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mlbghoon

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Posts posted by mlbghoon

  1. I have few thing I would like to see. Friendly suggestion

    I know we are asking a lot but here I go again.

    1. can you please make salvage and recycle separate in manufacturer section?

    - there are just way too many things and it would be nice and easier.

    2. I love what you did soldier equipment section. Just like to see more.

    - specially ballistic....way too many guns in one group. wish there are more qroup

    again thanks a lot for your work.

  2. Do you mean the starting machine gun? The vanilla machinegun you start with? A screenshot of this bug would REALLY help!

    A normal medkit, the one with 25/25? What armor were you wearing when this happened? Was the medikit in your left or right hand?

    I just deleted the save file and started game again with new version but if it happen again will take screenshot.

    it was Heavey machinegun not starting machine gun.

    medkit was 50/50. and it was on first slot. and it was coyote Armour i think.

  3. I agree with slayer about guns.

    It works great. People just need to think about what to research. and have more researcher. but it is true in mid game (before you develope HMG and such) there are not many guns to use it. due to they are not that good. early game guns is what they should be.

    anyway I found bug. when you are using heavey machinegun. during ground combat it appear as Korhang KR-R331. on the bottom when you click solider and all the info is showing. if you go to solider inventory it is showing the right picture. I think it is minor bug just about the picture. since damage and everything else is ok.

    and about armor. when ever I use medkit during GC their color change and appear to holding shield.

  4. I just had most weird bug I ever had

    I was fighting with Lizard looking creatures and they had one of the big gas spitting monster.

    ok. it's pretty strong. so I set up a formation with 3 groups of 3,3,4. he can't see me yet but once he turns the corner...

    well that was plan. but somehow.......

    he was gone.... and instead there was noncombat ceason(human looking one, one of the basic one) I was like...huh????

    if it was lizard I get it but...what the heck???

    and then.....it kill all my guy with four nerve grenade........ I mean... what the heck was that...lol

    beside that so far I only saw one thing you could change when ever you are back on it again.

    when you recycle alien stuff for material I guess text is too long and you can see what you are getting it (more of how many). I mean I saw it when research was done. but after that you can't see it when at the production thingy...

    well again thanks for great mod. I will go play some more now.

    edit : it happen again. hm..I think some thing is mix up. if you are not too busy tell me what to do. I will just fix it my self and you can rest as you have planed

    edit 2: it seem like it only does that when it is attacking from other side of bush.

    edit 3 : in soldier equipment section in melee, next to power sword there is no repair kit picture.

  5. Enjoying mod, but was wondering if there is a web site /guide/faq anywhere. A lot of new stuff to make sense of. Tonight I met some giant alien queen type that seems immune to almost everything- I hit it with grenades, rockets, flamer, shotgun etc but only thing to even make a scratch was magnum battle rifle. In the end I had to retreat.

    you might want to invest bit more on research to get higher tech guns.

    or try high mitigation guns they might work better.

  6. I think it is XNT firebat bug.

    but still is there any way to fix this bug?

    when ever you finish GC you end up having more repair kit, Medipak refill kit, alien Plasma battery then you started the mission

    I usually don't care that much since it is just about few 10k(if you sell it) per mission. I think of it as bonus.

    thing is.....I just finished GC and mission debrief tells me I found (or acquire i guess) 1545 Alien Plasma battery........

    It is worth 3,862,500.......... It was only medium size ship......

    If is was 100 or so I will just role play with my self and think of it as it was their supply ship....

    but.........this is too much..!!..lol

    don't know what to do....

  7. What are you fighting that the damage is too low?

    I can nearly one-hit stun most aliens that are not Androns or those zombie-things with the STUN ammo in a shotgun, IMHO its maybe too powerful. I use INC for pretty much breaching walls and killing egg sacs and melee-based aliens. AP is meant to be a starting ammo type, the mitigation on it is pretty good, almost as good as plasma rifles...making that stronger would might make it too good. ZAP is meant to be used against Androns and Drones, but yeah its generally an all-around-good ammo type, but it is the last type you unlock.

    I am considering adding in something like "Alenium Alloy Ammo", which would basically be the same as depleted uranium, something that would be as powerful as MAG weapons, but require alenium/alloys to create. This new ammo could make these multi-ammo guns usable at end-game fights. I also need to get off my butt and get Toxic ammo finished. Which is meant to be high damge with no mitigation (chemical), so it'd good for low-level targets and such....anyway, more stuff to finish, heh.

    it was the zombie thing..lol

  8. I have few idea.

    right now we have 4 multi-ammo

    AP-ammo is too low damage

    INC-ammo (I think it is called that can't remember) is....just ok but nothing special.

    STUN-ammo is great maybe too strong (but 1.3.7 I had problem with one of the enemy It resisted all my Multi stun shotgun for 2turns and three guys were shooting at it.)

    ZAP-ammo works good

    so Here is my idea

    AP-ammo Let's raise the mitigation so It penetrate amour more. but keep the damage or even lower it.

    INC-ammo Lower the mitigation a lot but raise the damage a bit so against week armor it is good but against heavy it sucks

    Stun-ammo Higher the mitigation so it will get through armour easy (but not always) but lower the stun damage so you still need to shoot a few shot before you take something down.

    Zap-ammo I guess it is good. but I really don't understand how it works anyway so may be there is some change needed it but not sure

    what do you think?

    I think this way it could make player choose their ammo more carefully and even have spare of other ammo just in case.

    like you were in a GC and you found out there is alpa something(really big one) since he have heavy amour your INC won't be effective so you have to change to AP-ammo or Stun in the mid battle.

    just an idea to make things more interesting I guess.

    edit : I guess Zap-ammo can have bit higher mitigation but keep the emp-damage so against robots it is more effective then AP-ammo. but even lower kinetic damage so it is useless against bio enemy

    any by the way. don't you think it would be so cool to have mitigation for each damege type? like there is kinetic mitigation and stun mitigation and so on. that would make things very interesting. lol. oh well. and if you need any play testing or something just let me know I can help you with that .

  9. I have applied patch 1.3.6 but game still crashes when I hit the "Energy" button. ( Or do I have to restart a new game ?)

    Any chance to get back the "memorial screen for dead soldiers"?

    Nice Mod!!!

    here you go

    ===

    Attention: v.1.3.6 has been reverted to use CE 0.25HF EXE for stability. Any saved games created with v1.3.0 to v.1.3.2 will not work. Many many apologies, but its for the best to avoid crashes!

    ===

  10. I am planning to do this with pretty much all the items recovered from crashsites.

    I have other plans that involve being able to disassemble stuff to recover Alenium and Alloys. Such as taking apart recovered reactors to salvage the Alenium....etc. Of course, this means that you will have to micromanage selling this junk off too. BUT that is how it was in XCOM, it was up to you to sell the corpses and recovered artifacts...

    I'm looking into the shock grenade crash to see if I can get it to happen.

    yep that sounds good.

    I love micromanage. I will just help you out with test playing since I am not so good with modding. but I am good at finding a bug. lol

  11. I edited my post. add one more bug i guess.

    and what I mean by it. select aircraft equipment section in the base right after you start disassemble corvette.

    after it is finished it has no problem. just when is in process i guess.

    here is what I added on old post.

    =========================

    Edit : yep. the game crash when ever I do corvette dissemble. and after that I go to aircraft equipment section in the base. and if I don't go to the aircraft and just let it finish I get #### in the research. and after a bit it goes away and I get pop up. so I guess it is working as intended?

    2. After researching electro shock grenade. if you go to ammo section in the soldier equipment in base. the game crash.

    ==========================

  12. Its not just you mate, I've noticed this as well that for some reason the shotgun's stun rounds just "dont hurt" when the pellets hit a target. ALL other ammos work fine. I'm gonna try a few adjustments to see perhaps if it's a mitigation issue with armor, but it should work just fine, which is also kinda weird that Dapper is actually not having an issue. Hah.

    EDIT: I found the issue with STUN ammo for the shotty, its fixed in the next update. But to fix it yourself, just open weapons_gc.xml and put 5 normal damage on the stun ammo type for the shotgun stun ammo.

    ok i will do that. thanks.

    and found more bug.

    1. when you dissemble Corvette in the work shop and go to air craft the game crash. this just happen to me. I will run more test and let you know.

    Edit : yep. the game crash when ever I do corvette dissemble. and after that I go to aircraft section in the base. and if I don't go to the aircraft and just let it finish I get #### in the research. and after a bit it goes away and I get pop up. so I guess it is working as intended?

    2. After researching electro shock grenade. if you go to ammo section in the soldier equipment in base. the game crash.

    and not a bug. but sledgehammer should have shorter production time.

    I know it is pretty good early damage melee weapon. (I guess.. I rarely use them) but 20 days to produce it? I think it is too long(main reason I don't use it I guess. when you can make multi ammo guns with few more extra days. no reason to go for sledgehammer). but this is just me. other people might find it ok.

  13. Bad RNG rolls most likely. Still a 5% chance to miss so yeah. Granted I've never had that bad of RNG but it is possible. My Multi Shotgun with stun ammo does work fine however.

    I also find that sometimes Xenonauts (the base game) has done this to me with the normal rifles. Most likely just a vanilla bug/intended feature and probably not a result of Slayer's mod.

    Edit: Also slayer, since the reversion to 0.25CE I have had no crashes at all after 10 hours of play, that includes the M79 crash. Those bugs all seem to be an issue with 0.26CE, the animation issue with the AK seems to have gone away as well.

    it is possible. I guess.... but I am stilll not getting the 95%... don't know why...ap ammo works fine...

    but every time i try stun ammo I miss...

    I just stop using them all together.

    it is not game breaking or anything so.. just little bit annoying that's it

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