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Juvilado

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Everything posted by Juvilado

  1. @charon Thanks! Ive been without playing for a time. I have 0.99.45 witch i believe it is latest, but ive noticed CE has advanced to 0.35. Should i update it?
  2. I have always trouble checking while in ground combat if an alien unit im facing has already been previously stunned in other missions. Is there anything, apart from pencil and paper, that can be done to check it? Would be possible to implement anything ingame to identify already stunned alien classes? Regards
  3. I strongly disagree. Although its been ages since i dont play XNT (Since i discovered X division!), I got enchanted with this mod at the very first moment. I love the wide variety of weapons, research and so. There are two main drawbacks for me in X DIV. 1.- I find it too slow, there are many times i play the ground missions quite bored just for farming. But otherwise i love this mod. 2.- I BEG for many more Alien races! Not only many variants of the same unit. I really appreciate the inclusion of robodogs and many many new subtypes of units, and i know there are many. But if i can ask, i demand more. PS: Alien Tanks, really? Are Aliens in WW2? Anyway, im interested in your point of view. Do you think you could post some comparative analysis between both mods? I want to know more of what XNT excells at in comparisson to X Div. Thanks and regards!
  4. I turn off caesans psi powers. They are so annoying
  5. But do we get anything dissassembling those items now?
  6. Regarding AI, i find many melee units(robodog,xenomorphs, sometimes reapers,..) go blindly for the tanks/armor, ignoring the infantry. This way they become easy prey, the tank holds the blow (well, not the Hunter certainly) and xenonauts have alien fest. Im sure the aliens would do more damage if they diversify the targets and/or go for the weak infantry first. Also and unrelated, there are some DSB items for workshop that yield "+?,+?". Is it still mod pending or is it a random number what you get doing that?
  7. I noticed quite often the AI just puts the Xenomorphs next to the Xenonauts, reserving TUs for "reaction melee" and hoping that the next turn the Xenonaut will do something to trigger that melee counterattack. Maybe that unit's behaviour could be altered in order to make them attack if they can and only reserving TUs if they won't be able to get to any target and do any melee damage. After all they are not supposed to be sitting ducks. If i would be a melee xeno unit, i would try to attack and then hide to avoid enemy fire. This way the counterattack freeze should be mostly avoided. I don't know if my suggestion is easy or difficult to compile, im just offering some fix to that...
  8. Is this an invisible andron? I don't think so... it later transforms into grey box then robodog or so... By the way... WTF? Andron transforms in box and then in robodog? too excesive IMHO
  9. Reaper just infected a civilian and then moved, sharing the same position. Not the first time it happens (also in previous versions i remember). When xenonauts fired, they killed the reaper but the infected civilian couldn't be targetted that turn. It was targetable as usual in the next one. I forgot to savegame, sorry...
  10. Just happenend the counter attack medium xenomorph freeze: (sorry took a pic from movile) Im my turn, i attack with batton and i presume the xeno wants to counter attack, then the game freezes, music still sounding,the gas is moving, i can move the mouse but nothing else... I send you the savegame just in the moment you can attack (Alice) and see the results. Im not sure if everytime the xeno would counterattack, im this case i tried several times and the result is always the same. With the editor, i can see the xeno had 39 mov points left. If i set them to 0, then the game doesn't freeze when i attack. I have seen other times this xeno counterattacking, so there must be a condition when the game freezes. The modloader and so is the same as posts above... regards Quicksave.sav
  11. Ok @Charon this is a problem related to the Farm maps: Some houses/buildings have got invisible walls, doesn't affect gameplay but its a little bit confusing. It happened in previous versions too, but not sure if in vanilla happened, as i barely played vanilla. Im afraid i can't take a screenshot, i tried but it seems that i can just capture desktop... I bet this has been already reported, but i don't find where are the reported bugs (if there is a section, where is it)? thanks and regards
  12. Well now i tried with a knife-2 and didn't disappear in 2 missions (cheating of course). Im quite disconcerted... I will go on playing a normal campaign and if it happens again, i will tell you. Thanks for all your efforts and patience
  13. Do you know what is the knife weapon name in the editor?
  14. right click on rar file then extract. I don't think an error could be occurring at that cocrete point... Ive never recorded a video, i supose i should need a specific program to do that? about the screenshots, ill try to recreate the issue and give you as much info as i can.
  15. I recently deleted the sript folder again (after the knife incident) just for check if that solved a thing... logfile.txt
  16. Using Wingrar, then copy the assets folder into xenonauts main folder, as it is said. No errors have been reported in this way. I have to execute the xenonauts.exe from xce golder isnt it? Im getting crazy with this! Anyway the game is full playable, by now (with this fresh install) only the knife issue happened... I think i could mess up with the editor to create several knifes axes and so in a mission and see if they are gone all, or some or sometimes...
  17. 1. I just installed Xenonauts in a new separate folder. 2.- I just downloaded yesterday from GOG the game, tried to apply any patch available, but says it is already updated.This shows if i would open xenonauts from main folder. 3.- I followed step by step the instructions, even deleting the folder in roaming/... This shows if i open xenonauts from xce folder, from where i think it is supposed to run the game. The savegame location is the same for both installations, but i don't think it really matters...
  18. @Charon Well i dloaded again xenonauts from gog, clean install from scratch. Followed one by one the instructions. Modloader and version are correct. Started new game. Still vanishing knife after carrying it in the backpack during a mission...
  19. Yes! You are a smart observer! When I Dloaded to upgrade It looks like the map pack is a little outdated there, only the tropical. Anyway i wasn't paying too much attention to it as i think my gamecrash is unrelated, as the map where im having the crash is a desert. With all things working, still crashing (same savegame i posted before). I will try to use the editor mode, reveal the map and see. Maybe kill the aliens if i can't solve it elseway...
  20. Thanks for your patience. I think NOW i have a correct installation (i hope...). The game still crashes in alien turn...
  21. I hope this time the mod loader is ok. There are some "unstable" X:CE mods at the end, it is ok? or is it outdated? I'll post the next time a Xeno incident occurs, meanwhile i send you a savegame with game crashing at alien turn. crashes at alien turn.sav
  22. Bug?: The game freezes often when a medium alien (xenomorph) counterattacks (in response to pointblank melee combat or moving adjacent to it). Don't remember if it froze with other xenos, i think not. Also related, the game spends (too much?) time when in alien turn the enemy is making a melee attack (it didn't in the last release), i dont know if it is due to AI thinking, loading movements or whatever... Don't think bad, im only reporting these for improving this already awesome mod!!
  23. First: Get better! Second: Thanks, mod loading changed and knife remains between missions. Found another potential bug: When i place an empty weapon in the backpack, and save/load, then magic! The weapon is loaded = infinite cheat ammo.
  24. Any idea of what is wrong with install? I wouldn't like to reinstall just to see the same issue...
  25. Bugs found so far with this new release: - Still had to delete Psi powers on caesans, otherwise the game freezes in alien turn (sometimes) - Knifes (powerful weapon!) vanishing after returning from ground combat. They are not available anymore in the weapon selection. I dont know if this is intented or not. If it is, i wouldnt go for stunning xenomorfs anymore, as i dont find it rewarding... - The "one time upgrade work" for shields doesnt dissappear once done. I think it should. Wonderful Mod! Regards!
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