agris Posted July 17, 2014 Share Posted July 17, 2014 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? Perhaps related, sorting soldiers by multiple columns frequently results in the list of soldiers being truncated. Oddly, you can scroll to the top of the list.. and continue scrolling upwards, until there are about ~10-15 rows of white space above the last (top) entry. This white space appears to be at the expense of the truncated soldiers. Anyone else getting this? Quote Link to comment Share on other sites More sharing options...
BuzuBuzu Posted July 17, 2014 Share Posted July 17, 2014 Perhaps related, sorting soldiers by multiple columns frequently results in the list of soldiers being truncated. Oddly, you can scroll to the top of the list.. and continue scrolling upwards, until there are about ~10-15 rows of white space above the last (top) entry. This white space appears to be at the expense of the truncated soldiers. Anyone else getting this? I don't know if it's related but I've experienced this too. I find the other problem way more annoying though because it prevents me from organizing my troops correctly. The other columns are good for finding best candidates for specific roles, but the name column is the only one you have full control over which is why it would be so useful. I know that you can assign roles to soldiers and sort by those but as soon as you start manufacturing gear, giving roles to all your soldiers gets super messy because of finite gear that can only be equipped by one or two. A related fix could be to script role outfitting by having soldiers equip a lesser tier weapon if the one asked for by the role loadout is unavailable. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 18, 2014 Share Posted July 18, 2014 Coders Is possible set regenerative armor or other "skills" for armors? Is possible edit and add more skills to the game? (Like teleport, Regen, Etc) Quote Link to comment Share on other sites More sharing options...
axiar Posted July 18, 2014 Share Posted July 18, 2014 hey my steam just updated my xeno moded to comunity edition to 1.08 and now it crashes like hell... any idea? god damit... I knew this was going to happen... gahh... Quote Link to comment Share on other sites More sharing options...
kabill Posted July 18, 2014 Share Posted July 18, 2014 If steam has updated your game to 1.08, you should just be able to reinstall XCE over the top and it should work. I'd guess, anyway. (Make sure you're using the latest version of XCE though). Quote Link to comment Share on other sites More sharing options...
axiar Posted July 18, 2014 Share Posted July 18, 2014 just did that kabil!! thanks! Quote Link to comment Share on other sites More sharing options...
kabill Posted July 19, 2014 Share Posted July 19, 2014 Bug Report: The variable for changing the distance at which the short range bonus kicks in doesn't work properly. The *displayed* hit chance works fine. However, the actual hit chance is very off. I first noticed this having modded the game so that the short range bonus kicks in at 12 tiles (rather than 5) but only provides +5 to hit per tile. Even with point-blank shots (with his chances 80+) I was getting a lot of misses (including a lot of consecutive misses on burst/pellet fire). To check that it wasn't just rampant bad luck, I changed the to-hit threshold from 95% to 100%. When I did some testing, I was getting a lot of misses on supposedly 100% shots (testing using point-blank shots). When I reversed the short range hit chance changes I'd made, everything went back to how it should be and the misses stopped happening. To try and work out what the issue was, I tried playing around with the values and the conclusion I've come to is that the distance-for-short-range-bonus variable isn't actually changing the distance for the purposes of hit calculations. I tried, for example, keeping the short range bonus at 5% but increasing the distance to 25 tiles/ At point blank, that should give +125% chance to hit before anything else. In my test, all three pellets from my shotgun missed. In contrast, when I increased the to-hit bonus for short range, this did seem to work as intended but as if the short range distance was still five tiles. E.g. increasing the bonus from +5 to +10 made a noticeable difference in hits, while increasing the hit chance so that - if it was only counting out to five tiles like normal - the soldier would have had 100% chance to hit, I got consistent hits every time. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 19, 2014 Share Posted July 19, 2014 Where is solver Quote Link to comment Share on other sites More sharing options...
bonds0097 Posted July 19, 2014 Share Posted July 19, 2014 Solver is on vacation. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 19, 2014 Share Posted July 19, 2014 Solver is on vacation. Ah well I want vacations too. Quote Link to comment Share on other sites More sharing options...
silencer Posted July 20, 2014 Share Posted July 20, 2014 I want to leave a request for XCE. Since I have to use it for FitH and XCE gives the speed control in Air Combat, could we get a button to slow down a bit? Hitting that pause during fighter combat just to avoid missiles perfectly is annoying sometimes. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 20, 2014 Author Share Posted July 20, 2014 I am vacationing in Italy now, nice to know that you miss me however Quote Link to comment Share on other sites More sharing options...
Skitso Posted July 21, 2014 Share Posted July 21, 2014 (edited) Could we move the debriefing kill count to same row with stat gains? The current placement is a bit tight with longer names and the kills can be in certain circumstances displayed under a possible promotion text. Edited July 21, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted July 21, 2014 Share Posted July 21, 2014 I am vacationing in Italy now, nice to know that you miss me however And you couldn't take a laptop? Quote Link to comment Share on other sites More sharing options...
winterwolves Posted July 21, 2014 Share Posted July 21, 2014 Hey there The little flags next to the soldiers names look great. I have noticed that they do not appear next to real people's names though. I have myself, Chris England and Josh Eales in my starting crew, and none of them get the flag. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 21, 2014 Author Share Posted July 21, 2014 Yep, those flags have not yet been implemented, in part because more flags are needed. Also the current ones are placeholders and Skitso would be very helpful if he peovided new versions Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted July 21, 2014 Share Posted July 21, 2014 Solver, get off the interwebs! You're on holiday in Italy. There's more to do than sit around tip-tap-typing on a keyboard! Quote Link to comment Share on other sites More sharing options...
Skitso Posted July 21, 2014 Share Posted July 21, 2014 (edited) Yep, those flags have not yet been implemented, in part because more flags are needed.Also the current ones are placeholders and Skitso would be very helpful if he peovided new versions I'll try to put something together this week. Should the CE include some flags already? Why haven't I seen them? Edited July 21, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
Giovanni Posted July 21, 2014 Share Posted July 21, 2014 Solver, get off the interwebs! You're on holiday in Italy. There's more to do than sit around tip-tap-typing on a keyboard! So am I allowed to do nothing too? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted July 21, 2014 Share Posted July 21, 2014 So am I allowed to do nothing too? Ask Chris. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 21, 2014 Author Share Posted July 21, 2014 I'll try to put something together this week. Should the CE include some flags already? Why haven't I seen them? Look for assets/gui/flags. They do not show up on old savegames. Quote Link to comment Share on other sites More sharing options...
Ragefury Posted July 24, 2014 Share Posted July 24, 2014 Anyone know why when playing CE .26 that my game stops responding and I have to ctrl alt delete and shut down the program when in GC and I kill aliens? Some are fine but usually one per map can't be killed without locking the game up? Quote Link to comment Share on other sites More sharing options...
kabill Posted July 24, 2014 Share Posted July 24, 2014 Small (?) feature request if anyone would be generous enough to look at it: externalisation of the power core explosion variables (most particularly, the smoke and fire chance, and the size of the area effected). It's a rather frustrating barrier for ECS/FitH not being able to control those. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 24, 2014 Author Share Posted July 24, 2014 Sounds right up my alley. Quote Link to comment Share on other sites More sharing options...
llunak Posted July 24, 2014 Share Posted July 24, 2014 IIRC, when you started ECS, you also had the problem that fire wasn't updating in areas not visible to players, causing the aliens to eventually burn to death, right? Quote Link to comment Share on other sites More sharing options...
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