Matthew Posted February 10, 2012 Share Posted February 10, 2012 Hello Guys\Girls, There are some annoying problems, that blocks you in progressing the game, but maybe there is a workaround for it until the next patch, but you just don't know about it. Here you can share your findings with the community. This thread is not instead of reporting bugs and posting workarounds, this thread is to help each other to progress in the game further. Workaround for the camera panning on farmlands: Issue: You cannot pan camera to the north on farmlands Solution: Pan it to two directions at the same time. (Press Up and a Side button \ Hover your cursor to a top corner) Workaround for the Machine Gunners cannot jump over fences: Issue: Machine gunners cannot jump over fences. Workaround: Crouch before the fence, then give a move command trough it. (You will see your machine gunner slide over it) Returning to base with low fuel crash: Issue: Sometimes when you keep fighting with low fuel the game crashes. Workaround: Whenever the return to base dialog pops up, accept it and flee! Please share your findings, and thank you for the good job guys . Quote Link to comment Share on other sites More sharing options...
yawa Posted February 19, 2012 Share Posted February 19, 2012 Frozen game on reaction fire: Issue: Reaction fire from invisible aliens causes game to hang. Workaround: Edit xenonauts\assets\units\alien\caesan\noncombatant\weapon.AlienPlasmaPistol\soldier_spectre.xml In that file, replace every occurence of caesan/weapon with caesan/noncombatant/weapon This fixes both the reaction fire hang and alien invisibility (so far, for me ). Quote Link to comment Share on other sites More sharing options...
NoIdidnt Posted February 23, 2012 Share Posted February 23, 2012 Issue: can not save game over existing save game. workaround:click the text line first then click the save you want to overwrite then hit enter and click yes. works anytime. Quote Link to comment Share on other sites More sharing options...
mrsisk Posted February 25, 2012 Share Posted February 25, 2012 Frozen game on reaction fire:Issue: Reaction fire from invisible aliens causes game to hang. Workaround: Edit xenonauts\assets\units\alien\caesan\noncombatant\weapon.AlienPlasmaPistol\soldier_spectre.xml In that file, replace every occurence of caesan/weapon with caesan/noncombatant/weapon This fixes both the reaction fire hang and alien invisibility (so far, for me ). He he...took me forever to figure out what was going on...I couldn't find that file and it was driving me insane. Duh. Playing the game on Desura means you don't have that file on your system so you can't do the workaround unless you download the game's zip file. Quote Link to comment Share on other sites More sharing options...
NoIdidnt Posted February 25, 2012 Share Posted February 25, 2012 Duh. Playing the game on Desura means you don't have that file on your system so you can't do the workaround unless you download the game's zip file. doing a search on my computer came up with nothing also but i finally found the correct path at - c: programfiles/desura/common/xenonauts Quote Link to comment Share on other sites More sharing options...
FranTorres Posted March 2, 2012 Share Posted March 2, 2012 Frozen game on reaction fire:Issue: Reaction fire from invisible aliens causes game to hang. Workaround: Edit xenonauts\assets\units\alien\caesan\noncombatant\weapon.AlienPlasmaPistol\soldier_spectre.xml In that file, replace every occurence of caesan/weapon with caesan/noncombatant/weapon This fixes both the reaction fire hang and alien invisibility (so far, for me ). Could you please upload such workaround? it happens to me all the time and I have to load the game. Oh !! and thanks to NoIdidnt for the savegame workaround Quote Link to comment Share on other sites More sharing options...
Pithos Posted March 3, 2012 Share Posted March 3, 2012 Issue: base buttons become unclikable and cannot access base Workaround: Click base icon on geoscape gui with mouse cursor. Buttons work again. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted March 20, 2012 Share Posted March 20, 2012 Bug v9.1 - Machine guns do not fire using basic armour. Workaround: Open your assets/units/xenonaut/basicarmour/weapon.machinegun folder Locate and open soldier_spectre.xml Copy the entries below and add them to soldier_spectre, above </state>. Save and exit soldier_spectre. The machine gun should now work, note that the animations will not be correct but it will fire. <anim src="units/xenonaut/basicarmour/weapon.machinegun/crouchburstshoot_w" anim="crouchburstshot_NY"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/crouchburstshoot_e" anim="crouchburstshot_K"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/crouchburstshoot_n" anim="crouchburstshot_E"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/crouchburstshoot_s" anim="crouchburstshot_D"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/crouchburstshoot_nw" anim="crouchburstshot_ENY"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/crouchburstshoot_ne" anim="crouchburstshot_EK"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/crouchburstshoot_sw" anim="crouchburstshot_DNY"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/crouchburstshoot_se" anim="crouchburstshot_DK"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/burstshoot_w" anim="burstshot_NY"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/burstshoot_e" anim="burstshot_K"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/burstshoot_n" anim="burstshot_E"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/burstshoot_s" anim="burstshot_D"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/burstshoot_nw" anim="burstshot_ENY"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/burstshoot_ne" anim="burstshot_EK"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/burstshoot_sw" anim="burstshot_DNY"/> <anim src="units/xenonaut/basicarmour/weapon.machinegun/burstshoot_se" anim="burstshot_DK"/> Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 4, 2012 Share Posted April 4, 2012 V9.2 CTD when accessing soldier inventory over a dead alien. The alien plasma cell has no inventory image associated with it. If you want to fix it open assets/weapons and make a new folder called plasma. Copy the lasercell.png from assets/weapons/laser into your new folder and rename it plasmacell.png. Quote Link to comment Share on other sites More sharing options...
craftomega Posted April 20, 2012 Share Posted April 20, 2012 (edited) Hidden movment freeze, temp fix. In the assests\missiontypeprops_gc file, change the number of civilians and allies AI to 0. Edited April 24, 2012 by craftomega Quote Link to comment Share on other sites More sharing options...
jimbobfury Posted April 20, 2012 Share Posted April 20, 2012 Ah, thanks for posting that here craftomega, I'd not had chance to do it myself yet. Just to update the fix; it seems you can leave the friendly AI in if you like, although as they're not currently active I don't really feel the need personally, but if you'd rather, it's safe to. Quote Link to comment Share on other sites More sharing options...
craftomega Posted April 22, 2012 Share Posted April 22, 2012 (edited) Random increase of weight bug. Fix 1. At the end of every mission, after your solders get home, go to the solder screen and pick up and put down all of there on hand weapons. Fix 2. If you are in a mission and you encounter the bug, pick any solder and open and close his inventory. The next round all your solders ap will be back to normal. Edited April 23, 2012 by craftomega Quote Link to comment Share on other sites More sharing options...
Chris Posted April 23, 2012 Share Posted April 23, 2012 Is it confirmed that removing the civilians gets rid of the AI bug btw? Quote Link to comment Share on other sites More sharing options...
Amiga4ever Posted April 23, 2012 Share Posted April 23, 2012 Yes Chris. It works well Quote Link to comment Share on other sites More sharing options...
jimbobfury Posted April 23, 2012 Share Posted April 23, 2012 Chris, when I removed the civvies in 9.3 I was able to complete about 16 ground combats in a row (over several playing sessions) before getting a crash. So there's still something else not quite right but it definitely seems to make a difference. Quote Link to comment Share on other sites More sharing options...
craftomega Posted April 24, 2012 Share Posted April 24, 2012 Is it confirmed that removing the civilians gets rid of the AI bug btw? It removes the issue 95%. There is still the ocassional mission that crashes but it becomes rare instead of VERY common. Quote Link to comment Share on other sites More sharing options...
craftomega Posted April 25, 2012 Share Posted April 25, 2012 (edited) In the game when a xenonuat picks up an alien weapon and tries to use it the game crashes. This is a little fix that makes that problem go away, it makes the alien weapons and well, all the weapons that don’t have sprites call upon other weapons sprites. Similar to what is being done with the starter sniper rifle. HOW TO INSTALL!!! READ THIS!!!! -Take .rar file and place inside the Xenonauts folder. (The one with the .exe) -right click and press extract here !! -Click yes to overwrite all files. -This will in no way cause harm to your game. http://www.mediafire.com/?82hbh9r1diy2lkt Edited April 25, 2012 by craftomega Quote Link to comment Share on other sites More sharing options...
NeoRad Posted April 26, 2012 Share Posted April 26, 2012 Hidden movment freeze, temp fix.In the assests\missiontypeprops_gc file, change the number of civilians and allies AI to 0. Чувак ! Ты гений = ) Переводи теперь сам Quote Link to comment Share on other sites More sharing options...
Mnemnify Posted April 27, 2012 Share Posted April 27, 2012 Frozen game on reaction fire:Issue: Reaction fire from invisible aliens causes game to hang. Workaround: Edit xenonauts\assets\units\alien\caesan\noncombatant\weapon.AlienPlasmaPistol\soldier_spectre.xml In that file, replace every occurence of caesan/weapon with caesan/noncombatant/weapon This fixes both the reaction fire hang and alien invisibility (so far, for me ). He he...took me forever to figure out what was going on...I couldn't find that file and it was driving me insane.Duh. Playing the game on Desura means you don't have that file on your system so you can't do the workaround unless you download the game's zip file. I downloaded the 9.31 zip, but it does not contain a weapon.AlienPlasmaPistol folder in xenonauts\assets\units\alien\caesan\noncombatant The only folders there are none and weapon.AlienPlasmaRifle, both of which are empty. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted April 27, 2012 Share Posted April 27, 2012 I downloaded the 9.31 zip, but it does not contain a weapon.AlienPlasmaPistol folder in xenonauts\assets\units\alien\caesan\noncombatantThe only folders there are none and weapon.AlienPlasmaRifle, both of which are empty. That bug shouldn't be an issue in 9.31. Are you getting a reaction fire mesage before hanging/looping or just the standard hidden movement screen? If you don't have the problem you don't really need to bother with the workaround anymore. Quote Link to comment Share on other sites More sharing options...
Mnemnify Posted April 27, 2012 Share Posted April 27, 2012 (edited) Are you getting a reaction fire mesage before hanging/looping or just the standard hidden movement screen? Actually, I'm not entirely sure which bug(s) I'm getting. In the 8-odd ground combats I've tried (all of which froze after a turn or three) I've seen: Hang during the "Hidden Movement" on-screen graphic. Return from the "Hidden Movement" onscreen graphic, but my units are unselectable. Hang during action revealed by my soldier's sight, during the alien turn. I was presuming that this is two different bugs. I tired editing missiontypeprops_gc.xml to reduce civilianCount and friendlyAICount to 0 everywhere, but still see allies in the ground battle. I've seen all three problems described above in 9.4 run with Desura client, and 9.3 downloaded and uinzipped. EDIT: I was testing by running Quick Battles, and it occurred to me that this may be part of the problem. So I ran a Full Demo, and made it through a ground combat for the first time. And 9.5 is available, now. Time to test without the civvies/allies workaround. Edited April 27, 2012 by Mnemnify Quote Link to comment Share on other sites More sharing options...
Buzzles Posted April 29, 2012 Share Posted April 29, 2012 (edited) Work around for transferring Items between bases that have zero cost so won't transfer: Annoying bug but easily worked around, just transfer a token unit of something that has a value (Alenium, Alien Alloys, Alenium Missiles/Torpedoes) alongside the items you want moving. You'll only get charged for the token item, but your other things *will* be on the transport and will arrive at the other base. Bonus workaround: You can give items a "Sell Value" in items.xml. I don't know if it affects end of missions yet, but I can now transfer (and sell) the massive quantities of Plasma cells I've gathered. Edited April 29, 2012 by Buzzles Quote Link to comment Share on other sites More sharing options...
DeMente Posted May 1, 2012 Share Posted May 1, 2012 Workaround for CTD with multiple transports in the air. Issue: The game CTD when one of your transports should land at a base, or you see a immobile transport at one start base. Workaround: Remember to only send one transport for everytime you are in Base management. If you like to send another transport, exit to Geoscape and let some time pass (see the C-17 start). Only thereafter can you continue with the loading of next transport. Quote Link to comment Share on other sites More sharing options...
Photec Posted May 3, 2012 Share Posted May 3, 2012 No workaround on research bug? AFAIK I'm supposed to be able to research lasers after researching a recovered plasmarifle and pistol, but so far I've got nothing. Quote Link to comment Share on other sites More sharing options...
Buzzles Posted May 3, 2012 Share Posted May 3, 2012 No workaround on research bug? AFAIK I'm supposed to be able to research lasers after researching a recovered plasmarifle and pistol, but so far I've got nothing. As the bug is involving saving (and/or loading), the only workaround is to play in one session, no quitting and loading. Ironman style. Quote Link to comment Share on other sites More sharing options...
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