Chris Posted May 23, 2013 Author Share Posted May 23, 2013 We're not going to add in a new throwing system prior to the Steam release. Lord knows how many bugs fiddling with the accuracy calculation could unleash. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted May 23, 2013 Share Posted May 23, 2013 We're not going to add in a new throwing system prior to the Steam release. Lord knows how many bugs fiddling with the accuracy calculation could unleash.OK. Is this something that will eventually get done? Quote Link to comment Share on other sites More sharing options...
Chris Posted May 23, 2013 Author Share Posted May 23, 2013 Yes, but not immediately before a big release Quote Link to comment Share on other sites More sharing options...
Moonie Posted May 23, 2013 Share Posted May 23, 2013 We really need to get it on Steam so that the team can fiddle about with it at their leisure. Easy updates without all of the pain. As far as having a few things not quite ready, well, every game on steam starts out like this, most receiving a first day patch, followed by a shed full more. Quote Link to comment Share on other sites More sharing options...
Yevgeniy Posted May 23, 2013 Share Posted May 23, 2013 Great work! Quote Link to comment Share on other sites More sharing options...
StellarRat Posted May 23, 2013 Share Posted May 23, 2013 Yes, but not immediately before a big release Excellent news. Thanks Chris. I can wait. I hope you aren't under the impression that I'm not happy with the game. The progress has been outstanding. This is going to awesome when it's done. The AI alone puts it ahead of anything similar I've played and there is so much more than that. Quote Link to comment Share on other sites More sharing options...
Chris Posted May 23, 2013 Author Share Posted May 23, 2013 Hotfix for the AI is up here too: http://www.goldhawkinteractive.com/forums/showthread.php/5175-Build-V18-51-Hotfix-1-Released%21?p=63349#post63349 Speaking of AI, I bought Unity of Command a few days back and that has quite some AI in it! Quote Link to comment Share on other sites More sharing options...
Ghooostie Posted May 23, 2013 Share Posted May 23, 2013 After updating my game, whenever I load my save from the previous version (18.5) my game crashes. I was hoping I could continue playing without the issues I had before, where the game would crash at the end of every mission. Should I just start over ? I'm not too far in, only 3 missions or so, since it started to annoy me having to restart the game every mission basically. Quote Link to comment Share on other sites More sharing options...
RavenX Posted May 23, 2013 Share Posted May 23, 2013 After updating my game, whenever I load my save from the previous version (18.5) my game crashes. I was hoping I could continue playing without the issues I had before, where the game would crash at the end of every mission. Should I just start over ? I'm not too far in, only 3 missions or so, since it started to annoy me having to restart the game every mission basically. Yes, do start over. Save game compatability will be an issue from version to version. Quote Link to comment Share on other sites More sharing options...
Chris Posted May 23, 2013 Author Share Posted May 23, 2013 Yeah, sadly almost every new version breaks saved games. The joys of beta testing... Quote Link to comment Share on other sites More sharing options...
Waladil Posted May 24, 2013 Share Posted May 24, 2013 You didn't mention that flashbangs were fixed! Or maybe it was a few versions ago, I haven't played much since 18.3. Anyway, flashbangs are effective at long range now. Maybe even need to be nerfed a little now that they suppress at long ranges. Quote Link to comment Share on other sites More sharing options...
Sathra Posted May 24, 2013 Share Posted May 24, 2013 They had their range increased a few builds ago. They don't have such a noticeable power drop-off, though the downside is that you can accurately throw them pretty much across the map. Quote Link to comment Share on other sites More sharing options...
Waladil Posted May 24, 2013 Share Posted May 24, 2013 Also, there's definitely something fishy with AI sight lines. First off, I was taking fire from Androns from at least 3 tiles out of my line-of-sight. I was using basic armor (LOS 16) and Androns supposedly have LOS 16. They fired on a newly-taken position (so the AI definitely didn't just shoot at where I was last turn) and there were no other aliens around for him to squadsight off of. In the specific mission I'm referring to, I actually counted it at a lost cause in order to test a couple things: One, I scouted around and made sure there were no other aliens for that Andron to squadsight from (so I'm certain that Androns operate at AT LEAST 19 LOS), and I, just for shits and giggles, turned down both the Andron LOS and the Light Drone LOS to 1 in aiprops.xml. (This was a mission with just Androns and Light Drones.) Naturally, this changed absolutely nothing, so the sight values must be defined elsewhere. Possibly hardcoded into the AI files? Quote Link to comment Share on other sites More sharing options...
Sathra Posted May 24, 2013 Share Posted May 24, 2013 Yeah, as far as I can tell their sight range is set somewhere else, and its at 20. Several builds ago I think that was their sight range (back when aliens could only reaction fire). Quote Link to comment Share on other sites More sharing options...
Chris Posted May 24, 2013 Author Share Posted May 24, 2013 Really? Hmm. Maybe that's what's happening... Quote Link to comment Share on other sites More sharing options...
raziel1981 Posted May 24, 2013 Share Posted May 24, 2013 Was that sarcasm? For some reason i imagine gj and chris reading together these los complaints and chuckling over a pint Quote Link to comment Share on other sites More sharing options...
flashman Posted May 27, 2013 Share Posted May 27, 2013 trying to play but alien weapons are breaking my speakers. They are ignoring volume and are driving me nutz Quote Link to comment Share on other sites More sharing options...
GR00V3R Posted May 29, 2013 Share Posted May 29, 2013 Yeah, as far as I can tell their sight range is set somewhere else, and its at 20. Anyone know the file in which this is configured? Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted May 29, 2013 Share Posted May 29, 2013 (edited) There's a thread in the Modding section that would be handy for you to look at, GR00V3R. EDIT: Here it is. Hope it helps, I didn't read through it all the way just now, but when I read it earlier it seemed very informative. Enjoy! http://www.goldhawkinteractive.com/forums/showthread.php/5046-Xenonauts-configuration-files Edited May 29, 2013 by GizmoGomez Quote Link to comment Share on other sites More sharing options...
Sathra Posted May 29, 2013 Share Posted May 29, 2013 Its meant to be set in aiprops.xml Quote Link to comment Share on other sites More sharing options...
Waladil Posted May 29, 2013 Share Posted May 29, 2013 ...However, it doesn't work. Try setting the sight ranges to 1. See how that goes. (Hint: Nothing changes.) Quote Link to comment Share on other sites More sharing options...
Sathra Posted May 29, 2013 Share Posted May 29, 2013 Yeah, its pulling the sight range from some mysterious recess of the code. Mysteriously. With much mystery incanted. Of mysteriousness. Quote Link to comment Share on other sites More sharing options...
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