Data></Cell>

</Row>

It triggers on the research predicate, not from any trigger in mission_researches. Setting the datacore to a battleship datacore should have meant if mission_researches overrode the standard predicate, then it should have already triggered. But it didn't. So what do I put in the research predicate?

EDIT: nvm, in the time it took to write this, I'm out of time. I'll try again tomorrow.

EDIT 2: Got a minute or two before I go to work. Please note, I simply copy and pasted from researches.xml so I could dicuss the field in question. It's not a representative example of the problem I am having.

Edited by Max_Caine
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I am getting a CTD from using C4.

How to reproduce:

-load this save [ATTACH]4981[/ATTACH]

-run a guy up to the wall to the north of the chopper

-set c4 to 1 turn and drop it on the ground

-leave dude standing on the c4

-end turn

ctd happens at the end of the alien turn. I believe this happens when the c4 will both blow up a wall and kill something as I ran into it first when trying to use c4 near a place I knew aliens would be.

Aut.sav

Aut.sav

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Depends on the plane. Some planes can now be fixed by manually returning them to base, but others are unfortunately beyond recovery currently. Also I'm leaving shortly for just over a week, so no more immediate updates from me.

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Hi llunak! I've posted about a bug related to sorting renamed soldiers by name in the bug forums since v.1.03 but it still persists in the v.1.07HF that I'm playing right now. Could this be fixed in the Community Edition?

Basically, renamed soldiers keep getting sorted by their old name in the Barracks screen instead of the new name you give them. To me this defeats the purpose of renaming soldiers and is a constant source of irritation.

So if the game gives me the following starting soldiers

1. Angel

2. Brutus

3. Charlie

4. Dick

5. Edgar

and I rename Angel to Zorro and Dick to Xerxes and then sort by name, they will get sorted alphabetically but by their old names (which the game somehow remembers):

1. Zorro

2. Brutus

3. Charlie

4. Xerxes

5. Edgar

Is fixing this feasible?

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Hello great Coders!

Your doing a great job! I go back here to bring more ideas:

- Moddable setup "Random Crash" events and special folder for this encounters.

- Armor can give the skill of regeneration.

- Random events at base (For example each 10 days a pop up appear with a new event in a table like "ONU Give you a small depot of food for your bases +1 Maximum supply for all bases"; "US Veteran training program gives to the soldier called #### a small bonus on accuracy"; "Accident explosion in your workshop increase your current prduction for 5 days")

Thank you! :D

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