kabill Posted August 12, 2014 Share Posted August 12, 2014 Bug Report: This has possibly been reported before but I can't seem to find it if it has. The health stat bonus for HP improves the soldier's maximum but not their current hp, meaning that they need to 'heal up' in order to get the benefit of it. Feature Request: So far as I can tell, there's no way to rearrange the order of entries in .xm files using the modular mod system. Is there any possibility of adding a feature that would enable that? It matters when adding new items/research topics/whatever in as they populate in game based on their order in the file and it's therefore impossible to reorder things in a way that might be more sensible. Actually, now I think about it there is a work-around - delete/disable the original entry and create a clone with a slightly different name. It's not ideal, but it's sufficient in the absence of anything else. Quote Link to comment Share on other sites More sharing options...
llunak Posted August 13, 2014 Share Posted August 13, 2014 So far as I can tell, there's no way to rearrange the order of entries in .xm files using the modular mod system. Is there any possibility of adding a feature that would enable that? It matters when adding new items/research topics/whatever in as they populate in game based on their order in the file and it's therefore impossible to reorder things in a way that might be more sensible. Please give a specific example of where this matters. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 13, 2014 Share Posted August 13, 2014 Please give a specific example of where this matters. Adding in new armour. In the mod I'm working on, I add in a number of additional armour types in each class. However, since all the new armours are added to the end of the list, they don't group together in terms of their class. So you have, for example, the original wolf armour in between jackal and buzzard as usual, but then all of the wolf-derived armours that I've added in end up at the end. It's not a major issue, for sure, but its easier to find the thing you want if they're in a proper order (especially when you have 15 different armour types and the text is so tiny!). A similar point can be made about weapons, too. If someone wanted to add in a new pistol, for example, it would stack at the bottom of the list while it would make more sense to be inserted with other pistol-type weapons in that class. Though less significantly, it could be useful for research and manufacturing lists as well to keep techs on a similar theme together and have manufacturing ordered in terms of incrementing tech level. As I've said already, the situation at the moment is hardly game-breaking. But being able to order items would add a bit of polish and make mods a bit more user-friendly. Quote Link to comment Share on other sites More sharing options...
ventuswings Posted August 13, 2014 Share Posted August 13, 2014 I have a question: does the soldier that has been stunned bleed? While playing on XNT mod, I noted that soldiers that had been knocked out do not take any health damage despite having wounds. Quote Link to comment Share on other sites More sharing options...
Alewalek Posted August 13, 2014 Share Posted August 13, 2014 Bug Report: This has possibly been reported before but I can't seem to find it if it has. The health stat bonus for HP improves the soldier's maximum but not their current hp, meaning that they need to 'heal up' in order to get the benefit of it. I think you cant heal up as well. Checked this for Wolf armor in mod that gives +10 HP, and only stats goes up but Hp stays the same in GC mision. Anyway i pm ed Solver 2 days ago about that, hope he can fix this. Quote Link to comment Share on other sites More sharing options...
llunak Posted August 13, 2014 Share Posted August 13, 2014 I have a question: does the soldier that has been stunned bleed? While playing on XNT mod, I noted that soldiers that had been knocked out do not take any health damage despite having wounds. Yes, I've fixed the game to do so for some X:CE version, don't remember which one. You should get the popup informing about bleeding. Quote Link to comment Share on other sites More sharing options...
Alewalek Posted August 13, 2014 Share Posted August 13, 2014 (edited) its not working for 0.25 unless changed was made in o.26 or XNT team removed it. What about soldier being imune to any explosives - including c4 blast, rockets, grenades- when stuned, is it fixable or has to be done by development team? Edited August 13, 2014 by Alewalek Quote Link to comment Share on other sites More sharing options...
llunak Posted August 13, 2014 Share Posted August 13, 2014 0.25 is old. Quote Link to comment Share on other sites More sharing options...
Sentelin Posted August 13, 2014 Share Posted August 13, 2014 (edited) Yes it's "old" and I have "ready to go" 0.26 fully modulised version of XNT:ID but I am not going to publish until I update that package for 0.27 which will fix few remaining issues of module system (?) Edited August 13, 2014 by Sentelin Quote Link to comment Share on other sites More sharing options...
ventuswings Posted August 14, 2014 Share Posted August 14, 2014 Hello, I wanted to bring this up since most of the problems stemming from the implementation of modular system seem to be stabilizing: do you intend to re-introduce the destruction penalty for the base defense missions? Even basic and simple system like straight financial loss for the amount of props destroyed would be acceptable. While temporarily preventing AI from doing these currently needless action was fine, it also revived the effectiveness of CC camping with force. Quote Link to comment Share on other sites More sharing options...
Solver Posted August 14, 2014 Author Share Posted August 14, 2014 There is no "re-introduction", that feature has never worked. And yes, that is among the things I would like to have fixed in X:CE, making it work as originally intended by Goldhawk. Quote Link to comment Share on other sites More sharing options...
ventuswings Posted August 14, 2014 Share Posted August 14, 2014 Thanks for the quick response! While there are still more important things to take care of, it's nice to know that the feature is on agenda. Quote Link to comment Share on other sites More sharing options...
winterwolves Posted August 20, 2014 Share Posted August 20, 2014 Hey there, I noticed you fixed the stunned guys bleeding. I noticed something else though: While a soldier is under alien control, they do no bleed. I had a guy with 1 HP left, and a bleeding wound, taken over. He happily blasted away at my guys, when he would have died before I would have gotten to do anything with him. I guess it may just be an issue if timing - when the aliens get to use him. Hmm.. actually I could imagine they guy lurching about. He would have collapsed, except the iron alien will is forcing his body to carry on. Ok, actually, that is cool. No need to fix that. Quote Link to comment Share on other sites More sharing options...
winterwolves Posted August 20, 2014 Share Posted August 20, 2014 Oh, also: Please consider including Ilunak's soldier roles in minibars mod as part of CE. It is really great. If that is OK with Ilunak, of course. Quote Link to comment Share on other sites More sharing options...
Solver Posted August 20, 2014 Author Share Posted August 20, 2014 I noticed something else though: While a soldier is under alien control, they do no bleed. I had a guy with 1 HP left, and a bleeding wound, taken over. He happily blasted away at my guys, when he would have died before I would have gotten to do anything with him. I guess it may just be an issue if timing - when the aliens get to use him. Right, I know. Soldiers didn't bleed before when mind controlled either, but it's maybe a bit more visible now. I still disallowed them bleeding on purpose though, because otherwise there'd be a strange situation where the alien-controlled soldier bleeds out, yet the next turn your soldier gets restored alive. I will fix this later more elegantly if I have the opportunity, but that is not really a major concern. Quote Link to comment Share on other sites More sharing options...
Victor_Tadeu Posted August 21, 2014 Share Posted August 21, 2014 Hey! I had a suggestion. Something that I would like very much for myself and I think other people too. It's possible to create something more like a half-ironman mode? I mean, lets suppose that after every X turns the game auto-saves in combat, or maybe you can save a limited amount of times. You can reload those at any time. Ever since I startet to play Xenonauts the game crashes from time to time. Sometimes is a vanilla problem, a mod problem or, maybe, CE problem. This crashes always prevented me from playing ironman mode, plus I'm not that hardcore and if I screw things very much I would like to reload and try again... but by being able to save at any time feels like cheating and, some times, I reload more than I would like and I spoil my own challenge. Quote Link to comment Share on other sites More sharing options...
llunak Posted August 21, 2014 Share Posted August 21, 2014 There's endTurnAutosave in gameconfig.xml . Quote Link to comment Share on other sites More sharing options...
Saskali Posted August 22, 2014 Share Posted August 22, 2014 Hi all, i have a small sugestion i would love to see implemented. Is it possible to introduce modular speed for GC like in the original game? After some playthrough i find the movement in GC really slow and i would like to play in a quicker version. If possible being able to modify soldiers speed, alien speed and bullets speed would be awesome. Thanks for your work Quote Link to comment Share on other sites More sharing options...
silencer Posted August 31, 2014 Share Posted August 31, 2014 With the vault-able windows, should maybe Predator Armour walk over it, just like normal wall cover? Also I've found some doors are being destroyed by predator armour (even when opened) and some doors simply open and soldier moves through like he was wearing normal armour. I don't know should you do something about it or leave it be like it is. But I find it strange no to be consistent. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 31, 2014 Share Posted August 31, 2014 With the vault-able windows, should maybe Predator Armour walk over it, just like normal wall cover? Also I've found some doors are being destroyed by predator armour (even when opened) and some doors simply open and soldier moves through like he was wearing normal armour. I don't know should you do something about it or leave it be like it is. But I find it strange no to be consistent. The issue with the doors is probably just spectres being set up wrong. Easy to fix, aside from the effort of finding all the files. Quote Link to comment Share on other sites More sharing options...
Solver Posted August 31, 2014 Author Share Posted August 31, 2014 Predator is sorta intended to destroy doors. Quote Link to comment Share on other sites More sharing options...
silencer Posted August 31, 2014 Share Posted August 31, 2014 Yes I know, but why the doors should be destroyed if they are opened? And some doors don't get destroyed. Also while moving through closed doors, they are getting opened then destroyed. If they will be destroyed why the Xenonaut politely opens the door and then rams through them Quote Link to comment Share on other sites More sharing options...
kabill Posted August 31, 2014 Share Posted August 31, 2014 I think the logic is supposed to be that the armour is too big to fit through the frame. But yeah, it's odd if you have to open the door first. Quote Link to comment Share on other sites More sharing options...
winterwolves Posted September 8, 2014 Share Posted September 8, 2014 With the doors being destroyed thing- it makes me laugh when I get into a UFO and the wandering androns have laid waste to all sorts of doors and cover. Surely they should be able to walk around in the UFOs without damaging them? Quote Link to comment Share on other sites More sharing options...
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