Solver Posted July 11, 2014 Author Share Posted July 11, 2014 Haven't written a modding guide for the dynamic UFOs but I think you understand them. Try and keep the mod modular! No need to make your own gameconfig.xml, you may just want one with the elements that you actually want to change. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 11, 2014 Share Posted July 11, 2014 That's the plan. I just wanted to make sure I've got a backup copy of stuff before I do anything just in case. Incidentally, do you or llunak know whether it's likely that the new mod system will get rolled out as standard? While I don't think there's any reason *not* to use X:CE, no doubt some people won't for whatever reason and yet try to/want to use mods anyway (and I'm not especially interested in creating two mods every time I do something). Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 (edited) Yeah, there really isn't any reason not to use X:CE - we've been careful keeping the gameplay unaffected. It is quite likely that the modular loading system will become standard in the future - after all, Goldhawk is interested in easy-to-use mods, and the modular system is far superior to the current one. EDIT: BTW, if you're using Skype, it's much faster discussing certain things. Edited July 11, 2014 by Solver Quote Link to comment Share on other sites More sharing options...
libertyn Posted July 11, 2014 Share Posted July 11, 2014 I'm not sure if there's an official thread to report bugs with the CE, but 0.25 seems to have added the Command Center at the top of the list as a buildable facility in my base screen. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 Aha! I looked through the facility list 3 or 4 times to make sure it's right, and it didn't register that the command center being there is wrong. Quote Link to comment Share on other sites More sharing options...
libertyn Posted July 11, 2014 Share Posted July 11, 2014 (edited) Also... Almost every facility indicates that it extends radar range in the base management UI. I'm not certain if they actually do or not. EDIT: I just tested it by building two hangars, and they don't actually extend radar range, even though they say they do. It's notable that the labs, workshops, medbay, etc... Don't list their real properties. It's been replaced by the radar range extension. Edited July 11, 2014 by libertyn Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 They do not, but the building descriptions as shown are now not quite correct, also needs fixing. There are a few things that should go into a minor release soonish. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 11, 2014 Share Posted July 11, 2014 God your doing such a fast work! I need to say... Wao! This is the best build you ever build. Thank you for take in consideration my recomendation about researches. Long life for coders Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 I hope to further improve on researches in the future, I really liked that idea with researches that cost money or items. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 11, 2014 Share Posted July 11, 2014 I hope to further improve on researches in the future, I really liked that idea with researches that cost money or items. In XNT I set a system of Dissembling UFOs that has part similar to that idea. The player unlock the protocol with the first "UFO Type", then the player need to recover other UFO of the same kind to Hangar to Dissembling. The first time you manage to Dissemble a UFO you unlock a branch of technologies. Quote Link to comment Share on other sites More sharing options...
Quiller Posted July 11, 2014 Share Posted July 11, 2014 Getting a CTD loading 0.24 saves, is this not save game compatible to 0.24? Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 It is compatible, but there's always a possibility I missed some file in the upload. Or that there's another conflict. Post the save game and I will look at it. Quote Link to comment Share on other sites More sharing options...
Quiller Posted July 11, 2014 Share Posted July 11, 2014 Thanks Solver, attached (I hope). Running a few mods in case it's causing the problem: Jsleezy's armour and portrait packs Lore+ Skitso's Map pack geoscape 2.sav geoscape 2.sav Quote Link to comment Share on other sites More sharing options...
winterwolves Posted July 11, 2014 Share Posted July 11, 2014 (edited) I am also getting CTD on loading a save from 1.07HF CE:0.24, Lore+, Skitzo's map pack A load from 1.06 vanilla still works. Also: started a new game, and the only buildings available to build were store room, living quarters and command centre. Edited July 12, 2014 by winterwolves Quote Link to comment Share on other sites More sharing options...
Solver Posted July 11, 2014 Author Share Posted July 11, 2014 (edited) 0.25 reuploaded a few minutes ago due to a major issue, redownload if it's acting weird! Edited July 12, 2014 by Solver Quote Link to comment Share on other sites More sharing options...
Solver Posted July 12, 2014 Author Share Posted July 12, 2014 Okay, there with the save. It fails to load because of Lore+. But this is not a new problem, saves always fail to load when a research mod is incompatible. You'll have to wait for Max to make a version compatible with this I'm afraid, because reseaches.xml got changed in 0.25. Alternatively, take the researches.xml from Lore+ and use it to replace the X:CE one. The save should load, though there will be other smaller issues. Quote Link to comment Share on other sites More sharing options...
Quiller Posted July 12, 2014 Share Posted July 12, 2014 Thanks for the info Solver, appreciated. Quote Link to comment Share on other sites More sharing options...
winterwolves Posted July 12, 2014 Share Posted July 12, 2014 OK, I'll wait for that Lore+ update then. BTW the base buildings thing was fixed by the latest 0.25 you uploaded. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 12, 2014 Author Share Posted July 12, 2014 What base building thing? Command center? That should not have been fixed. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 12, 2014 Author Share Posted July 12, 2014 Scratch that guys. Here's a research.xml that you can use with X:CE 0.25 if you had the latest Lore+. It loads the savegame posted above. Max - if it's useful, also feel free to take this, though you'll probably also want to make use of the new mission-specific triggers anyway. researches.zip researches.zip Quote Link to comment Share on other sites More sharing options...
Quiller Posted July 12, 2014 Share Posted July 12, 2014 Thanks Solver, save game does indeed load. It's not my night though, if I save a game from inside a tactical mission I now get a c++ runtime error when I load it. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 12, 2014 Author Share Posted July 12, 2014 Even better, post that one, too! That is more likely to be a genuine X:CE bug. I will look at it but not now, I am typing this from my bed. Quote Link to comment Share on other sites More sharing options...
Jace11 Posted July 12, 2014 Share Posted July 12, 2014 (edited) Sorry, think 0.25 save / loads broken. Would load pre-patch games from 0.24 but any saves made in 0.25 (GC or geoscape) will not load again once saved. New game saves seem ok in 0.25 they load, its the saves upgraded from 0.24 that once saved, dont load again. Maybe my end, I have a couple of mods, nothing significant though or that I thought would conflict with XCE. Edited July 12, 2014 by Jace11 Quote Link to comment Share on other sites More sharing options...
Quiller Posted July 12, 2014 Share Posted July 12, 2014 (edited) Here you go Solver, but sleep comes first! [ATTACH]4910[/ATTACH] Really appreciating the community editions by the way, these are some awesome features you're adding. tactical mission 3.sav tactical mission 3.sav Edited July 12, 2014 by Quiller Quote Link to comment Share on other sites More sharing options...
Solver Posted July 12, 2014 Author Share Posted July 12, 2014 Sorry, think 0.25 save / loads broken. Would load pre-patch games from 0.24 but any saves made in 0.25 (GC or geoscape) will not load again once saved. Post the save also! I have done plenty of saves and loads, so it cannot be completely broken. Quote Link to comment Share on other sites More sharing options...
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