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Alienkiller

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Posts posted by Alienkiller

  1. I think I found one piece of the Hunter Rocket Puzzle. There is a description in Stings to the Missles but you can´t research manually.

    <Row ss:AutoFitHeight="0">

    <Cell><Data ss:Type="String">Researches.HunterMissilesDesc</Data><NamedCell

    ss:Name="_FilterDatabase"/></Cell>

    <Cell><Data ss:Type="String">Development of a new missile turret for the Hunter scout car. This will inflict more damage than the default machinegun.</Data><NamedCell

    ss:Name="_FilterDatabase"/></Cell>

    As well as there is no entry in Research for the Hunter Rocket Missles. Should be fixed so Xenopedia and Research is corrected. But you can build the Missle Turrets and use them.

  2. I didn´t replace annything. I only make the corrections in Numbers, light Spell-Checker and to much wrong text in Xenopedia. Like I shown here:

    [ATTACH=CONFIG]6215[/ATTACH][ATTACH=CONFIG]6216[/ATTACH]

    But I found some Failures in the new Xenopädie which have to be corrected.

    In the Mod Folder Xenopedia:

    a) CH-48 Charly: "ferreing up to eight men" correct: ferreing up to ten men!

    b) Assault Rifle: "there is the fully description of the sniper Rifle at the End" correct: deleted Text of Sniper Rifle!

    In the Mod XCE Folder Xenopedia (have to make by the Player if playing X-Devision):

    c) Living Qarters: "up to 35 Personal" correct: up to 50 Personal!

    d) Laboratory: "house up to 15 Sicentists" correct: house up to 20 Sicentists

    e) Workshop: house up to 15 Engeneers" correct: house up to 20Engeneers

    I think there is only missing small something for the Hunter Rocket Turret and I havent found it. It´s so like it downloaded and installed, so I will try your suggeston Drages. Thanks for the Tipp.

  3. Das ist normal. Die Anfangsgestände (Gewehre, Flugzeuge usw.) sind Standard, d.h. werden auf der ganzen Welt produziert. Von daher ist direkt am Anfang für deine Ingenieure nix zu tun. Nach den ersten Forschungen gehts dann so langsam los (Fahrzeug, Rüstung, verbesserte Ausrüstung) bis du dann mehrere Werkstattbetriebe brauchst (2.te Basis je nach Bedarf zwischen 2 und 4 Werkstätten), da du dann produzierst ohne Ende:

    a) um Geld zu verdienen und die ersten Technologien, die man nicht mehr braucht zu Handeln [z. B.

    Gegenstände die keine Resourcen brauchen und bei gewissen Mengen Geld einbringen sowie für

    dich nicht mehr von Wert sind]

    b) um die beste Ausrüstung, besten Fahrzeuge, Waffen etc. zur Zeit zu besitzen

    c) die Ingenieure beschäftigt zu halten ;)

    Hoffe dir damit geholfen zu haben.

    Btw. Wenn du einen neuen guten Mod zocken möchtest solltest mal X-Devision ausprobieren. X-Devision ist zwar noch in der Entwicklung [Version 0.98.1], nutzt jedoch viele Elemente von XNT (welche stark verbessert bzw. komplett neu gestalltet wurden) sowie anderen Mods um ein Gefühl von der guten alten X-Com Zeit aufkommen zu lassen.

    Ist zwar noch in Englisch, aber eine Deutschübersetzung ist nach Fertigstellung nicht ausgeschlossen.

  4. Hi Hi Guys.

    Like I said several Posts ago there is a Team how Translates the Original and XCE, Lore+ as well as XNT-Mod in German. Eventually they could translate X-Devision too. Drages could ask about that, but he will do it first when X-Devision is complete.

    There are some things for X-Devison which are not yet implemented, so a translation makes no sense yet. Btw. playing the Mod in English is a good training for us young and half aged Germans. :)

  5. Thank you too Drages. One thing before I make my first Report and what I have noticed: Steam XCE 0.32 has got his HF1 since a couple of Minutes. I made the HF before manually and could play normal on geoscape and in Basethings (like changing Trooppositions in the Charly etcpp.) without Problems.

    So now my first Report. The new Xenopedia made my looking surprised. New Things are implemented and much has chanced, which is not in the Normal Game as well as in XCE. Thank you for that Drages and Team. :cool:

    Here a Picture:

    2015-03-11_00001.jpg

    2015-03-11_00002.jpg

    But I found some Failures in the new Xenopädie which have to be corrected.

    In the Mod Folder Xenopedia:

    a) CH-48 Charly: "ferreing up to eight men" correct: ferreing up to ten men!

    b) Assault Rifle: "there is the fully description of the sniper Rifle at the End" correct: deleted Text of Sniper Rifle!

    In the Mod XCE Folder Xenopedia (have to make by the Player if playing X-Devision):

    c) Living Qarters: "up to 35 Personal" correct: up to 50 Personal!

    d) Laboratory: "house up to 15 Sicentists" correct: house up to 20 Sicentists

    e) Workshop: house up to 15 Engeneers" correct: house up to 20Engeneers

    Maybe I find more, but I hope not.

    2015-03-11_00001.jpg

    2015-03-11_00002.jpg

    2015-03-11_00001.thumb.jpg.a8689f486160d

    2015-03-11_00002.thumb.jpg.32fd66b3c9a7e

  6. So here I´m again. I have read your meanings and thougt about it.

    @ grizzlyatoms: That you buyed the Game is a good Choise. Because if you liked the old X-Com Games you have been right. The unplayability is about the X:CE Version 0.32 on Steam (I think you play it over Steam). The Situation is like I said some Posts before, that Steam has a broken Version of it. No one knows why, but the CE Develeporteam recognised it very fast and brought over night a new Version with HF 1 for it.

    The Handy Version of XCE 0.32 functions without Problem. But they made the HF for both Versions, so that the Handy Version is up to date too.

    For the Steam Version of XCE 0.32 we have now three Options:

    a) Update the Steam Version of 0.32 by Hand (look here: Community Edition 0.32 HF1)

    c) Wait that Steam has the Update and make it automatically

    b) Test the Mod with Standard Version 1.57, which had to installed manually with following Mods: Lore+, Kahls more Portaits Mod, Kahls Tundra Tileset, Extended Weapons Description for fighters

    The other Thing I thougt about are the Vehicles. I find the Idea good too. So I would suggest as follows:

    a) the Upgrades for Hunter and Scimitar to better protectet Version is good as it is. So I suggest we let it so as it is, because they are Human Vehicles, that are only adaptet for XDevision usable.

    - Standard Hunter Scout: normal Armament MG; max Upgrade: Rocket Turret!

    - Advanced Hunter Scout Defender (upgraded with more Armor / HP): normal Armament MG / Rocket

    Turret;

    following Updates are availible: 1. Kinetic Cannon; 2. Laser Cannon (Vehicle); 3. max upgrade:

    AP Cannon or Alenium Cannon (Vehicle) [which is first in researchline].

    - Standard Scimitar Tank: normal Armament Laser Cannon; Upgrade: 1. Alenium Cannon [i think its

    first in research]; max Upgrade: AP Cannon [if it´s first than Alenium Cannon is max]

    - Advanced Scimitar Tank Saviour: normal Armament AP or Alenium Cannon [which is first in

    Researchline]

    Upgrades: 1. EMP Cannon; 2. Plasma Cannon max Upgrade: Fusion Cannon

    Then comes the Hover Tank Hyperion. It´s an complete new design, where we can do 1 or 2 more Tanks (Hover, Original Design or what you want). The Cannon beginns at Plasma and upgrade is endless to the best Cannon we could create.

  7. Hm... I think some things are Hardcoded like the Buildings. Maybe it´s with the Missles too, because all games how can be Modded have some Parts where you couldn´t do annything.

    If that takes Part only CE-Developer can help if they have the fully source code (as I think so, because CE wouldn´t be better than the Orignial 1.57 Build :D).

    Btw. Nice Pictures you put in Drages. Only the Text of Xenopedia I couldn´t read so I can look in what has chanced.

  8. Yea that is because the Aliens will get better Equipment too. At this stage the Aliens will upgrade their Weapons (Grenades, Rifels etc.) to, so that your Wolf Armor and the Buzzard Armor is needed for your Soldiers. The "Hunter" Scout with rocket Launcher should be replaced by the Armored Scout "Defender" with Cannon-Turret to have a chance. For your Shield Soldiers you should have the upgraded Shield "Enchented Combat Shield" and the Fox Armor.

    Laser Weapons, Incendiery Grenades / Incendiery Rockets, Stun Batons, Stun Grenades / Stun Rockets, C4 and the other Grenades from the Beginning are a must have too. I equip my Soldiers like this at this Stage of Game:

    - Laser Weponary (2 Laser Sniper, 3 Heavy Laser, 3 Laser Rifels, 3 Laser Shotguns, 7 Laser Pistols [2

    for Snipers, 3 for Shield, 2 for Scouts] and 2 Mags for Reserve

    - Assaults, Shield, Scouts and Snipers get better Pistols / Shotguns by 1 new Tech (fast Bullet)

    - 2 Rocketeers (2 Explosive Rockets, 1 Stun Rocket, 1 or 2 Incendiery Rockets or if availible 1 or 2

    Chemical Rockets)

    - all Soldiers gets the Medipack if possible

    - The Soldiers with Shotguns, Shield and Scout get all: 1 Stun Baton, 1 Chemical Injector [2 Mag. for

    Reserve]

    - The Assaults get each 1 C4 and 2 Incendiery Grenades

    - The Rifelmans get each 2 Greandes, 2 Flashbangs, 2 Smoke Grenades, 2 Stun Grenades, 2

    Incendiery Grenades

    - The Heavys 2 Incendiery Grenades, 1 to 2 Stun Grenades

    - The Snipers get 2 Stun Grenades, 2 Incendiery Grenades, 2 Flashbangs

    - The Shields 1 Incendiery Grenade

    Scouts and Rocketeers I have to look, there I have no Idea atm.

  9. Yep then we can test the new Version. But I think we have to start a new Campain about the chances made in the Mod. But that doesn´t matter, beause I didn´t have much Ufo´s scrambeld right now.

    Corvettes and Landingships are there in my game. And the Aliens build an Outpost on the doorstep yesterday evening.:P

    Maybe I will test the rest for today and then beginn the new Version.

  10. One Problem I could solve:

    I build the Defender in Standardconfiguration with MG-Turret in Second base. Transferd it to Main Base and go to assignment screen; could set Soldiers and Vehicle (MG-Turret as well as Rocket-Turret) without problem. It dosen´t matter where they get produced.

    The Problem cames after assining the Cannon-Turret to the Defender:

    If you try to assign Soldiers and Vehicle with the Cannon-Turret in the Transport the Game crashes.

  11. I tried as follows:

    a) build it in Base 2 (Original Hunter/Defender Equipment) and send 1 to the Main Base. Equip the first with the Gun I researched, go to assining screen in Hanger: CRASH!

    b) build it in Base 2 (Original Hunter Equipment) and send both to Main Base. Equp both with the Gun I researched, go to assining screen in Hanger: CRASH!

    I build my Planes in Base 2 too, and have no Crash after Transfer to the Main Base and equipping. Very :confused: about that.

    Hmm... seems to be a bug with the researchable Canon. Tryed it with .30 Calibers and Rockets. There it workes with the Assignment in the Transport.

  12. Thats good news and i´m surprised about the implementet tooltips too. I would say it´s Birthday/Easter and Christmas together. Yeah! :cool:

    But good news have bad news too. So I found out some minutes ago, that if you produce 2 Vehicles in an other Base and transfer 1 to the Mainbase (where the Strike force is stationed) causes a crash if you try to assign it in the Transport (Hangerbay / Transport).

    If you go to the Garage and Equip it with other Weapons there is no crash.

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