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silent_lord

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  1. quick edit: never mind sorted it. i completely uninstalled xeno, re-downloaded from gog and all working. was panicking abit during install as launcher stopped responding, above OP said it takes awhile.
  2. abit confused. i have gog version. i downloaded xce, xce balance and settings. i extracted them all to assets/mods i launch the xce.exe in the mods folder. an xcom launcher appears, followed swiftly by an error. the error says: can't load image from file assets/launcher/play_button.pny. file doesn't exist. the launcher has no play button or any pictures. if i click modding tools to install as it says above. theres nothing in there. if i go back i use xcom.exe the launcher doesnt have mod tools, but mod launcher. in there i can see the 3 files... xce, xce balance and xce settings. i hit activate and says yes in the column but nothing else happens. if i launch game via xcom.exe the game loads.... but where it should say new game, exit, options etc.... everything is replaced with. `#######` lost at the minute. i just want xce and xdivision.
  3. thank you for your hardwork again, despite it not being a mod, apparently. i did start doing some of those weapon stats myself, but only managed a few before my eyes went funny.
  4. @Reactorcore: yeah they can be pain. on one of my first scout ship assaults i stacked half my men on the main door and half on the side ready to breach. once i breach i sent my first guy in... shield/assault... bam! egg in the corner knocks him out cold. crap, second guy i cant use a grenade as its too far in and would kill my knocked out guy, i think maybe charge him in and fire a couple burst rounds at close range. comes round the corner and bam! third guy, bam! fourth guy make it without any reaction shot... seriously how many reaction shots do these eggs have. well fourth guy unloads 2 bursts and shit shot.... resisted or low damage, next turn he got it... bam! lmao, owell its the way it goes. @Slayerjerman: not got a clue what the XNT teams issue is, but im behind you and support you dude. i only use XNT because its required to use yours. alot of sneaky tactics being used, just keep calm dude and ignore them, just keep plodding along doing your thing.
  5. hehe.... owell. its not a game-breaker and doesn't affect game-play. was just a odd thing to see.... stealth armour engaged.
  6. sorted, i just installed the hotfix 2. i know you posted it wasn't necessary. but i installed it and had an exe file in it. now the female faces work with coyote armour. scratch that, it works with afew. about 1/3 of females face work with the coyote armour.
  7. the no soldiers bug but have soldiers is easy to sort. i get it on every new base. solution: soldiers page (hire/manage) simply assign anyone to helicopter at the base and the soldier loadout becomes available. as i said i get this all the time and was annoying, i was firing and re-hiring spending loads of recruitment, until i tried the above and works a charm. XNT guys: my first base i can't sell/demolish any building there. i can however sell buildings from my other bases. is this intentional? P.S. Game difficulty compared to vanilla is insane, first aliens you see will be damn near impossible to kill. i was a big complainer about this, but playing the game(yes game as its more a new game than mod) more i have discovered various ways to tackle them. i can still only play on normal. but im getting better at it and love this mod more and more. i just hate the fact aliens can shoot through walls and extreme angles, but when i try to return fire i get its 100% blocked. meh you can't have everything. major respect and praise to the team from me.
  8. how heavy? as in heavy-weapon heavy. need people with sick str stat.. 70+
  9. okay thanks dude. also would updating CE not put yours and XNT outta whack? also Slayerjerman, just noticed that coyote armour is well sexist all females with coyote have no face. i havent a clue whos armour is it, is that yours or XNT? oh and eggs are waaaaay over-powered insta soldiers easy. they are not dead though, incapacitated. if you got research you just use medkit i believe to revive them. i also like it this way, its a challenge that way.... i use shotguns at close range in ships..... otherwise grenade and long-range fire. never used flamers but im sure thats just as good as shotguns for in the ship.
  10. been playing afew hours and decided to re-arrange my bases. the bug that stops to destroying any building in your starting base is back. double checked its not present in XNT, atleast i had no issue selling everything including command post.
  11. good man. major Aliens fanboi here... i wanted to make colonial marines team, 1 smartgunner, 1 flamer and rest pulse rifles and then hunt me some xenomorphs/vipers and the warriers, queens and eggs/face-huggers. amazing mod btw... can't believe i actually didnt start with that. amazing addon.
  12. are the Aliens*TM* weapons working now? the flamer i think was working, never tried any flamers. but i know previously the m56 smartgun wasn't, you could build it under ammo/armour but never get the gun. plus never seen m41a pulse rifle in the build list at all. although i've seen its code ing strings and weapons.xml
  13. yeah it's a challenge. just done some research on these weapon tooltips. requires adding some extra desc code to get it to display. am i okay to edit this myself? its abit annoying seeing all those shiny new weapons and having no idea if the ballistic rifle is better or worst.
  14. nevermind dude, did some research. weapon tooltips require extra line of code. might take afew hours but gonna go through it now and edit it now.... adding number stats only, no weapon description.
  15. destroyed aircraft are eventually recovered, rebuilt/repaired, re-armed and fuelled and ready to go again soon. its usually quicker leaving that to happen than building a new plane. abit unrealistic but hey.
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