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Charon

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Everything posted by Charon

  1. What he specifically means is that Androns dont shoot, dont attack, and only stand around while bigger drones are around, and those sorts of things. They simply behave waaaaay to passive when paired with drones/big drones. - Drages Translator end But as he said everything you could tell us about the AI would help, as walking against invisible walls really takes an incredible amount of time to figure out its not the aiprops.
  2. So this problem seem to occur specifically for jungle maps ? I cant really see anything wrong here other than that Charons mod is totally out of position, it should be #1. Try to deactivate the Ambience Forest mod and see if it changes something. Elaborate.
  3. Thats an XCE issue, not ours. Guys, as a rule, never activate or deactivate things while you are on a crashsite, same for installing/deinstalling things. If you want to finish the mission simply load up the Xenonauts_gc_editor.exe and "V" as described in the OP in the category Known Bugs. Its now situated in the main Xenonauts folder.
  4. <!-- Soldiers develop their attributes by using them. Each time the soldier performs a certain action, he will gain a "progress point" in that attribute. Once he reaches the "pointsToProgress" value, the attribute will increase by one point. These progress points are cumulative and are stored from mission to mission. --> <APProgress pointsToProgress="250" maxPointsInSingleBattle="1000" globalMaxProgress="100" comment="A progress point is earned every time a soldier spends a TU on a mission" /> <strengthProgress pointsToProgress="20" maxPointsInSingleBattle="40" globalMaxProgress="150" strengthCoeff="80" comment="Points are given when soldier moves one tile while carrying more than strengthCoeff percent of its maximum carry weight" /> <accuracyProgress pointsToProgress="1" maxPointsInSingleBattle="2" globalMaxProgress="150" comment="Points are given when a soldier attempts to fire at a valid hostile enemy within weapon range * 1.5" /> <reflexesProgress pointsToProgress="1" maxPointsInSingleBattle="2" globalMaxProgress="100" comment="A progress point is gained when a soldier performs a Reaction Fire test (it doesn't matter whether he passes or fails it)" /> <braveryProgress pointsToProgress="1" maxPointsInSingleBattle="2" globalMaxProgress="100" comment="A progress point is earned whenever a soldier panics in battle" /> <resilienceProgress pointsToProgress="5" globalMaxProgress="97" comment="A progress points is earned every time the soldier gets a skillup in any other attribute" /> </soldierDevelopment>
  5. Just a heads up, the category grabbing mechanism with Drakus storage UI grabs items from the vanilla/XCE game first so it is impossible to overwrite them with a mod on top of it.
  6. Im not sure what causes this but OBS can no longer record the Xenonauts_gc_editor.exe, which would be really neat as i need that to record AI behaviour and whole city movements. Anything i can do ? Is it supposed to be recordable ?
  7. Maybe its the right time to ask, we are still looking for a dedicated mapmaker for X-Division who creates and edits existing maps in line with the X-Division standarts. We want to make and edit all maps into a X-Division standart line of production. Most terror maps for instance are simply too small, and the resulting difficulty is that you have 6 units right at the chopper entrance point. Spawn points need to be reassigned and new maps created. The new alien "vehicles" would propably need some good spawn points too.
  8. Hard call, but the bottom line is, if people dont have those things it looks like there are less crashes/no crashes. We have done a lot of testing before the 34.2 changes and none of those issues existed before that. So this means something changed recently and until we know what is safe and what not i would like to test things step by step. It could be that the modloader is simply overloaded, there could be a lot of reasons. I play with UAS and the other mods myself and havent experienced a crash yet. No need to make another version for X-Division. In the Long run we would like to integrate that material into X-Division though, how do you feel about that ? Maybe its all just a fluke.
  9. Uhm, most definitely something like that, as medics and other things were working fine before the 34.2 update. This is what im trying to bring across all the time, that these things are not actually caused by X-Division since we didnt make any changes like that. You can read the things stated above. So far we are going to ban UAS ( ultimate ambient sound ) and maybe Xenonauts Fix Pack from the list. Some may have also reported issues with the Swamp and Tropical Map set. All of these things have just been added recently, so if you deactivate them and play with the official mod order stated in the OP there shouldnt be any issues. I hope i dont have to spell this out but dont deactivate the Map packs if your save is on a GC mission .
  10. Fixed. The problem was a dublicated isUFODoor code line. It only concerns X-Division i think.
  11. Hi @Skitso. Can you check that out ? because
  12. UAS and Xenonauts Fix Pack are both from the same guy ( @Policenaut ), and the Fix Pack clearly states that it should be above everything else. To get the full benefits of sound mods you usually have to put them above X-Division to work, while you cant do that with the Fix Pack since it changes more than that. Having to put a mod above X-Division and below the Fix Pack is impossible in this case, so maybe all the issues originate from there. This is the reason why we as a developer team in the short or long run want to integrate everything we like into 1 mod so that no compability issues like these arise. Even more than when you think about that the Xenonauts Fix Pack was integrated into XCE, but you still have to put UAS under it. Its a lot of confusion, even for people like me, who know how to operate the modlauncher pretty well, how much more complicated must it be for people who see this for the first time - and information or advice is only hidden around in this forum, if you exclude my Things I want YOU to know corner in my signature. So we would like to and will ask a lot of people if we can integrate their content into X-Division, if thats possible.
  13. X-Division Developer Diary Part 26 X-Division Developer Diary Part 27 X-Division Developer Diary Part 28 X-Division Developer Diary Part 29 X-Division Developer Diary Part 30
  14. I believe im correct when i quote @Chris here: " Yes, buildings are collapsable, but how they function is something even we dont know exactly anymore"
  15. You dont have to do it. We are just trying to help out since we have the largest concentrated community feedback at the time. I dont think X-Division needs functioning quicksaves. So either you can put up a warning somewhere about them or deactivate them altogether if they are buggy, i prefere the latter since it looks easier to me. No use in using something which is broken.
  16. @Solver maybe this helps you in your fight against the quicksave bug ?
  17. Ill let Solver know. Its not. Quicksaves have been reported as broken for 2 years now. So simply, dont use quicksaves.
  18. Pick um some tricks along the way from the X-Division Developers Diaries. Its another mod but the groundcombat rules are still the same.
  19. Pretty intertwined everything, hm. As i suspected its tied to the Reaper Race. Ideally it would not apply to the MeleeVehicles ability, but its ok, i guess. We can override the script it just means that we only have 1 AI for 1 unit.
  20. And where does the game see that alien X is a melee one ? The primary assigned weapon is a melee one ?
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