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Axiomatic

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Everything posted by Axiomatic

  1. Just for information, I managed to solve it in the following way. After the start of the game I first load the any save on the global map, and then load problem ground combat save. Additional note. After continue this way to global map, I can't push any button by mouse cursor. I saved game once more. Restart Xenonauts and loaded any good global map savegame. And after that - loaded last savegame.
  2. I propose to add "Geographic addition" mod. It seems interesting for the players, today it has over a thousand subscribers on Steam and a rating of 96%. http://steamcommunity.com/sharedfiles/filedetails/?id=705553557
  3. Does anyone know a method which allow to complete GC from these quicksaves?
  4. Version 1.4.1. Small fix applied, there was a error in airplane.alien.battleship.andron.xml.
  5. These maps are included in CE modpack http://www.goldhawkinteractive.com/forums/index.php?/files/category/3-xenonauts-community-edition/
  6. Thanks But it's anyway strange because there are many similar files in mod but error appeared only for one. Also I have a new crash during new GC loading. As I understand it, the reason is bug in X:CE, not in other mods? Mon Aug 22 00:03:45 2016: Xenonauts, version . Mon Aug 22 00:03:46 2016: Pixel Shader Version: ffff0300 Mon Aug 22 00:03:56 2016: MOD ERROR: Element without MODMERGE has both children and attributes: Sound Mon Aug 22 00:03:56 2016: MOD ERROR: Merging XML for sounds.xml from mod mods/kabill's tactical armouries/ failed. Mon Aug 22 00:03:57 2016: MOD ERROR: Number of columns does not match. Mon Aug 22 00:03:57 2016: MOD ERROR: Number of columns does not match. Mon Aug 22 00:03:57 2016: MOD ERROR: Number of columns does not match. Mon Aug 22 00:03:57 2016: MOD ERROR: Merging Excel XML for mods/ufo and crew diversity/ from mod ufocontents/airplane.alien.battleship.andron.xml failed. Mon Aug 22 00:03:57 2016: MOD ERROR: Merging Excel XML for mods/-tweak tacticalarmouries/ from mod vehicles.xml failed. Mon Aug 22 00:04:21 2016: MOD ERROR: An element to insert already exists: Weapon Mon Aug 22 00:04:21 2016: MOD ERROR: Merging XML for vehicleweapons_gc.xml from mod mods/kabill's tactical armouries/ failed. Mon Aug 22 00:04:24 2016: MOD ERROR: Replacing XML for tiles/middleeast/props/palm_large_3_base_spectre.xml from mod mods/xce/ failed.
  7. Thank you. Is it possible to see more detailed information for bold string? Sun Aug 21 23:42:41 2016: Xenonauts, version . Sun Aug 21 23:42:41 2016: Pixel Shader Version: ffff0300 Sun Aug 21 23:42:55 2016: MOD ERROR: Element without MODMERGE has both children and attributes: Sound Sun Aug 21 23:42:55 2016: MOD ERROR: Merging XML for sounds.xml from mod mods/kabill's tactical armouries/ failed. Sun Aug 21 23:42:55 2016: MOD ERROR: Number of columns does not match. Sun Aug 21 23:42:55 2016: MOD ERROR: Number of columns does not match. Sun Aug 21 23:42:55 2016: MOD ERROR: Number of columns does not match. Sun Aug 21 23:42:55 2016: MOD ERROR: Merging Excel XML for mods/ufo and crew diversity/ from mod ufocontents/airplane.alien.battleship.andron.xml failed. Sun Aug 21 23:42:55 2016: MOD ERROR: Merging Excel XML for mods/-tweak tacticalarmouries/ from mod vehicles.xml failed. Sun Aug 21 23:43:18 2016: MOD ERROR: An element to insert already exists: Weapon Sun Aug 21 23:43:18 2016: MOD ERROR: Merging XML for vehicleweapons_gc.xml from mod mods/kabill's tactical armouries/ failed. Sun Aug 21 23:43:24 2016: MOD ERROR: Element without MODMERGE has both children and attributes: Tileset Sun Aug 21 23:43:24 2016: MOD ERROR: Merging XML for missiontypeprops_gc.xml from mod mods/tropical maps/ failed.
  8. Actually the question Are there any log files to understand crash reason? If not, then how to define the problem?
  9. I have some idea and tried to increase local forces. But changing in this file do not affect on gameplay because every map have individual presets.
  10. Thank you Yes, I am understand it and already have same idea. But there is a lot of work for create and balance tuning. Unfortunally, I haven't so much time
  11. New version 1.4 out Major ground combat crew rebalance Please, answer anybody. How I can change version in the thread name?
  12. New version 1.3 out Could anybody help me to change version in the thread name?
  13. This simply mod adds a several cities to global map, mostly in sparse distant regions, and adjust type of cities (soviet or non-soviet). The names of the countries show (additional to the city names) only at maximum zoom global map. This is more convenient because labels less obstruct the map. Features: 1. Add soviet-style cities: Pyongyang (North Korea), Novosibirsk, Krasnoyarsk, Anadir, Petropavlovsk-Kamchatskiy (Russia), Shanghai, Urumchi (China). 2. Add non-soviet style cities: Denver (United States), Manaus (Brazil), Samarinda (Indonesia), Addis Ababa (Ephiopia), Colombo (Sri Lanka), Punta Arenas (Chile). 3. Change style from soviet to non-soviet: Tokyo, Seoul, Dublin, London, Edinburgh, Copenhagen. New distant cities designed to do proper to cover more area. v1.1 The names of the countries show (additional to the city names) only at maximum zoom global map. Added cities: Addis Ababa (Ephiopia), Colombo (Sri Lanka), Punta Arenas (Chile). Geographic addition 1.1.zip Geographic addition.zip
  14. Knowledge of ticker value often needed for mods debugging. Is it any possibility to discover it? If not, will be very useful to include this patch to new version X:CE. It can be placed stationary in map view or can on/off by pressing specific key or just print in log window.
  15. Hello all Just an idea. Would be convenient to see average stats of recruits and can sort by them.
  16. I found the solution. It was necessary to copy fresh version of ModManager from assets/mods/xce folder to root Xenonauts folder and run it from there. Maybe it will usefull for anybody.
  17. I'm trying to publish mod via ModManager in accordance with instruction, but without success. There is a message "An error has occured while publishing your mod. (Err code:8)". What does it mean and what should i do?
  18. This mod adds a large variety to gameplay due to the random generation of UFO and alien crew. Features is similar to inspired me original mod “Dynamic UFOs”, but closer to original gameplay, have more wide variations and alternative tweaks. Also this mod fully supports two new UFO (Assaultlander and Dreadnought) from great mod "Furies, Terror, and Dreadnoughts Oh My". Features (in additional to original mods): Geoscape 1. Additional missions available for most UFO type according its xenopedia profiles. New UFOs mixed with other, not replace it. Summary info in attached picture. 2. Progress are more predicate. Advanced UFOs can visit to Earth early than vanilla Xenonauts, but no so early than in Dynamic UFOs. More advanced UFO replacing small types gradually. Over time big UFO just increasing spawn chance. However small UFO still be spawn in late game with low chance, mostly in non-combat missions. 3. Special missions like bombing run and alien base construction now is occurring more often. Details about tweaks in table below. Ground Combat 1. Crew depends of UFO mission type. 2. There is a random chance to decrease or increase UFO crew sizes and alien bases staff within approximately +/-30%. Also, alien behavior can be variated. For example, in a ground combat can be 2 aggressive aliens outside UFO and 5 aliens defending UFO from inside. But in next exactly the same mission, it can be opposite situation. 3. Adjusting aliens, which can be spawn together. It gives an opportunity to feel the specifics of each race, not turning the game into a jumble. 4. Drones encounter much more frequently – in UFO, alien bases and even at Xenonauts base attack! Lightdrones can be defenders of the UFO (inside and outside it). Light- and mediumdrones remains even in advanced UFO. 5. Wraiths appears little early and more numerous. Enable in game new aliens - Wraith_Soldier and Wraith_Officer (with cool green mask). 6. Harridans now try to stay in open air, where they can use its ability to fly. 7. Now officers and leaders can participate in main combat, while before they are waiting in command room. 8. Alien bases have more low-level residents (non-combatants, psions, guards). 9. All alien crew are slightly temper aliens with previous variants of equipment (guards, soldiers, warriors). 10. Dreadnoughts contains only elite troops. 11. Rebalanced survivality of alien after UFO crash. Chance of powercore explode after UFO shutdown increased from 20 to 33%. Chance of alien death after core explode now is 33% and if core don’t explode - 10% (was before 25% both). Changelog v1.4.1 – Small fix (airplane.alien.battleship.andron.xml) v1.4 – Fully rebalanced Ground combat part. v1.3 – Fully rebalanced Geoscape part. v1.2, v1.1 – Minor tweaks Installation 1. Install Xenonauts: Community Edition http://steamcommunity.com/sharedfiles/filedetails/?id=524885857 or http://www.goldhawkinteractive.com/forums/showthread.php/11882-What-is-Xenonauts-Community-Edition-how-do-I-get-it 2. Install and activate in the modloader «Furies, Terror, and Dreadnoughts Oh My». Available at modpack of Xenonauts: Community Edition 3. Optional, recommended. Install and activate mod «Dynamic UFOs». Available at http://steamcommunity.com/sharedfiles/filedetails/?id=335071893 or http://www.goldhawkinteractive.com/forums/showthread.php/10908-v1-06-X-CE-v0-21-Dynamic-UFO-Spawns-%28v1-0%29 4. Install and activate this mod “UFO and crew diversity». Place it on top in the mod list. 5. Run Xenonauts and have fun Authors of original mods: 1. «Dynamic UFOs» - kabill. 2. «Furies, Terror, and Dreadnoughts Oh My» - SkaianDestiny, Kabill, Dpelectric, Langy, Ilunak UFO and crew diversity v1.4.1.zip
  19. There is not, but it will be cool. Who is the creator of Xenomorth (as part of mod)?
  20. You can edit aircrafts.xml in Excel Maximum is: Chinook (6 rows x 3 columns =18 transport cells) - it can transport 9 soldiers + 1 vehicle (or 11 soldiers) Shrike (5x4=20) - 11+1 (or 13) Valkyrie (6x4=24)- 15+1 (or 6+2, or 17) So, you need to change cells on: 11 1 13 1 17 2
  21. GC (normal mode) pretty difficult to pass. Long-range accuracy reduced the chances harmless approach to UFO main door (if at least few aliens were there) at most maps. It's just my opinion.
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