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kubi

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Everything posted by kubi

  1. Now it seems that the normal stock flamethrower + (basic, jackal, fox) armours work fine. In my current savegame I do not have more advanced stuff yet...
  2. In the afternoon I'll try to find problematic manufactures. I have some on my blacklist... It is easy to get out from this disabled UI as mouse works: - click on 1x time acceleration ASAP! - click on "send interceptors" button on the top of the screen - click somewhere on the map close to a base where you have idle planes - send one of them to the position + now you have your UI back Btw, why are my men invisible when they have flamethrower (was in vanilla CE too) or plasma flamethrower (X-Division)?
  3. Don't mind my gigabytes This full sized hangar looks amazing. Would be nice with an extendable (research/work) base.
  4. Looks good! I think, pistols and shotguns should have similar effective ranges, but shotgun should be much more strong at shorter distances. However, I'm not sure if/how the distance is calculated and if there is any parameter that describes the drop of its strength over distance. Also, it would be nice to increase the pellet count of the shotguns. Currently it is set to 3 or something like that. Increase to 15 and maybe make them weaker...
  5. I've been attacked only twice by these creatures. First was with hot fix 4, as far as I remember correctly, when it has infected my troop. It was only once... Then, this weekend, from a big carrier UFO there were some rhinos (?, dark color, yellow spots) attacking, or at least not escaping. On the other hand, only one of them attacked really, others were just running between my troops triggering reaction shots. The one that attacked could not hurt the guy through its dire wolf armour. But killing them is though: 3..6 bursts of MAG riffle from 2-3 guys standing right next to them... Only the tanks plasma gun is really good against them. It will be a nightmare if they remain this strong and become a real killer
  6. Hi, I've uploaded 0.97.1 HF 6 research tree. If you want to generate it for yourself, feel free to download the scripts. In case someone is into XML parsing, please replace my ugly AWK thingy with some nice XSLT
  7. When I put on sentinel armor on my men, they will be on 81% health immediately. If I put back any other armor, they are healed immediately. Did anyone see this?
  8. You can reach now the second version of the research tree. Now the unlocked research and manufacture items are shown as well. Green arrows represent the unlocked research or manufacture items after completing a given research. Usually there is a green arrow pointing back to the same item. I think it is some game internal thingy that is needed. drages: please have a look at AlienSingularityGrenade. It has two loops. I suspect an error there. Green loop is OK, but the black seems strange. I think, there should be an "Items.AlienSingularityGrenade" pre-requisite instead of "Researches.AlienSingularityGrenade". *** It seem there is the same (bug?) in the community edition researches.xml too. FYI, you can search in the SVG in IE and Firefox too... Oh, and if you hoover the mouse over a node or arrow it shows some details
  9. Sure, I can re-create it any time. I will share the scripts when they are commented a bit more (than nothing). You need only graphviz and gawk. Both exist for windows. Btw, can you get rid of the multi line cells somehow? In Excel if you press alt-enter, there will be a multi line cell that is exported to CSV in a strange way (at least by LibreOffice). Could you please export a CSV from MS office (cell separator TAB, string cells without "" protection)?
  10. I'm working on a research tree visualizator. Not finished yet, but works on the "Name" and "Requires" field of researches.xml. I've been lazy, so I haven't created an XML parser, but used CSV export from LibreOffice. It has some problems with the "When Finished" column (that's why I've excluded for the time being). It is messing with LF characters, but I'll fix it... For the ugly graph output blame Graphviz, not me You can find the output SVG file here. Ellipse: "researches" Rectangle: "items" (and possibly other stuff if there is any) Arrows pointing to the small red dots means AND relation. Arrows pointing to a node means OR relation.
  11. When aliens are dying, there should be some effect Andron kamikaze coming close and booom. Andron with some probability, 0<p<1, self destruct immediately or delayed for some turns to have some more fun. Other aliens might have chem or stun fog around. Drones might smoke or self destruct similarly to androns.
  12. Hi, Suggestion for 0.98: Make base footprint smaller-->larger with upgrade. Is it possible at all? Make planes upgradeable (speed, hardpoints etc). This way you do not need more nice graphics, just some XML magic. Is it possible to make obsolete technology disappear? E.g., in researches.xml "Requires" field "Researches.A(AND)(NOT)Researches.B". Is it possible to autogenerate xenopedia entries for weapons, planes etc. with their statistics? I can look into some excel macro that could do it and autogenerate for free.
  13. Got some manufactures.xml ManTech.AdvSmoke StockItem( "weapon.grenade.advsmoke" ); ManTech.AdvStun StockItem( "weapon.grenade.advsmoke" ); ManTech.ExSmoke StockItem( "weapon.grenade.exsmoke" ); ManTech.ExStun StockItem( "weapon.grenade.exsmoke" ); ManTech.PLASMAMISSILE StockItem( "AV.ALENIUMMISSILE" );
  14. Btw, how can I make screenshots as print screen takes a shot from my desktop?
  15. I saw the same then I have had some alenium missile launchers, so maybe some more has been created instead of the plasma ones. I run the community edition 0.31HF1. So right after the first mission against some sebillians and reapers I saw some interesting stuff... <<<At end of the mission>>> Sent to research division: - alien power source - scout data core - alien alloys - reaper bull corpse - sebillian guard corpse - sebillian non combatant corpse - alien blood pistol - alien blood rifle - alien grenade - alien flamer rifle - alien matergy assault - alien matergy pistol - alien matergy rifle <<<Right after the mission "Research Completed" dialog>>> New project available: - reaper bull analysis - alien grenade - alenium - alien alloys <<<So I went to research screen>>> // + means selectable // - means grey, not selectable + alien invasion (ongoing) + reaper bull analysis - sebillian autopsy - sebillian non-combatant analysis - #### - #### + alien grenade - #### - #### - #### - #### (as many as X-Division technologies?) + alenium - scout datacore <<<Later when research division is ready>>> + sebillian autopsy + sebillian non-combatant - NOTHING 1 (just black window) (**edit1) - NOTHING 2 - NOTHING 3 - NOTHING 4 - NOTHING 5 - NOTHING 6 (Just as many as ####s above) + scout UFO + research mission + scout mission Actually is is not always like this. Sometimes I can see some research result on blood weapons or other X-Division addons. I'm not sure if those are research division's results or my scientists'. **edit1 Ok, it seems that there are no xenopedia entries yet for some of the items. Might not be a big issue until the actual research tree is correctly set.
  16. First of all, I'd like to thank you all for the great effort! I love this mod I was playing with 0.97-fix1 (not 0.97.1 yet) and found some issues (or feature?). - When I produce plasma missile launcher for my craft it does not appear in the store room and I'm not able to select them for marauders or BICs either. - When I manufacture an advanced stun grenade, something else (maybe adv. smoke?) is produced - Something is fishy with the extreme grenades too. It seems that there is only a smoke grenade I can produce. - In some cases (can't remember which) new things are sent to the research division, but only "####" appears on the research screen. If you want I can hunt for some more bugs
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