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silent_lord

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Everything posted by silent_lord

  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.
  16. just stormed a landingship ground entrance. whole team was wiped out by aliens shoot through the floor and throwing grenades. erm? (ground floor was secured) i might be not a hardcore strategy player but thats just plain cheating.
  17. thanks dude, i'll look it up the file. is it just a case of copying the stats to another file to enable those tooltips? if its a simple process i can do that myself.
  18. nope not a hardcore strategy player, defo casual i have far too many games to play to stick with a single game. sorry for bitching and moaning, was a long day and i truly wouldn't change anything. this is without a doubt the best mod i've played, not just for xenonauts. the AI is truly challenging. to be honest i did cheat a little bit, i edited some xml's and now starting soldiers and all future soldiers start with higher stats. (70-80 across the board) its not a big increase to what it was already at but after starting a new game, i have captured afew crash sites... still bloody hard though, taking lots of casualties, but its a frikin alien invasion! now i have recovered tech and researching i have noticed most of the new weapons have no tooltips with stats and that alot of xenopedia entires are just plain blank, some have text and place-holder. now before you go off on one, i have read all the 40 odd pages and did a search but didn't really found anything, except what you put in a reply... that theres changes that often its not done yet. i'll take that. i wasn't sure because i also have xenophobia installed. and have no clue whos whos with the weapons so i posted in both threads. major thanks to you dude for this mod. its truly superb. (Sentelin, Tactical Dragon) getting there slowly dude. stun a xenomorph!? really. lol. i have tried using good ole purple stun gas grenade which works brilliantly in vanilla. but everyone seems to be immune or resistant to it in the mod, i dont have shock batons or shock grenades yet though. although i just had a `holy crap` moment, downed a medium ufo and went to crash site. took my time and played smart, lots of medpacks and finally wiped out the aliens on the map and stacked up ready to breach the main door and side. a frikin xenomorph queen burst out the main door on their turn! i was like... wtf! its a queen. shes one tough mother... took all my 10 frag grenades, 4 stun and endless barrages of burst at close range and shotgun in the face, she just resisted and healed through the lot and wiped out my team. it was brilliant! love it. get the cow next time with some bigger guns. (major Aliens franchise fanboi. tis the reason i installed the xenophobia as it has the pulse rifle and smart gun etc..) regarding hotfix.... i have install order. base game. xnt 5.31 final firebat. hotfix v5.31. xenophobia v1.1.6. xenophobia v1.1.6 hotfix is there anymore hotfixes.
  19. most of all the newly added stuff has no tool-tip to let you know what its specs are, is that normal? trying to compare weather to built this shield or that rifle is hard going.
  20. firstly this mod is awesome, loving all the changes and the overall feel, its an entirely different animal. really enjoying my play-through at the minute. however i must bring into question the ground-combat balance of this mod, its awful. im sorry to say it but i find it true. been playing now for 10hrs, just barely winning the air-war (which is a change from base, thats so easy to win), but ground-combat is almost a joke.... i literally am stuck tech-wise, maxxed out with 50 scientists doing nothing for months. the Aliens xenomorphs are a great touch but frikin annoying, damn near invincible and self-heal.. (make it easy why dont you.) however i don't mind the xenos (vipers) they add a good mechanic to the game, they are flankers and damned quick, solo killing is a no no, grenades, burst-fire and shotgun take em down eventually. for me the balance-breaker is the little grey dude and reptiles weapons. they have close to 100% accuracy shooting and 1-2 shot kills from any distance. they got 100% reaction chance that always hits. but worst is this mega-loud and very common cannon. i have hunter-vehicles, or had i stopped building them, as these cannons which half the aliens have, 1 shot my tank and everyone else. in 10hrs i have literally not once captured a crashsite and i only go for the small-ones... half my team is instantly taken out at the first sign of the enemy and rest are picked off by them. i love the challenge and game-mechanics... the aliens are sure smarter. but i can'r progress as i cant get crash sites for tech. i gave up about an hour ago when i decided one last chance to get a crashsite... game loaded, hunter first unit out the chinnook, gets 1 length of the vehicle and a reaction shot 1-shots it... okay bad things happen. kinda bottlenecked as on farm map and only 2 ways forward, over open field or down a lane... tank gets blown up in the field so leave a man behind to spot while rest go other way and possibly flank. end turn. alien turn... xenomorph pops through the gap dances around my shield man and kill him. (damned xenos). spotter near chinnok is one shot-killed by a unseen cannon, the same guy who took out the tank. still not seen him. my turn consists of 4 guys finally taking out xeno, 1 sniper, 1 shotgun and 2 rifleman, no grenades as its already amongst us. aliens turn, a little grey man pops through the lane opening, throws a grenade and runs away. 2 guys dead, sniper and shotgun. my turn, little screwed here now... i send i man to spot the running alien... reaction shot instant death from a piston, he was full health. okay last mans tanding send back to the chinnook.... a couple steps back to it which is at edge of field, reaction shot from alien-cannon dude... game-over. thats pretty much how it always goes and im playing on normal.
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