Jump to content

Charon

Members
  • Posts

    2,346
  • Joined

  • Last visited

  • Days Won

    85

Everything posted by Charon

  1. Its not possible, the game wasnt coded for this. You would need @Solver coding support for this. Unless ... i have an idea which might just work. I can test that later.
  2. In case a map has "-1" as a code line it uses the global numbers, the one you changed. Due to popular map makers not using this system its not used.
  3. The number of civilian are stored for each map individually, so if it is no -1 its an individual number.
  4. If the average mission with 1 dropship per crashsite will mean the wounds have already healed for the next wave, provided a hospital is present. But i dont think he wants to go into such detail with an autoresolve system anyway. I handled the soldier experience point in the post above.
  5. @Solver adding this to the loading tips should propably be an appropriate solution.
  6. The only difference between airstriking a crashsite, or not, is the captured tech, and the money. So simply increasing airstrike money, make the UFOs drop alloys and alenium on shootdown or any other item needed, is the sweet spot for an autoresolve. This way you can only need to assault UFOs for tech, which can minimise the GC to a minimum of 3 campaigns. An autoresolve mod wouldnt be hard to make Increase money gain per crashsite implement every single item drop on shootdown, including some alloys and alenium. But any other item can get dropped this way as well, inlcuding singular reactors, grenades, weapons, etc ... . The soldier experience would be the hardest point, and there is no real way to substitute it. To make soldier progressing smoother though you can remove the soldier stats gain cap and make it faster so less missions are required.
  7. Nope, and this propably will never get implemented. Can you elaborate on why this is necessary, as this seems to me like people who say that on a proffessional level 70% of all chess games end in remis (EDIT: Draw ), so lets just roll a 10 sided dice and go home.
  8. He took care of it privately, indeed. This comment is the prove.
  9. Mulligan is playing on veteran, and now we can see why the game might be difficult and decouraging for some people. This is why we set the recommended difficulty to easy for now. Whats the recommended starting difficulty ? Easy. Always start on easy. The game gets harder and more punishing the whole way through the campaign. The only difference is your starting point. Once you get a grip on the difficulty and learned some basic features you can fell free to move up, but do so moderately, unless you like to get punsihed for your mistakes This diificulty is punishing, and like a toddler you have to learn a lot Difficulty settings: Easy: This setting is for newcomers, for veteran players, for X-COM enthusiasts and for JOHN CENA. No, seriously start with this difficulty, once you get a hang of it you are free to move up. Normal: Read the easy difficulty description. This difficulty is for players who have a 20 year experience in X-COM, played the hell out of any other X-COM or XCOM game, played Long War on the insane diificulty and beat it with ease, or who grasped the basic principles of X-Division, and beat the second phase of the game with a good prospect of continuation. Veteran: Read the easy difficulty description. The mod was created for this difficulty and the aliens will operate at 100%% efficiency. This is the difficulty for balance testers. Select this difficulty if you have a decent amount of experience and what to feel the intended experience had on and dont fear the consequences head on. Insane: Read the easy difficulty. This is insane. If you beat the game and still havent felt the burn already you can try this difficulty. Its just a harder version of veteran.
  10. @Solver Mind giving me the solution to lack of support for bigger than 2 gb mods on this forum step by step ? I would appreciate a step by step method which is foolproof, i dont mind looking stuff up though.
  11. I might be wrong in that this is not the following problem described, but this could be due to an explosion affecting an stunned unit/corpse lying on the ground as this is known to cause bugs with a higher chance than you described, 4/10 i would say. Test the explosions without any corpses/stunned units lying around and see if this bug still occurs.
  12. Nothing yet, those are for weapons in the future. Heres a drawn concept for one of the possible weapons.
  13. Its a known issue that grenades and ammo are totally bugged when it comes to autolooting them from missions. This is what stopped many modders from making a deeper ammo/alien grenade system including the XNT team. They had some big ideas about a detailed ammo system but bugs bugs bugs. Summa summarum dont trust the autoloot system when it comes to grenades and ammo, picking those things up manually works thought.
  14. The map gets pulled upon entering the GC. Just for the record, over the course of 3 trials, i received multiple reactionshoots upon entering the teleporting (back to the lower level ), missed and hit ones, but no bug was triggered. But im using the X-Division setup, so this may distort the result. Thats all from my side.
  15. Only if you would have a save before the GC, as changes dont get applied to an existing GC save.
  16. At 1100 ATP. Endgame is supposed to start at 1250. There is no definite rule for all of this, as difficulty and player performance influence the speed the invasion progresses. Fixed. 0 will be the correct value in the future.
  17. Well, i have nothing against a possible fix, but drones and androns have nothing to do with it. That custom races lack some flavour is due to vanilla races has been given some tweaks, to maximise their potential, but you can achieve similar results with the current AI code. That the game works in "groups" for vanilla assets is something which works deeply with the AI, and is not a bug fix, but rather a coding skill perk. And this has nothing to do with the vanilla game, as it works fine like this. It doesnt have anything to do with X-Division either, we have already coded a full custom Andron race. Do you feel comfortable enough to reach that deep ? Heres the problem as Policenaut described it.
  18. I will set up another test run for this. You are using the ai scripts correctly ?
  19. Does this occur per map, or does it appear to have a range ?
  20. PPS: ... so he can think about other things and/or move/close this thread somewhere.
  21. PS: Insight for everbody else as well, if people happen to read this .
  22. Nothing , who mentioned that ? Im not saying your passive tendency doesnt exist, I AND Solver AND Drages are saying its not a bug. So there is no bug and this thread needs no fix. Its a logic source code thing. Why do you miss that GJ KNOWS about this ? Apart from the fact that i dont want Solver to actually touch the AI code . What part of "You are too inexperienced to find the sweetspot for the AI" did you not undrestand ? Ah goddamit, nothing personal. Ok, due to every content environemnt needing its own AI i believe you lack the experience to find the right place to produce the behaviour you want. Dunno if that makes it better. There is no BUG ! There is no FIX ! There is no WORKAROUND. You are using a scissor to cut stone and then complain it doesnt do the job. Ah, im just happy that somebody is actually modding and playing the ball back at me. Its the best thing in the world to work together . or to yell at somebody. Either of those things. And i didnt do that for you, but every second Solver spends reading what i write instead of finding a solution for a problem which doesnt exist is worth every letter. So we are trying to give insight into this issue for you as well as Solver so he can think about other things . Cheers
×
×
  • Create New...