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Posts posted by drages
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At vehicles.xml, make heavy=yes.. but you need to know which file to edit.. if u use XCE, u should do it under it's mod folder.. or best, make a little mod for it.
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XCE uses french ones if your windows is french, so i thought i could be. But if u handled it, no problem. Enjoy!
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Hi people.
As you know, X-Division is one of the biggest mod not in Xenonauts only, in the gaming genre as well. This s so nice thing to have but there are problems with it too.. It's big.. bigger then some people can handle..
As a free project and people got RL, our team members sadly need to leave after a while. It's totally normal. X-Division got a more then year story started by me and there was many people came and gone.
As two no-life modders me and @Charon at the team, we want to create a new game rather then a mod. For this reason, we need some free hands to help us.
We need some helps for very simple but time consuming excel/notepad++ editing for our mods. We can do them by ourselves but this would kill all the progress and enlarge the time to finish the mod massively.
If you like the game and mod, if you got excel and notepadd++ at your computer, if you got some spare time to give a dream project, please contact us.
BUT, if you just hype for a moment and you could leave it after some days, please don't bother.. we need some dedicated people with free time.
Thank you!
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40 minutes ago, Terrorhawk said:
Hi guys. Firstly let me say that if I have posted this in the wrong place then i appologise. I have just downloaded the X-Division Mod and everything seems to be working as it should, except one thing. The game is in French. How do I change it to English???
Any help would be much appreciated.
Yes the topic is at wrong place and you could ask it just at xdivision topic.
This is not about X-Division. Probably your computer is french and XCE automatically choose the french language. You can disably the french mods and activate the default ones at mod loader.
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Good work. You got most of them really. But you used Save load to get the alien fortress which u can't take them at a normal play so you got most of them earlier.
So with those weapons you are ready phase 4 so p 3 is easy for you.
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There was no such thing as different colors for any alien. They were always same.
Are you sure that u got all the techs? Probably you don't captured specialists and operators mostly from terror and base attack missions. Do you have gauss and pulse mk 3 weapons?
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Thx snafu.
All the default sounds are there already. I don't know why u can't hear.
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36 minutes ago, Venenao said:
xenonauts 1.65w Stable(17 jan 2016)
Dont u use xce? Community edition?
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What is your xce version?
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Hey. Try to disable all sound mods.
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Hmm so its already there.. good point.
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1 hour ago, Zarr said:
Is there a mod to disable the permant death? Maybe with a long healing time for fallen soldiers? Any news?
You can open a topic at XCE forums here and want it to implemented. As i know th survive possibility of a soldier from death is hardcoded. XCE, @Solver can make it softcode and we can have our soldiers alive mostly after battles.
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They don't, they just move so fast that you see them firing or doing something when they are already moving or far away..
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We are not experienced at map making. Just base attacks does not work like normal maps.
We can't add 1 tile vehicles. Game only accepts 3x3 as standard. Even you make something for 1 tile, game takes it as 3x3 at dropship and ground combat.
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13 minutes ago, Zarr said:
Thanks
Is there a Mod for less UFOs, or faster research, or faster upcoming game progress, so I can play a game in half the time?
It's not easy to make the game faster.. even you go half for everything, you need to fight same numbers at ufos and big ufos and bases got many enemies inside. You can delete some crews too but the game would lose the meaning..
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Heavy armors don't have melee attack animation so I can't.
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3 minutes ago, zlodeische said:
probably not bad idea add some special weapons like emp canon?
It's great idea to add EMP weapons to vehicles. (But charon gets very angry when i plan to add something, so ask it to charon directly, he loves our fans more then me..)
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13 minutes ago, zlodeische said:
aloso strange bug.
spirit wolf base weapon - gauss, but if i try to chenge it - i must chenge to MAG. (since i havnt gauss tech)
I need to work on vehicles.. yeah..
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I made some more big long tests today with pure custom races without any meleevehicle or default races. It worked as intended for %80 of the time. Yeah i sometimes said that "where is this unit going?" or "why is he hugging me?" . I looked for AI and i changed somethings and i saw a little - and + problems and corrected them. It became %90 as i wanted. If it was %100, probably i will not have a chance to win anyway..
But the biggest point is still the damage out put of the unit. If an enemy got a stupid, low damage weapon and thinks that he won't able to harm you anyway, he just don't shoot you and look into your eyes..
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2 minutes ago, Policenaut said:
This AI stuff sure is mysterious.
I've also noticed that attack animation bug and the injury animation bug as well but I've never played Xenonauts without X:CE so it might be a vanilla bug too. The attack animation bug seems to be tied to the delay="" setting. The explosion animation is also tied to the impact radius which can be annoying if you want a high radius but not a giant explosion animation.
Attack animation is not relating anything at modding code because if it's bugged at a mission, all units got this bug. Explosion animations sometimes react so differently to radius, sometimes it goes huge even with low radius. Anyway those are examples about the code and the reaction of the game.
Solver is working on ufo and custom missions so hard already.. we should not disturb him.
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2 minutes ago, Solver said:
I don't care about the animation bug really. It affects nothing important, may be a vanilla bug as well, and isn't worth the effort for sure.
I think you are wrong about this, because having a buggy attack animation (and injured animation as well) is a huge game killing factor. Maybe it's not much for us who gave years to this game but a new comer at this generation would care it for sure. I created nice animations for my melee creatures like bites, tail attacks, claws but when this bug happened, they look very lame.
I think it's not so hard to fix too so i think it worth some efforts.. why would an animation stop when the bullet fired at all?
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I did not make same tests but i suspected from drones mostly. Robotic ability could cause that too but i did not have problem with that at other units.
I could not find time to test my fully rewritten androns at different situations but i made the drone number less then before. This happened when i got many drones with androns.
I believe that Solver can't find a connection but still there is some hidden things. Game acts very strange sometimes about everything. For example XCE got a attack animation bug which resets the attacking animation to idle when the first bullet fired. But this happens sometimes and sometimes you dont even notice if you don't use long burst weapons with longer attack animations. Sadly, solver ignores this bug at our reports but it's there.. i don't know why.. sometimes explosion animations scale wrongly, and this is because of the first frames coordinates..
i try to say that, maybe the game did not like the name of the race :).. for that reasons and lame experiences i choose to go on when i am satisfied.
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1 minute ago, Policenaut said:
The Androns in X-Div that had passiveness issues with drones, were they the standard Androns or your new custom ones?
Standart ones, under default races. When there is a drone, androns does not shoot they just move..
Hyperion break props
in Modding Discussion
Posted
As i remember it starts to work with the new manufactured vehicle. So your old vehicles will stay same. You need to make vehicle heavy to crush objects.