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Man of Doge

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Everything posted by Man of Doge

  1. Do you have a save of the incident that we can borrow? As it stands right now we can't really duplicate the results to confirm...
  2. This is actually an intended feature of all grenades. But, thanks for reporting it anyway! It's always good to know we have people looking out for bugs!
  3. Okay, so I'm a modder and I started playing around with the Aircraft Weapons and suddenly realized that a weapon that a dealing 10,000+ Damage per hit should have caused a scout UFO to explode rather than crash. Or so the "Overkill Percent" variable in the "GameConfig.xml" file told me... I have tried this both with and without XCE and have encountered the same results--the UFO that should definitely have exploded simply crash lands. If someone can explain to me why this is happening it'd be greatly appreciated!
  4. So much aww, so much inactive. I find that doubtful considering the only thing that has trouble ModMerging is the Behaviours.xml file... EDIT: After a closer look at the strings.xml file several entries were fixed and the download has been updated to the fixed patch. If you downloaded the patch before now, please re-download/install the patch.
  5. Try it on a clean install of XNT and make sure X-Division is deactivated. The string for "weapon.flamethrower" was never there so I added the entry.
  6. Download this Patch: XNT Patch for XCE 0.31 Patch Installation Instructions: Step 1 - Update X:CE to v0.31 Step 2 - Goto your Xenonauts Mod Folder and extract the patch. (For Steam Users: "C:\Program Files (x86)\Steam\SteamApps\common\Xenonauts\assets\mods \") Step 3 - Accept all Overwrites.
  7. An issue with the ModMerging of the Rocket Launcher Ammo which caused an incompatibility with XCE 0.31 has been resolved. Several strings have been fixed and the ModInfo.xml file has been updated accordingly. Patch Download: XNT v6.0 Patch for X:CE 0.31 Patch Installation Instructions: Step 1 - Update X:CE to v0.31 Step 2 - Goto your Xenonauts Mod Folder and extract the patch. (For Steam Users: "C:\Program Files (x86)\Steam\SteamApps\common\Xenonauts\assets\mods\") Step 3 - Accept all Overwrites.
  8. Tis a lie! You merely need to update the modInfo file for it to appear!
  9. Recoil gives an accuracy penalty to soldiers with a strength less than the Recoil number, the less strength the bigger the penalty. Extended Armories makes great use of this mechanic in their Machineguns, and XNT makes use of the mechanic in their grenades.
  10. Regeneration percentage is in "Config.xml"--it's something that XNT edited to make Sebillians less Overpowered. Just lower the damage value of the first alien grenade and weaken the amount of damage caused by bleeding by 2 or 3 points.
  11. Just raise the Accuracy of the machinegun to about "38" or "42" and raise it's Recoil to "78" in response. That way rookies are less useful but the veteran soldiers aren't burdened nearly as much as before.
  12. What I mean is; It isn't exactly saving the soldier--the soldier takes less damage but still perishes due to the amount of damage dealt by one grenade, or in most cases; it causes bleeding which then causes death due to the extreme bleeding damage dealt by the vanilla game. It's still useful as a defense against psionic attacks or the alien flame weapons, but i'm not sure if it's how you intended the armour to be used. I read the AiProps file and thought you'd be adding them in eventually... perhaps I shouldn't assume things? *awkward laugh*
  13. Just change the "minMissionCount" in "gameConfig.xml" to "4" and set the "maxMissionHumanBaseModifier" variable to "1" I think he was talking about the Alien Stun Grenades--not the killing-type grenades? The Armor Degradation is making the Fox Armour less useful than Jackal Armour. In addition the tanks from "Armoured Assault" feel more like tin cans than usual. I would also advise lowering the Regeneration value to "20" for the sake of making things easier on the player when they encounter things like the XQueen. or Gargol.
  14. Oh, BTW the Ballistic Pistol (default/starting pistol) has it's Set1 and Set2 reversed. I also noticed the machinegun isn't as viable in close-combat scenarios anymore--something which got many of my heavy soldiers killed during a mission against some Sebillians. (although once my soldiers got to point-blank range every shot hit) Also; if you could make the Alien Stun grenades deal 1 Chemical Damage so we could revive our soldiers when they get knocked out--it'd be greatly appreciated!
  15. I may have cheated a tad on that mission... *cough*carried two tanks into battle*cough*
  16. I think the biggest thing that makes X-Division harder than XNT is the fact that X-Division uses the vanilla soldier generation variables. Then again it might be the fact that aliens are using squad-sight to throw grenades over buildings...
  17. You must make a new vehicle, if the destroyed vehicle shows back up after a mission--decommission it. Maximum number is 3 vehicles.
  18. The Fury requires the following in order to Research: Corsair Interceptor, Alien Antigravity Generator and Alien Reactor If you had the mod disabled during the time when ANY of those items/researches were obtained/comepleted, You will be unable to research the Fury. As for the Dreadnought crashing the geoscape; I currently have no idea why that's happened to you. And a happy Festivus to you too!
  19. But I love using one-handed rifles with combat shields! Ooh~! Those sound like fun to play around with! (Infact, it makes me want to make an aircraft overhaul myself!)
  20. Yes, but the Crew Quarters' capacity has been adjusted accordingly to ensure that aspect of balance remains the same.
  21. I figured out why the Scatterlaser ammo wasn't showing. The ammo isn't unlocked by the research that's meant to give it.
  22. Yup, they drop both the weapons and the ammo. I've had LOTS of fun using the Ceasan Weapons against themselves. Does the armour value even do anything? I always thought it was something that never got fully implemented.
  23. The Research file could potentially have the vanilla researches in the wrong order. I'll see if I can figure out what's wrong... The Aliens are dropping their ammos on my end. I haven't fought Androns yet though...
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