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Charon

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Everything posted by Charon

  1. So i guess its a problem with the Microsoft Visual C++ Runtime Library. I installed the latest Visual C++ Redistributable for Visual Studio 2015 but it didnt help. Guess ill have to make my own air combats with the starting ticker value and starting base airplanes ... If anyone has a solution ... ill be here.
  2. I tried it with -quickbattle and -AIRCMBT (yes, aircmbt !) again. Both constantly produce an runtime error ( ... has requested the runtime to terminate in an unusual way. ... ). So google didnt help yet ...
  3. When i switch over to vanilla in steam than that takes a lot of redownloading. Or do you mean the vanilla exe ? i tried it with -quickbattle -quickcombat and -aircombat but it didnt work. When i klick the Xenonauts_gc_editor - Quick Battle.bat, than there is a Runtime error. Happened a few times with the Xenonauts_gc_editor.exe as well. Im googling it now, maybe there is an solution?
  4. Nah, i tried -quickbattle -quickcombat -aircombat -airbattle with the Xenonauts_gc_editor.exe and tried a new game in all combinations ... doesnt work for me. I only have XDivision, NoKlick, Ambient Sound, and my own small mod active. The quicklevel_setup is from XCE and the alien aircombat things are from XCE as well. Any ideas whats going wrong?
  5. Hm, i guess i overlooked the chart in the description... I think the question is answered.
  6. Nah, i m looking for the precise alien ticker values when the next UFOs start spawning to progress to the next phase. And can you help me here: http://www.goldhawkinteractive.com/forums/showthread.php/12560-Short-way-to-try-new-airplanes-at-battle ?
  7. @Drages At what Alien ticker values are each phases? And what Alien ticker value starts the endgame ? Need to know that for 0.98, 0.99, and what u plan to do in the 1.00 version. Thx
  8. So i added -aircombat to the Xenonauts_gc_editor.exe but i only get into the mod manager menu and from there into the game. How do i start the aircombat and quickbattle ?
  9. I´d like to point out that in the current upload the commander and colonel insignia are swapped, unless you want to have the commander less signs than the colonel.
  10. I looked into the code and the only difference between your AI and the XNT AI is the sight range. From 25 to 28 tiles ... I cant improve on the AI without the new version i guess, since it is so weapon damage dependend. Ill stay put till then.
  11. A little update on my current playthorugh. The harridan AI is so bad that i couldnt capture one. There was only one possibilty in my whole playthrough where i could do it but i forgot that i should capture him. As a matter of fact i skipped the shrike dropship and went straight to the valkyrie dropship because of this. Feels odd to go from 10 to 14 soldiers in one go. Im fighting cruisers now and i am still looking for harridans with their boots on the ground. I also built two cryptologie center so i shouldnt miss any harridans anymore. The harridan AI seriously needs to get changed. Maybe replace the AI with the XNT AI temporarily ?
  12. Heres a mission protocol from 0.98 to turn up the hype for the 0.99 version, and for the upcoming final version. Used Mods(in reverse order ): XCE XDivision 0.98 Charons Mod: Disabled berzerk until i replace it with something better, less random and spiky Charons Boundless Soldier Pack: No maximum stats gain per mission anymore. Every soldier is a direct representation of what he/she was doing at any mission. Maximum Stats increasesed from 98 to 110. You need +50% more actions to increase TUs now. You need +200% more actions to increase Accuracy now. Here it comes: The Alien Fortress Enemies: Alpha reapers (black version) Reaper Rhinos (red version) Sebillian Elites en masse Sebillian Leaders a lot too Predator (moving, no seriously, i liked him more when he couldnt move ) The heroes: 2 Sniper (incinerate sniper, direwolf ) 2 Riflemen ( incinerate sniper, direwolf ) 1 Forward ( incinerate sniper, direwolf ) 1 Assault ( laser carbine, Wolf Armor ) 2 Heavy Machinegun ( Scatter Laser, Predator Armor) 2 shield ( Chemical Injector, Wolf Armor ) only a chinook available, so only 10 soldiers ... and as always, its pitch dark in there ... Half an hour later ... Lt. Matsaka Tanako gets blown to pieces by the most advanced alien grenade the Xenos have seen till today, her shield laying scorched on the alien alloy ground. One and a half hour later ... An alien leader resists 8 sniper shots with an average of 80% hits per turn for about 22 turns. Operating Leader Comd. Curtis Sheu sighs, and puts his last magazine in his 44 inches long sniper rifle. Ammo is getting low ... Two hours later ... We found the predator. He blasted a hole in the last shield we had. The tactical response was to throw 7 shock charges directly under his alien ass. That equaled to 7 times 120 shock damage. Enough to blow every electronic piece in the command room to hell and back again. It didnt do so much as a scratch to him. Either that or he walked out. Seriously, who taught those aliens to walk? That was our only chance to catch the alien predator alive. Our hope dwindles ... Two hours and ten minutes later ... Half of our squad has no ammo anymore. Comd. Lauren Butler and Col.Szymon Kania are tasked to collect every alien weapon which was left behind to fuel our advances on the command room. The other half is getting mind controlled every other turn and we lack the advanced stun batton charges to keep our hostile allies under control ... Two hours and twenty minutes later ... Lt. Gisela Walter falls. Cap.Samuel Richard falls, luckily he is only unconscious but 12 hitpoints away from death. The Predator resists 220 kinetic dmg shots to the face from the alien snipers we picked up along the way. But even those are running low on ammo. Doubt spreads that there is even enough ammo in the whole base to kill that big ass alien. After 2 and a half hour later ... We did it. We captured the command room. We got controll over some basic surveillance systems and it looks like there is only one alien left. Lets clean this up and go home boys. Comd. Curtis Sheu Operating Leader and cool head of this operation, even if there are casualities. You can trust him to make the right decisions. Comd. David Tran He put out 30 shots at alien hostile units. Good to have him with us. Maj. Kacper Dudek Took 24 shoots. He was always inbetween and avaiable if anyone needed backup. Comd. Majek Polak 57 shoots. One word: sniper. Maj. Raymond McDonald 66 shots. He was constantly in the right postion. Being a perfect sniper is good, but hes still a notch above that. Cap. Samuel Richard 54 shoots. The only guy that took a shot from a predator and still is alive to tell the tale. Lt. Matsako Tanaka Comd. Curtis Sheu knew this was a dangerous judgement, but he trusted his soldiers to obey his commands. Lt. Matsako Tanaka helped to lure an alien leader who pinned our guys down with a sniper rifle into the right position. She will always be remembered. Col. Szymon Kania He was a bit green behind his ears and received the predator armor a bit too early, but his support in advances made him look fearless and brave. He fully understood what it meant to be first one to charge into battle, and to be the last one to draw out. This mission earned him him the spores to be the best among the best. Lt. Gisela Walter When facing overwhelming and most powerful enemies, fear creeps into the mind of soldiers. But not into hers. She knew she would be the on to make the most dangerous actions in this mission and she knew her chances to go through this in one piece were slim. But she trusted the commander to make the right choices to keep the casualities as small as possible. Her brave actions saved a lot of her comrades numerous times putting herself in danger to draw away fire from fellow soldiers. She will always be remembered for clinging to her shield until the very last moment. May she rest in peace. Comd. Lauren Butler One word: MVS. Most Valuable Soldier on the battlefield. She was the raging tank amongst our soldier. Always on the front lines. Col. Szymon Kania covered her back while she brought raging wrath and destruction upon our enemies. She killed more than a third of the enemies. She took a 132 dmg bullet right to the chest and survived with 10 hp. She was and is the hardest backbone of every squad she is in. This mission was a complete success. The resulsts going far beyond what intelligence had suggested. Taking on a Fortress with only this much soldiers and and this early of an equipment. Even though we took casualities and through all our difficulties, now we know, the aliens can bleed. Lets take a moment to remember the Fallen:
  13. About Personal Managment: Just fire the Scientists/Engineers shortly before the end of the month and hire them right after the monthly briefing. All you lose with this is a few days of productivity.
  14. This is the process and the conclusion i came to: Process: I deleted all workshopview.lua scripts in: 1; Charons Mod 2, XDivision 3, XCE 4, Vanilla Game (This is the Mod order in the mod loader as well, except the vanilla thing) There were no workshopview.lua scripts left in the whole ...assets\ folder But still the workshop showed up as usual > ERGO there has to be a workshopview.lua script left, but we will come later to that. I tried to put the workshopview.lua script from the XDivision/XCE into Charons Mod but there was NO EFFECT. This lead to believe me that there was workshopview.lua script which was active and overwriting all the changes or rather wasnt reacting to me putting other files into the mod directory and applying the new workshopview.lua script althought it had the highest priority. After a search on my whole computer it showed that the game saves all the scripts for quick use in C:\Users\Test\AppData\Roaming\Goldhawk Interactive\Xenonauts\internal\scripts . ... a lot of testing later ... The main point is that the ...internal\scripts folder only takes over scripts which are newer than the ones already present. This can lead to a lot of problems: Example 1: Lets say you play in 2016 and the scripts are mostly from 2016. Than you install another mod which was made in 2015 and most scripts have that date. >>ERGO All scripts which are from 2015 wont be taking into account when you play the mod, which can lead into potential crashes and makes you sometimes unable to advance in the mod. Example 2: Mod A has workshopview.lua from 2016 and researchview.lua from 2015 Mod B has workshopview.lua from 2015 and researchview.lua from 2016 You will be playing with the workshopview.lua from Mod A and researchview.lua from Mod B. Needless to say that this is going to get messy, because there are a lot of other scripts as well, which can be depending on each other. Solutions: 1, You can delete everything in the ...internal/scripts folder which means the game has to load everything from the mod loader again (and hopefully loading in the mod priority AND NOT FROM THE DATE OF THE SCRIPTS, that would be a disaster) 2, Change the date of every script to today. Simple make some changes and revert them and the last modified date will be there. Nonetheless to say that this is a big hassle Number 1 is the recommended option. I guess i can test in what way the scripts are loaded when you delete the ...internal/sccripts folder, but thats a shitload of work. Conclusion Whenever you change to another mod or start something new or CHANGE ANYTHING REGARDING SCRIPTS its better to delete the whole ...internal/scripts folder or the changed script to make sure that it actually gets used. To the coders out there: I think there should be a big sign out there telling people that switching between mods isnt the only thing they have to do if they want to play the mod/mods as intended. And why hasnt that been fixed yet ? Edit: So i tested and deleted the ...internal/scripts folder and luckily the scripts get taken from the mod priority order and not from the date. Have a nice day now and answers will be appreciated.
  15. Real Life ? Whats that ? I hear people talking about it, but never encountered it. Where are the latest files ? So you said a new version will be available soon? Give a heads up when its ready. Where do i drop the changed files after i worked on them? And how do i know that someone isnt double working on the same thing ? Regarding the researches.xml - here are my conclusions: So no need to restart anything if a tech goes wrong. Its an easy fix Here is the original link: http://www.goldhawkinteractive.com/forums/showthread.php/13643-Researches-Xml-X-Division-Mod I can check step by step if every research is working as intended if you want. I have some experience working with the researches.xml. I would rather talk with the inbuild steam chat. Ill send you the Steam ID. Tell me where you need my help the most. Ill be waiting until i get the latest files from you and than ill start working. Edit: But i guess we can also communicate via mail/Goldenhawk forum message system.
  16. Well i have both of them for a long time now in the mods directory, frequently switching between them. I have 2 0.99 saves and 1 0.98 save at the same time. And nothing happened yet, except the 0.99 first turn crashes. I think i can provide both, but would rather help with the bug hunting, in order to ensure that X-Divison is playable from the beginning to the end. When thats finished ill text you whatever you want. Even poems and rhymes and songs and whatever you want . If its about the weapon descriptions i can do that too. Lore writing is something else but the simply weapon summary is something i can do too.
  17. Why? They are 2 completely different mods ... one is active the other is not. [quote name= Biggest problem is mod size. It's huge. So it's very hard to finish it as one man. All the visuals' date=' all the weapon coding, sounds everything finished.. Just need to organize them.. So in case you overlooked it: How can i help you ?
  18. oh, ok. I do have the 0.98 and the 0.99 version but only one of them is active at a time (ofcourse). It escapes me what u want to say with that they corrupt themselves. In both i have made changes, which im certain shouldnt crash anything. Looking forward to it. I really want to see this mod out. I mean it doesnt have to be balanced. Someone else can do that. It doesnt have to be over the top polished. Someone else can do that. But i really would like to have a version other people can build upon. The best thing, ofcourse, would be to finish this as intended.
  19. -.-´ I meant the 0.99 version since it was the version we talked about. This is why i continue this here. So may i now help you or not ?
  20. Well here we go. ME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I actually have already 2 savegames where a crash happens on the first mission and on the first turn. Just give me the starting signal and i will begin to organize those things.
  21. Thats what they are meant to be. I remember in the vanilla version i had maximum of 2 terror missions in the beginning. After that i had air supremacy almost over the whole earth and shooting down terror mission sites before they even happen becomes the new standart. Same goes for base attack missions. They ... never ... happen. Not a single one. (Veteran/Ironman) So maybe prepare yourself for unbeatable base assault UFOs as well, they might happen. To counter the fact that neither terror sites nor base assault mission were occuring after early gameplay the FTD-Mod introduced the assault lander and the dreadnaught (unused assets in teh vanilla game) which were night unbeatable and were solely generating either terror or base assault missions. And they gave the (useless) Fury a new role > shoot down this fast and strong UFOs, which conventional aircraft could not, or rather, destroy ´em. But happy news: As far as i know kabill made it possible for those UFOs to generate ground missions, someone just have to do the map implementing work. Furthermore, It is possible to increase the type of UFOs and therefore have UFOs solely designed for one purpose, which was not possible before, as far as i know (Increasing the maximum type of UFOs, now its just copy&past&change). So there can be early terror missions with scout units if you simply add that type of UFO to the early phase. You can design them to be downable or not, just as you see fit. Just wanna give 0.99 a bump, than maybe we can see these changes sooner than later.
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