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Axiomatic

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Posts 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. Thanks

    6 minutes ago, Charon said:

    You can put "-modinfo" into your starting paramters for the exe to get a full list of all compability steps for all mods you are currently useing ( are activated ).

    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.

  3. 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.

     

  4. It's a nice work.. i can see it from the charts.. nice to see more modders here...

    Thank you

    For a perfect diversity, you need to have "new" ufos for every phase. I mean for example you need to create 3 scout UFO. You can make it same or name differently, up to you. So you can give different crew to each scout UFO at every phase of the game. So your 3. scout could have end game crew even with different stats to match air battles too.

    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 :(

  5. 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).

    SU.jpg

     

    Geographic addition 1.1.zip

     

    Geographic addition.zip

    • Like 1
  6. 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.

    UFO and mission type v1.3.png

    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.

     

    577e7d5ee5fd5_ScoutResearch.png.eb6ff015

    577e7d5ef0ce3_ConstructionSupply.png.45f

     

    577e7d5f089b1_AirGround.png.cd3af5bf03cd

    577e7d5f1ba19_TerrorBase.jpg.3d5ed074e58

    3. Special missions like bombing run and alien base construction now is occurring more often. Details about tweaks in table below.

    577e7d5f201d8_Missiontype.png.57b2cad26a

    Ground Combat

    1. Crew depends of UFO mission type.

    577e7d5f35048_Crewandmission.png.6278886

    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.

    races.png.9fda86ab0dd7ad0ce3496091c747ea

    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

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