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Larchus

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Everything posted by Larchus

  1. I just modded the vanilla files. Kind of thought the whole "unable to sell alien tech for a profit" thing was, well, kind of horseshit. So I changed it. And yes, while what you say seems true, I am not sure which mods I have that edit Manufactures in such a way. Many of them are yours, by the way! Good stuff! While the edit seems to function, I think I broke my save files, which is entirely my fault. Oh well!
  2. I've been wanting to tinker with the game's assets a little bit (specifically, increase the sale value on Alien Tech. Yeah, yeah, breaking the economy -- sorry, but the world should be giving a profit for the only available weapons that can stand up to the aliens). However, I'm running into a snag opening the .xml files in OpenOffice. Whenever I open the files, all it does is open a blank spreadsheet. I tried opening it with other means, such as google docs, and that reveals difficult-to-read HTML style text. I could use Microsoft XML opener but that's only a trial program that I do not look forward to paying for. What programs should I use to view the XMLs, and if I have the proper ones, how do I properly do so? UPDATE: Oh!... That's weird, it seems OpenOffice is able to open some xmls just fine, but not others. It can't open the Manufacture one, but it can open the items xml just fine.
  3. I've been paying attention to this for a long time, and I am happy to finally see this come to fruition in the official sense. This is some real dedication that is unfortunately rare for most game developers -- not only did Goldhawk set out to fix their problems, but they actually cooperated with their community. This is unprecedented, and I am extremely impressed! Got a question, though. When the Mac/Linux versions are all finished, will there be some kind of big announcement about it? Perhaps a sale? Something to spread the word about the big update?
  4. I disagree with bases being dark by default, as I feel that would be too dificult. I only suggested the destruction of the power core triggering a blackout because of how it would affect decision making within the base, as well as make sense. It isn't just difficulty for difficulty's sake.
  5. Now this might be met with disapproval because it would make base assault missions a bit harder, but it would also make more sense from an immersion standpoint. When attacking an Alien Base, if the Power Core(s) is/are destroyed, it would make sense for the lights in the base to go out. Basically, this would be like switching to Night visibility, as the power fails and the corridors are filled with darkness.
  6. The cover/corner visibility indicator was something I never realized I wanted so much...
  7. Yes, I named my dropship Antares after a few combat events. That kind of sucks, because I am the kind of person who renames every little thing. Except soldiers, they have to survive long enough to get a custom name. Makes losing them easier on me. Well, the good news is that it seems like we found out what triggers the bug! I tried to reproduce it again and yes, it seems that re-naming a drop ship with Soldiers inside causes the bug!
  8. Well, the only thing I did wrong was not providing a save. And I have a save files available that will allow the bug to be directly observed, so I shall upload them now. And I have no idea what condition caused this bug to occur, therefor I have no idea how to reproduce it. All I can confirm is that it is, in fact, there. I know that's not that helpful, but what do you expect? I'm just a user. [ATTACH]5223[/ATTACH] This should be the autosave that leads directly to the problem. Just get to the Geoscape, hit fast forward until Antares reaches base Athena, and check the Soldier Loadout screen. Aut.sav Aut.sav
  9. I actually agree with the criticisms of the "Who died?" and "Aircraft refueling". And the criticism regarding cover is valid; I'm new here, but I have already seen several posts from people who aren't sure how their soldier was shot by an alien that they, themselves, were unable to shoot at. You get notices for everything else. But I think the problem with Soldier death is that (in my honest opinion) really obnoxious "Hidden Movement" sign. Because you'll see an alien walk up and kill a guy, then HIDDEN MOVEMENT, and you have to wait until the end of the turn, check your inventories, and then move on. Seriously what is the point of that sign, though? You can't see the movement regardless, so why is it there? It's no big deal -- I modded it out. But still... Like, what would help would be a little message box that informs you of events as they happen -- when someone scores a hit, when someone is hit, when an alien dies, etc. XCOM Enemy Unknown had one, and before you get out your "modernized and casual game" pitchforks, know that Fallout -- another game nineties gamers love to gush about -- also had such a thing. Of course, however, that was a role-playing game, so it served more of a purpose. But still, an event log is helpful in a turn-based game.
  10. FINALLY, a reply! And thanks for the tip, I will try that. I just hope 0.25 still lets me vault over broken windows... It seems like such a small thing, but after playing the game with that, I can't stomach the idea of playing it without that feature.
  11. Hopefully, if the modding tools and compatibility are used, Xenonauts can finally get Steam Workshop integration.
  12. Sorry for double-posting, but I took some screenshots of the game to further elaborate what I am dealing with. I didn't even realize that the dropship I sent out comes back, inexplicably full of soldiers. Again, if I try to unassign soldiers from that dropship, the game crashes. This is really bizarre. This also conveniently occurred just after an auto-save (post-battle), so I could upload the save file if anyone would like to have a look-see. UPDATE: Well, I tried reloading a previous auto-save (one that took place before the combat had loaded. Re-did the mission. Mission was a success, did not have to abort. Took a casualty, but they are merely wounded, not dead. It didn't change anything. Dropship gets back to base, still have troops somehow assigned to a dropship that doesn't exist and attempting to fix that freezes the game. I'm probably going to have to start over. I.... I think I'm going to give Xenonauts a break, or maybe just stick to vanilla + strictly cosmetic mods. Remove any other game changing mods and wait for more stable modding solutions. It's a shame, because X:CE is a nice community patch, and I like the little things it adds! But I know for sure I never encountered this in vanilla.
  13. I didn't realize how important Foxtrots were until I started getting the hang of the air combat mini-game. Yeah, they are important. Even when there are fighter escorts, you get the Foxtrots in range, fire your payload at the primary target and immediately retreat. They may get eaten up a bit by fighters, but they will be too fast to risk getting destroyed.
  14. I just got done with a mission raiding a corvette. It was a disaster, with one man returning to the dropship. Kind of had to accept my losses because I managed to stun a Reaper, which, lord knows, isn't easy. So I hilariously stuffed one of the most dangerous aliens in the game in my soldier's backpack and got him on the dropship out of there. Back at the Geoscape, I run into this bug. It's not the first time I have seen this bug -- But it only ever happened with Community edition. I would go to manage my troop loadouts, and dropship assignments, only to find out my soldiers (or in my latest case, soldier) are assigned to a non-existent "Charlie-10" dropship. Unassigning them from this phantom dropship causes the game to freeze. There are also other mods I am currently running, which are the following: Real fighter portraits/armor Kabil's Enhanced Crash Sites Skitso and Kabil's respective map packs Skitso's Oppressive UI, and Sleek Alien Turns
  15. But wouldn't firing/rehiring just cost more? It costs more to hire a scientist than to pay his wage for a month.
  16. I know that keeping a fully equipped squad at every base is not financially viable, but what about having a garisson of regular troops, for in-base security? I mean, you are generally going to rely on turret emplacements to do the bulk of the damage, but maybe 10 - 15 so Barneys to mop up any xenos that get through?
  17. Wait, that's strange. I loaded the game up today, from the same save file, on the same map, and the problem is gone. The mission worked fine. Explosions -- or aliens getting gibbed by explosions -- did not cause a hang this time.
  18. To be more specific, I am using the latest version of Xenonauts, with XCE 0.26. I have the following mods/packs installed. Skitzos Map Pack Kabil's Random Map Pack I got the Real Fighter Armors and Portraits Skitzo's Oppressive UI Kabil's Enhanced Crash Sites
  19. I seem to have run into a similar issue last night. The game hung when I tried to blow up a car. After reloading the game, the game froze again when I lobbed a grenade at an alien. It specifically hung when I hit "End Turn" which would have made the grenade explode.
  20. While I am a but iffy on the blue geoscape, I absolutely love what this mod does to night missions. Not they actually look like night missions. It also makes it seem more atmospheric, your little headlamps the only visible thing in the blackness. Makes night missions feel more tense.
  21. I have Skitso's Femonauts mod. Will this conflict? EDIT: Nevermind, answered my own question. Definitely grabbing this and the armor mod, though. Seems to be a substantial improvement over the game's original art assets.
  22. I think the max is like $200,000 or so, per nation. I git Europe maxed out on my last attempt to play the game.
  23. Yeah, I was thinking $5,000 for Laser pistols, $15,000 for Laser Shotgun (not sure why they call it a carbine, it is literally not a carbine at all), $20,000 for Laser Rifle, $40,000 for Laser Cannon and finally $60,000 for precision Laser. As for Plas and Mag weapons, add about ten or twenty thousand per increment. It got really ridiculous with plasma weapons -- A precision plasma is $120,000. As much as a Scimitar tank. The pricing is so illogical and ridiculous, and it makes it almost impossible to keep your people well equipped. Weapons were expensive in XCOM: Enemy Unknown, yes. Plasma Guns cost like 800 Simoleons, when you're raking in only what, 1600 Simoleons tops? But the difference is that 1) You only had one base, with only 6 people deployed at a time, a good portion of which are armed differently. And 2) You could capture alien weapons off the field and re-purpose them for human use. The fact that weapons were so expensive meant that you still had a reason to carry Arc Throwers into battle and risk the necks of one of the poor bastards with the Arc Thrower just so you can nab a free plasma rifle. The price was worth the risk, generally. So, the way I see it, the price for the weapons either needs to come down significantly, OR we need an alternate way to make money and scrape a profit off of weapons manufacture. OR we need a technology that allows alien weapons to be re-purposed. Maybe a combination of both! Like, capturing an alien weapon and paying the Scotties to modify it for human use could be a viable alternative to making them from scratch. It would also be lore friendly -- you would need a scientific understanding of alien weapons in order to modify them.... Wow this actually sounds like a good idea for a mod. Shame I can't program
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