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RasterOps

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  • Location
    Tempe, AZ USA
  • Interests
    Guns, Games, and ?
  1. Modern games still don't reproduce as well or if at all, so many of the features of this original classic. And so it seems it will forever be the game all others are compared to. Agreed. Most games in this genre suffer from the extended game-play and repetitive combat scenarios. Xenonauts is no exception. Aftershock is a good follow-up to Aftermath. Afterlight was a bad joke. They attempted a change in the engine and format. The UI consumed almost half of the screen, hated it! The characters were exaggerated cartoons. The story did develop a little. Don't recall if I even finished the game... Liked the game, fairly easy to mod but had design limitations including screen size. It is a faster paced game in the genre and still suffers from repetitive combat scenarios but they have tried to introduce new and different mission concepts. Although due to the fast pace, the next combat mission is likely to be tougher. Squad size maxes out at 6. Design constraints like "satellite coverage" and no hiring of Engineers or Scientists is a different take on the typical method and just as flawed as Xenonauts attempt to prevent sales of manufactured items to "unbalance" their "National Contributions". The manner in which new missions are handled is also designed to challenge (limit and frustrate) the player. The inventory system is... different... I don't like it... it's senseless... trying to be nice... The XCom base will never be assaulted and there is only one. Assault craft and interceptor speeds have been dramatically increased to make up for the distances they must travel. I completed the game, started a few new games, enjoyed and hated the game. I still don't remember if I ever needed or had research projects for new aircraft. I went digital perhaps a decade ago and I've been digital ever since. I've gone through several computers since then and the only problem I have had is getting all those apps/games re-installed on my new computer.
  2. I just wanted to clarify my earlier statement about the ModInfo.xml file. It was not the cause for my problem with the carry weight elements. I still don't know what is causing the failure. Only that removing everything but my changes works.
  3. Well I'm still not certain as to the MODMERGE function. Merging with what, the original GameConfig in Assets? Anyway, I did discover the problem and it is embarrassing. I have been listing the changes/benefits of my mod in the ModInfo.xml file. I did not add any XML heading information and didn't comment any of the lines. I have done this now and the problem has been resolved. I believe the error I was seeing could have been manifest anywhere. I also think I have fixed the DropBox link in my previous post. Thank you for your help!
  4. Strange. I deleted everything but those lines related to the carry weight and it worked; just as you suspected. I'll keep looking but in the meantime here is a link to my GameConfig file.
  5. These are the differences between my GameConfig and the CE: Typo on line 96 Space(s) to tab character on line 104 Grammar(?) on line 117 [ 1 ] C:\Data\Xenonauts\Mods\FairPlay\gameconfig.xml 8/23/2014, 7:18:55 am [ 2 ] C:\Program Files (x86)\Steam\SteamApps\common\Xenonauts\assets\mods\xce\gameconfig.xml 8/16/2014, 3:40:09 am ------------------------------------------------------------------------------------------------------------------------==============96 * <resilienceProgress pointsToProgress="5" globalMaxProgress="97" comment="A progress point is earned every time the soldier gets a skillup in any other attribute" /> * <resilienceProgress pointsToProgress="5" globalMaxProgress="97" comment="A progress points is earned every time the soldier gets a skillup in any other attribute" />==============104 * <Lieutenant rankPoints="16" /> * <Lieutenant rankPoints="16" />==============114 * <BaseSoldierCarryingCapacity value="10" comment="This value is used to calculate soldier carrying capacity." /> * <BaseSoldierCarryingCapacity value="8" comment="This value is used to calculate soldier carrying capacity." />115 * <SoldierCarryingCapacityStrengthMul value="0.4" comment="The percentage of soldier strength used in the carrying capacity formula." /> * <SoldierCarryingCapacityStrengthMul value="0.3" comment="The percentage of soldier strength used in the carrying capacity formula." />==============117 * <limitCarryCapacityMul value="2.0" comment="Soldier's carry capacity is multiplied by this number to get the point at which a soldier will be left at 0 TUs" /> * <limitCarryCapacityMul value="2.0" comment="Soldier's carry capacity is multiplicated by this number to get the point at which a soldier will be left at 0 TUs" />==============519 * <KeyMapping function="GCQuicksave" key="F5" /> * <KeyMapping function="GCQuicksave" key="" />520 * <KeyMapping function="GCQuickload" key="F8" /> * <KeyMapping function="GCQuickload" key="" />=======------------------------------------------------------------------------------------------------------------------------ BTW QuickLoad doesn't work.
  6. I am using the Community Edition as my base mod. The changes I have made are in a separate "mod" folder and the mod has been selected in the "Modding Tools" section of the start app. I can confirm other changes I have made in different areas are working. Just not this one.
  7. I made minor changes in gameconfig.xml to the BaseSoldierCarryingCapacity and SoldierCarryingCapacityStrengthMul values but these are not reflected in my current game. I even hired a new soldier to verify if the new values worked on new vs. existing soldiers. They didn't. I started a new game but the original values remained in effect. By default a soldier can carry unencumbered (8 + Str * 0.3) Kgs. Therefore, a soldier having 50 Str can carry (8 + 15) 23 Kgs. No matter the changes I make, the results of the formula don't change.
  8. Using CE v0.27 (not that it matters) Problem: Soldier numbers on ground mission do not match soldier numbers in the equipment screen and therefore the squad that I have chosen for each soldier. While on ground missions I use the mouse wheel to switch between soldiers within squads. I expect soldier numbers per squad to be consecutive, e.g. 6 soldiers = 2 squads, squad 1 is soldier numbers 1, 2 and 3; squad 2 is soldier numbers 4, 5 and 6. Furthermore, I expect specifc soldiers to be in those squads, e.g. Squad One: Rifleman, Sniper, Rifleman. Squad Two: Assault, Heavy, Rifleman. Soldiers are assigned to a dropship from the barracks or equipment screen in the order I would like them to have in their respective squads. That is the first fail. They are apparently sorted by rank or something on the equipment screen... Fine I'm thinking, I'll use that. However on the dropship the soldiers are once again sorted and their numbers have nothing to do with the order of the equipment screen. That is the second fail. (It does not matter that I can place the soldiers on the drop-ship per their respective squads.) Now in ground combat the soldier numbers are all mixed up. For example: Squad one exits the dropship and heads East. Squad two exits and heads West. Cycling through the soldiers using the mouse wheel results in jumping around the battlefield between the squads. It gets confusing and annoying. Is there a way to assign the soldier number on the dropship screen or anywhere else to ensure a contiguous squad numbering?
  9. More than once I have accidentally hit the 'v' key and wondered "what just happened". I also want to unbind it. I looked through several files and even performed a file search of "XML" files having the text "key='v" but could not find it. Now either something changed or you have to be inside the ship or maybe inside for a certain time. I don't know but in my current mission of only a few turns neither the 'V' or 'Z' key are ending the mission...
  10. Oh yeah... Thanx man! [video=youtube_share;6RMbHPB2h7U]
  11. Been on several maps, latest is a military base. They have all been shot and they explode with a radius of 0. In other words, a soldier/alien uses a gas tank as cover, which explodes and does no damage to the soldier/alien let alone surrounding structures. Mapping Spectres?
  12. So there are these "gastank" props on many different maps. And many have blown up intentionally and accidentally. Although, when they blow up they do no damage. They must all be empty!? I want to change that, can that even be changed? I want a radius 5 explosion that does significant damage.
  13. Easy Peazie Lemon Squeezie. Thanks guys. @LordJulian Well the disadvantages of C4 are: It's a little heavier, and twice as big as a single grenade (maybe should increase weight to 3... Done) It doesn't equip in the grenade slot so you have to pull it from your inventory It has an "incendiary" type, although I'm not sure that's a disadvantage But otherwise, yeah. Also, I may be mistaken but it seems when I throw grenades and end my turn the grenades go off at the beginning of the alien turn. When I throw C4, it goes off at the end of the alien turn. And I have no problem with that... Russian Roulette.
  14. Well in CE 0.27 (and original) the C4 damage value is 65; even less effective. I increased the C4 damage to 80 I increased the Plasma Charge damage to 120 I doubled tripled the weights of the C4 and Plasma Charges I increased the IncendiaryDamageBonusMul to 5 (is this limited to an integer value?) I decreased the MinExplosiveDamageLevel to 0.33 I increased by one the range of the Frag, Alenium, Plasma and Fusion grenades to compensate for the decreased damage at range I am really pleased with the C4 results. Don't have the Plasma Charge and will just have to play-test and see how the grenades behave. Although, have I only been modifying the Human weapons and giving them an unfair advantage? In other words, do I need to increase the ranges of the alien grenades? Are these defined in a different file?
  15. So it would seem structures are very robust to withstand 320 damage. And I assume minexplosivedamage applies to grenades as well. They have a range of 2, so setting minexplosivedamage to 0.5 would make grenades very ineffective, right?
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