Jace11 Posted July 12, 2014 Share Posted July 12, 2014 (edited) Nvm, ill start a new campaign I suppose. XC EUROPE.sav XC EUROPE2.sav XC EUROPE.sav XC EUROPE2.sav Edited July 12, 2014 by Jace11 Quote Link to comment Share on other sites More sharing options...
winterwolves Posted July 12, 2014 Share Posted July 12, 2014 What base building thing? Command center? That should not have been fixed. When I started a new game with X:1.08, CE:0.25 there were only a few base buildings to choose to build. But that got fixed by he new 0.25 upload. Quote Link to comment Share on other sites More sharing options...
winterwolves Posted July 12, 2014 Share Posted July 12, 2014 (edited) 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. Hmm... I loaded this. Now my save game works, but I am getting instant research completion. I checked, and I don't get the instant research in a new game, just a saved game. Edited July 12, 2014 by winterwolves Quote Link to comment Share on other sites More sharing options...
Foehammer343 Posted July 12, 2014 Share Posted July 12, 2014 (edited) Figured itd be best said in this thread, but in the X:CE download thread can you make a list of the added features? As in the memorial wall, soldier scroll buttons, etc. Feel having them all listed out would help convince people to switch Edited July 12, 2014 by Foehammer343 Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 12, 2014 Share Posted July 12, 2014 Solver and Coders, Which make research.xml different from original? I run full check and I cant found any difference. Any hint? Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 12, 2014 Share Posted July 12, 2014 The pack is working wonderful. Small suggestions: - Memorial wall has a watermark, this is a nice addition but is very difficult to perceive in some monitors. Its possible that Skitso make it a little darker? or colored? - I see the name as "Casuality List" is possible change the name to something like "Hall of Fame"? Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted July 12, 2014 Share Posted July 12, 2014 BUG HELP I'm not quite certain the cause yet , but when I start a fresh new game my squadrons and such return to base as intended. However after I exit ground combat for the first time (first GC mission), my squadrons and dropship will goto my base and just "hover" over it on the world map without actually going IN the damn base. I tried ordering them to return to base manually but they just hover there. I also noticed after GC that if an intercepter is chasing a UFO, both of them will stop dead where they were and dont continue to move too. I think I may have tweaked something wrong when I merged my XNT 5.22 gameconfig.xml with the CE0.25 XML. I was careful to only change values by hand to match the XNT values, but something made the air combat AI to go dead. Any ideas? I only modified gameconfig.xml, and am using the XE 0.25 aircrafts and "AM_" files.... CONFIG FILE Quote Link to comment Share on other sites More sharing options...
Lerzan Posted July 12, 2014 Share Posted July 12, 2014 (edited) Figured itd be best said in this thread, but in the X:CE download thread can you make a list of the added features? As in the memorial wall, soldier scroll buttons, etc.Feel having them all listed out would help convince people to switch I would like to second this, a few pages back it said there is no reason *not* to use the CE but I can't see the reason *to* use it, since I can't figure out what it really does, and I am quite happy with the mod pack I am using and don't want conflicts to rise up. I mean no disrespect to the mod, I just don't know what it really does. Edited July 12, 2014 by Lerzan I can't forum Quote Link to comment Share on other sites More sharing options...
kabill Posted July 12, 2014 Share Posted July 12, 2014 I would like to second this, a few pages back it said there is no reason *not* to use the CE but I can't see the reason *to* use it, since I can't figure out what it really does, and I am quite happy with the mod pack I am using and don't want conflicts to rise up. I mean no disrespect to the mod, I just don't know what it really does. There's a changelog on the main dowload thread (also stickied in this subforum) and changelogs have been posted on this thread too (e.g. see page 43). Quote Link to comment Share on other sites More sharing options...
Zealin Posted July 12, 2014 Share Posted July 12, 2014 (edited) I'm experiencing the same issues as Slayerjerman except I do not have XNT installed. Upon starting fresh games, I'm also not seeing the option to build all base buildings - starting a new game can rectify this, but sometimes takes a few restarts to see all buildings. Currently I'm running 1.08 with Fire in the Hole, and the Community Edition 0.25. Edited July 12, 2014 by Zealin Quote Link to comment Share on other sites More sharing options...
kabill Posted July 12, 2014 Share Posted July 12, 2014 Don't see why FitH would be causing that issue, but it's worth noting that current FitH probably doesn't work great with v0.25 (hopefully I'll have an update out today though). Quote Link to comment Share on other sites More sharing options...
Zealin Posted July 12, 2014 Share Posted July 12, 2014 Yeah I just wanted to list everything I'm running just in case. Just removed FitH, and I'm still seeing the same issues if that helps narrow it down. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 12, 2014 Author Share Posted July 12, 2014 Odd. I also get the buildings issue but only once. Either save and reload, or just resrsrting the game, fixes it for me. I suspect it has to do with an internal savefile the game creates, but if so, nobody should habe it more than once. Anyway, quite a few bugs to hammer out here. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 12, 2014 Author Share Posted July 12, 2014 (edited) Hmm... I loaded this. Now my save game works, but I am getting instant research completion.I checked, and I don't get the instant research in a new game, just a saved game. Can I get that saved game? I tried with Quiller's Lore+ save, and it doesn't have this issue, future research continues as it should. On the other hand, just fixed an issue with the ground combat save posted before, had a problem there preventing late-game saves made in 0.25 from loading correctly. Edited July 12, 2014 by Solver Quote Link to comment Share on other sites More sharing options...
Skitso Posted July 12, 2014 Share Posted July 12, 2014 What are the current issues / bug situation with CE 0.25? Is it safe to start a new game or should I wait for further patches? Quote Link to comment Share on other sites More sharing options...
Solver Posted July 12, 2014 Author Share Posted July 12, 2014 I will release a hotfix briefly but starting a new game with the current download should be fine - the more serious savegame problem posted above only appears after researching heavy lasers or the base upgrade. Hopefully by the time you get that far, there will be a hotfix Quote Link to comment Share on other sites More sharing options...
Skitso Posted July 12, 2014 Share Posted July 12, 2014 Thanks. a hotfix briefly Does this mean "briefly" or briefly? Quote Link to comment Share on other sites More sharing options...
Solver Posted July 12, 2014 Author Share Posted July 12, 2014 Figured itd be best said in this thread, but in the X:CE download thread can you make a list of the added features? As in the memorial wall, soldier scroll buttons, etc.Feel having them all listed out would help convince people to switch Did you see the changelog in the download thread? Do you feel it is somehow insufficient? I am happy to provide better information, but I think the current changelog provides a pretty good overview. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 12, 2014 Author Share Posted July 12, 2014 Does this mean "briefly" or briefly? Do I look like I work on Valve time? Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted July 12, 2014 Share Posted July 12, 2014 So it sounds like you've solved the "aircraft is braindead after ground combat" bug then, Solver? I thought I was going crazy when that happened. Heh. Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted July 12, 2014 Share Posted July 12, 2014 I'm experiencing the same issues as Slayerjerman except I do not have XNT installed. Upon starting fresh games, I'm also not seeing the option to build all base buildings - starting a new game can rectify this, but sometimes takes a few restarts to see all buildings. Currently I'm running 1.08 with Fire in the Hole, and the Community Edition 0.25. I modded buildings.xml to add some new ones and was able to see all new buildings with FitH...etc. The only issue found thus far was that aircraft bug, which is pretty game breaking, hehehe. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 12, 2014 Author Share Posted July 12, 2014 What is that aircraft bug again? I actually have no idea which one you mean here. Quote Link to comment Share on other sites More sharing options...
Zealin Posted July 12, 2014 Share Posted July 12, 2014 After launching an interceptor, mid flight towards the alien craft, the interceptor stops movement on the geoscape completely. You can choose a new target for the interceptor (or the same target as before) and flight will resume for a few moments before stopping again. Also, the dropship upon being told to return to base, will hover over it without actually being able to land. This is what I experienced anyway. I only noticed it for my own aircraft during the time I was tinkering. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 12, 2014 Share Posted July 12, 2014 Seeing as how I've come across various obstacles with regards to making other mods work with the mod loader, I've been having a look at my air combat mod again and just encountered the new target-switching feature. Not done a lot with it but it looks pretty solid so far. I approve. Quote Link to comment Share on other sites More sharing options...
Solver Posted July 12, 2014 Author Share Posted July 12, 2014 That is very odd though and I have not seen it. Could be a side effect of the other bug which did get fixed. We'll see shortly. Quote Link to comment Share on other sites More sharing options...
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