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Man of Doge

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Everything posted by Man of Doge

  1. 1) Items.xml controls whether an item is auto-sold or not. Setting an item's type to "Uncapped" will allow it to be kept rather than auto-sold. For manufactured items you need to set it to "Normal" 2) I think you need a "recoveryString" or something like that in the prop's file. Kabill should know more on the subject.
  2. Will do! UPDATE #1: Take a look at the "Ammos.xml" file: Deletion of the above snipet will cause Mod Merging of the "ammos.xml" file to work.
  3. The Building and Salaries Overhaul Mod is actually compatible with X-Division.
  4. Hardcore testing to commence in 5 Minutes time. Testing period will range over several days' time after which; all discovered bugs will be coalesced into one post for the sake of convenience. ModMerge logfile.txt Results: -Element without MODMERGE has both children and attributes: Ammo -Merging XML for ammos.xml from mod mods/xdivision/ failed. -Merging Excel XML for mods/xdivision/ from mod researches.xml failed. -Missing string for labels for 'ammo.stunshotgun', 'weapon.t2special.lasercannon', 'ammo.lasercannon', 'ammo.minigun', 'weapon.AlienBloodHeavy', 'Items.CruiserHull', 'Items.antimatter' 'Items.HardonCollider', 'weapon.flamethrower' -Merging XML for projectiles/heavylaser/heavylaser_spectre.xml from mod mods/xdivision/ failed. GC Tests 1-through-3: -Soldier used a Blood Rifle's Burstfire on a Sebillian before the Blood Rifle suddenly vanished at the start of the next turn. It is unknown as to why the Blood Rifle vanished after use. -Ground Combat seems to be appropriately balanced and casualties lessen significantly once the Hunter Scout Car is gained--just as XNT had intended for vehicles. -Ceasans are pinpoint-accurate, quick to stun both themselves and your soldiers, but die quickly in the flames of a flamethrower's wrath. They also die quickly to their own weapons, amusingly enough. -Missing 'quickthrow' image for the Blood Grenade. -Those graphics are incredible! Geoscape Test #1: Researches.xml was scrapped by ModMerge. Scatterlaser ammunition is missing but it's place is still there.
  5. ModMerge only has a problem with the "weapon_gc.xml" file. Just so you know where to look. :3
  6. After half of the squad was dead and panicked the Hunter Scout Car armed with 12 Frag Rockets proceeded to kill two Ceasans in one blast, then a wide shot barely hits but kills a Minor Viper, an Alpha Viper gets a direct shot to the face, it then proceeded to leave several Non-Combatants to rest in pieces before obliterating the door to the UFO and sitting inside of it for a whole five turns before I realized that vehicles can't take UFOs. Yeah, it was the best moment I've ever had while playing XNT.
  7. It's possible, it'd just take an incredible amount of time and effort--something which would probably cause you to claw your eyes out in frustration after realizing most of all the changes you did probably wouldn't work. If you still want to do modding for Xenonauts though, I'd advise starting a tad smaller, eh?
  8. After some intense testing I've discovered that the Vehicle Rocket Launchers in "Armoured Assault" absolutely reckt the Aliens in XNT.
  9. Upload a download of the current version and I'll see if I can figure out what's wrong. In the meantime try going to "C:\Users\<Your User Name Here>\AppData\Roaming\Goldhawk Interactive\Xenonauts" and opening "logfile" up to see if it's something wrong with Mod Merging.
  10. If you had a save of just before entering the mission, that would be optimal as I would be able to test if all of the alien crew are dying by the "killCrewOnPowerCoreExplodedChance" RNG or Not. The singularity core being auto-sold is a problem with the Items.xml file of "Furies, Terrors and Dreadnoughts". Here's how you fix the singularity core being auto-sold: Step 1 - Go to: "C:\Program Files (x86)\Steam\SteamApps\common\Xenonauts\assets\mods\Furies, Terror, and Dreadnoughts Oh My" Step 2 - Open "Items.xml" with Notepad. Step 3 - Press "Ctrl+F", type "AlienSingularityCore" in and press "Enter". Step 4 - Delete the following snipet of code: NOTICE: Should you Re-Validate the files via Steam you will have to repeat steps 1-4.
  11. Speaking of Testers; I've got quite a bit of time on my hands and would be fully willing to test for bugs and report them back here.
  12. Taken from modern-day salaries and with inflation calculated; I have reduced the salaries of all Xenonaut Staff closer to that of how how they'd be during the back-end of the Cold War. In addition I have overhauled the Vanilla Xenonaut Buildings for the sake of realism and balance. No longer will such a tiny Storage Room take a whole FIVE DAYS to build! No longer shall a Supercomputer be built in a mere TEN DAYS with cheap costs and NO Tracking capability! Today I present to you! The Building And Salaries Overhaul Mod for Community Edition v0.31 Installation: Extract to /Mods/ folder or use XCE's "Modding Tools" to install. Features: Increased Realism (duh, :3) Compatible with everything (Even X-Division) Buildings take more realistic times and costs to build. Salaries are more realistic to that of the Cold War time period. Better Defense Battery names! (example: Hydraulic Gauss Mega-Cannon) Base Building can prove to be more costly despite decreased cost for the initial construction. Quantum Cryptology Center now acts as a radar but takes longer to build and is more costly. Earlygame is easier on the player, but as new researches are researched things can become more costly. Tactical Notice(s): -New Fortified Command Center and three new buildings to aid the Xenonauts' survival. -Medical Centers heal soldiers quicker but hold the same number of soldiers as shown during Base Attacks. -Turrets take longer to build depending on how advanced they are so you might want to build them in advance! -Command Centers now let you station 8 Soldiers in them while the remainder of the base is being built. This means you can hire soldiers in advance and send them over to protect the new base before aliens can make that $250000 Command Center a waste of cash. Recommended for those who regularly play with XNT or X-Division installed. NOT Recommended for new players or those who are reluctant to build additional bases. THIS MOD IS ALSO NOW ON STEAM, IF YOU ARE A STEAM USER IT IS RECOMMENDED THAT YOU GET THE MOD OVER THERE IN ORDER TO RECEIVE UPDATES TO THE MOD MUCH FASTER. (Link to Steam Version: http://steamcommunity.com/sharedfiles/filedetails/?id=367403073)
  13. That moment when you spend hours upon hours upon hours of trying to make a mod work, only for it's files to be merged incorrectly by the modular mods system. OR; That moment when RNG decides to put all three Alpha Reapers on a mission a mere 13 tiles from your strangely inexpensive Boeing Chinook.
  14. It's require a community coder to add that feature in and it'd probably take a lot of work to make functional. Sorry.
  15. Verify the Game's Cache with Steam, then try it again by moving it around the priorities list.
  16. Flammable tiles erupt into flame when exposed to gases, so running through a field trampling all of the crops can prevent spread of fire.
  17. Go to the "config.xml" file and set "LOSAngle" to something like "110" and the Aliens' Cone of Sight should change accordingly. To change the Cone of Sight for Xenonaut Armours you can go into the "Armours_gc.xml" "aiprops" controls the range at which aliens can see things. Source(s): Experience in modding/playing around with various things.
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