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Ajaxial

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Posts posted by Ajaxial

  1. No problem. That is very strange. This is a fully packed version. Fresh pack from download of skitso himself. I just built a modinfo for it so I don't know why the issue occurs. Perhaps someone else has some insight into that issue for you. Sadly I've no idea. Do you run more than one map pack?

    -edit- reread your post. My bad. My question remains. Do you run more than one map pack or something? Otherwise all I could think of is that it didn't extract the entire contents or part of its contents are corrupt from download. Does ypur logfile output any errors at all during ground combat?

  2. To install the mod plainly. Simply extract the maps and tiles folders directly from the rar into the assets folder and overwrite when asked.

    Another way is to make a subfolder in the mods folder. Name it something like Skitso's mappack and dump the maps and tiles folders inside that and activate it via the mod launcher. To be honest I find the mod installer via the xenonauts launcher to be unreliable and kinda...crappy...

    It's better and more reliable to install your mods manually by yourself.

  3. I am against always-open gates. It's important for defending alien AI too. Those gates are aliens and its normal when they can close it end of turn :).. but it depends on ppl.. there are many arguments about this here and there at forum.

    Anyway i asked that, do u use CE 0.33?

    Ah sorry I forgot to answer that question. Yes I do. :) GoG copy came with CE but I downloaded it from the forums and installed it anyway just to be extra safe and make sure I have all the right resources for modding. :)

    Fair enough. I just wish it would work so that the side that opened the door is the side it would stay open for. IE when aliens open it it closes for me. But if I open it, it closes for their turn. I think that would be neat. Maybe it's a preference thing? :P

  4. Recoil is just a penalty to aim if the str is lower then recoil. Move/pass turn is "isHeavy" thing. 0.98 uses isheavy for snipers too but at 0.99 i stop using it, just not overpowered as before as damage. Aliens dont get any penalty so its important at balance..

    Aliens dont use recoil, isheavy and they dont reload.

    Alien grenades throwingRangeModifier are 1... i dont know how they can throw so far.. i can check it later. I am fighting with alien stats and weapons and its one of the borest part to code...

    With 0.99 Ilunak made large and small door open/close door TU softcoded. I am thinking new ideas to make player blow ups the big gates at least without hurting enemy AI. At X-Division, big gates are very tough to destroy..

    Btw do u use 0.33 CE?

    Ah okay. I knew "Isheavy" varible made it carry over on turn was wondering if the recoil did the same but a toned down variant of it per se. Thank you for clearing that up. :)

    I'm not sure why alien throwing range seems certainly very far. I'll run some tests later when I'm able too and fiddle around with some of the grenade stats and so forth and see what happens. It's always fun to fiddle with code and see what wonderous mishaps occur. :D

    I like the idea of changing door TU costs. I have actually merged Kabills mod that stops doors from auto closing on UFO's into my copy of X-Division. I just love the little touch that it adds. It just REALLY bugged me that if I open a door it stays open on the alien turn and then closes, and if the alien opens a door, it stays open until it's my turn then it closes. At-least now it stays open until it gets closed or blown open. :D

  5. In regards to the recoil. In what terms is the recoil stat used in Xenonauts specifically. Does it just throw off the aim for the troopers next shot or does it accumulate per shot until they move/pass a turn and the recoil settles allowing them to "steady" aim once more. Again I haven't really looked into the recoil stat in Xenonauts and how it's function works in terms of game mechanics.

    I don't have files to hand. But some grenades can be thrown quite some distance. And the aliens are able to throw quite a considerable distance also in some occasional instances with incredible accuracy. Caesans being the culprit for me. :D (Little buggers.)

    I like your ideas for C4 and the likes. As stated by yourself. I only ever use C4 and similar for uses such as blowing up the power cores at Alien bases and laying it at some Base doors etc where I know Aliens will venture through as an attempt to try and act as a makeshift timed det charge. Sometimes I get lucky and actually get a kill or two, although most of the time it goes off and kills nothing. :(

  6. Thanks! I'm glad you like the changes and have a similar vision for the weapon changes and firefights.

    I had noticed that aliens were indeed quite grenade happy which on one hand adds quite a nice element of change to firefights but the distances are quite absurd and changes to distances could be doing with some tweaking and was pondering on making a few tweaks. I'm currently running through the game unlocking all the weapon techs and such so that I can readily have all tiers to hand to loadout my troops with any tier of weapons and such I need to test out any tweaks I make. :)

    Recoil I haven't honestly played with at all. It might be certainly worth looking into as you have mentioned. Plus would make sense as soldiers who are trained within a military environment to be physically fit and have a certain degree of strength. Especially for that stat to grow quite often given the loads they carry and the abudence of ground exercise they endure so to speak. :)

  7. About Ajaxial's mod, i am very happy about it and him.. 0.98 got some big balance issues at beginning and late game. I saw this when i was calculating 0.99 stats. I am so concentrated on 0.99, i even forget what 0.98 had. So i dont have time to return back to 0.98 and balance it by myself. It's very nice to do this someone who plays and knows what to do for this balance issues. 0.98 got very nice research/manufacture chain and items sorted.. there was only needed a good balance check and Ajaxial done this for me..

    I would like to add to this if I may Drages. Firstly I'm VERY thankful to Drages for letting me have the chance to do this and let me make a minimod to his expansion. (Lets be honest here, X-Division isn't just a mod, it is in many aspects an expansion in terms of the sheer amount of content it brings to the table)

    Secondly I really need feedback from people playing X-Division using the Balance mod so that I can tweak and ammend any issues that may arise during play if any do at all arise. Buffing up the techs and throwing it out there is all fine and dandy but to actually make it work as intended is an entirely different matter.

    I'm jumping between making my own mod. (A mixture of my own Xenonauts vision and learning to make larger scale edits) and keeping the balance mod tweaked and balanced. Again feedback and ideas is much needed and appreciated in this regard from people whom use it. :)

    So Radek if you yourself do use it. Please do leave feedback in the thread for that balance mod in regards to the weapon balance for that minimod so I can make further edits. I am hoping to make tweaks to all weapons. Especially as there are many tiers of Kinetics, Lasers and such. Rather than the vanilla one tier per type if that makes sense?

    So far I've touched up on the two Kinetics and base laser tech. Which is a solid basis to keep the player fighting semi equally against the three races. But there is still work to do and ideas and feedback would be really REALLY appreciated. :)

  8. Well with the help of you fellows. I've got the basics of my mod set out. And I'm slowly getting the hang of the file system. Very basics anyway. I've got two custom aircraft laid out with their own Xenopedia entries, research trees and requirements and all tied in together nicely etc etc (Although they still need their own little image edits but I'll figure that out someday) and I got some armour that works aside from a few little hiccups as noted above in ground combat that I still need to figure out. (I'm afraid I didn't quite grasp what you meant meant Drages, sorry. :( )

  9. I bought my version through GOG. And downloaded the CE from the Release Announcements subforums here.

    I tried playing around with the units folder and it made no difference perhaps I did something wrong? I copied entire folder however and renamed, which did strike me as odd as it made it 160mb mod then. Which is...crazy. I'm not quite sure what you mean however but I'll have a good dig in the files.

    -Edit-

    Scratch that. I was just being really stupid with the aircraft question so I'll delete it as I figured that out now. :P

  10. It is incredibly handy having his mods to hand to sift through for working examples and inspiration of work.

    I'm still trying to get the hang of making corpses of troopers wearing alloy jackal armour appear in the inv of troops during ground combat and also making them appear to be holding weapons in ground combat. When they are stood still or crouched they appear to not hold any weapons, same as when they fire, however upon movement they seem to be holding weapons.

    I have so many ideas that I want to implement into the game. It's just my lack of skills and current understanding of the file system that are currently holding me back. It's funny, coding entirely new smart terrains and ai schemes for the stalker game series proved less challenging than this. I guess it's just the initial stage of getting my bearings as the saying goes.

    Hopefully I can get the hang of sprites also in the somewhat distant future so I can actually make custom sprites and such for armours etc so I can actually make full on mods. :)

    Again thank you all for the help so far guys. It's truly appreciated. :)

  11. Funny enough I was sifting through the files and a small lightbulb went off just before I read your post and thought maybe as I've changed all the entrys to armour.jackal.alloy it's looking for armour.jackal.alloy images. I copied over a folder into a new soldier images folder in my mod directory and renamed it and bam it worked, so it works for male and female troops. Now to get them working and test for ground combat. Along with corpses and such. Time to get some troopers killed.

    I have a feeling by the time I actually get a point where I'm not asking a billion questions you guys are gonna be sick to the back teeth with me. :D

  12. That is correct. I copied the Vanilla files into my mod folder and then edited them from there. In my first iteration I simply plonked my new code straight in. In this I was trying to see if cutting the extra armours out (By which I mean vanilla and leaving my custom ones in would fix this).

    I had seen this mod merge attribute however I wasn't aware it was mandatory for modwork. And to be entirely honest it confused me. But your help has cleared that up ever so slightly. Upon making that change it does now work and the Xenopedia shows Stats near the armour AND it shows in the UI list! PROGRESS!!!

    Xeno 1.jpg

    Xeno 2.jpg

    Xeno 3.jpg

    However Equipting it makings a trooper invisible. RETROGRESS! :D

    -Edit-

    Oh my Is there a way to make those attachments smaller!? I didn't mean to take up that much space.

    -Edit 2-

    Just for a general sidenote. This threads main post doesn't specify which files are and aren't spreadsheets. And running my mods through notepad ++ (Which is my fault) I'm not really sure what would and wouldn't be spreadsheets per se. Is there a list of what is and isn't or at-least what does and doesn't require the mod merge attribute? Or am I just being stupid.......again?

    Xeno 1.jpg

    Xeno 2.jpg

    Xeno 3.jpg

    577e7d47b43ae_Xeno1.thumb.jpg.66dfb27736

    577e7d47bb51f_Xeno2.thumb.jpg.ce4d89784e

    577e7d47c18a1_Xeno3.thumb.jpg.3b183dbc80

  13. Armours.xml

    <Armour name="armour.jackal.alloy">

    <stockTextureName>armourimages/jackal</stockTextureName>

    <dragTextureName>armourimages/jackal</dragTextureName>

    <weight>8</weight>

    <strengthBoost>0</strengthBoost>

    <apBoost>0</apBoost>

    <accuracyBoost>0</accuracyBoost>

    <braveryBoost>0</braveryBoost>

    <reflexesBoost>0</reflexesBoost>

    <resilienceBoost>0</resilienceBoost>

    <hidehands />

    </Armour>

    Armours_gc.xml

    <Armour name="armour.jackal.alloy">

    <Resistance kinetic="22" energy="22" chemical="0" incendiary="22" />

    <VisualParams range="18" coneAngle="90" nightRangeBonus="0" />

    <PsionicDefence defence="0" points="0" degradation="0" />

    <Props moveSpeed="300" stairsMoveSpeed="180" vaultMoveSpeed="24" />

    </Armour>

    I've built entries to duplicate all instances for vanilla Jackal armour to make sure I can get it running under all circumstances. Research, manufacture, loadouts, groundcombat, groundcombat INV, corpse etc etc.

    I've merely copied what the original jackal armour has done. From what I can tell. The Items.XenonautJackalalloy along with others like Items.XenonautJackalCorpsealloy are ones shown in the INV on Ground combat. Again I'm merely copying the template that the vanilla jackal has left to try and replicate it with my own armour. I'm just completely stumped what I've messed up on. :(

  14. Here are the >Mod Files<

    Had to upload the .rar to sendspace because for some reason the forum won't accept .rar attachments?

    If you wish I can list the entries I've made down below or in a PM to make it clear which files contain which entries? Either way I appreciate your help Drages I truly do.

    Infact I'll edit this post in a little bit with entries list in spoilers

    Entries in files listed below:

    Armour and armour_gc contain only one entry each so are easy enough

    Items.xml

    <Row ss:AutoFitHeight="0">

    <Cell><Data ss:Type="String">armour.jackal.alloy</Data></Cell>

    <Cell><Data ss:Type="Number">10000</Data></Cell>

    <Cell ss:Index="4"><Data ss:Type="String">Uncapped</Data></Cell>

    <Cell><Data ss:Type="String">items/assaultrifle</Data></Cell>

    <Cell ss:StyleID="s65"><Data ss:Type="String">Item.Dispose.Destroyed</Data></Cell>

    <Cell><Data ss:Type="Number">1</Data></Cell>

    </Row>

    <Row ss:AutoFitHeight="0" ss:Height="15">

    <Cell><Data ss:Type="String">Items.XenonautJackalalloy</Data></Cell>

    <Cell ss:Index="4"><Data ss:Type="String">Capped</Data></Cell>

    <Cell><Data ss:Type="String">weapons/corpses/jackal_stunned</Data></Cell>

    <Cell ss:StyleID="s65"><Data ss:Type="String">Item.Dispose.Executed</Data></Cell>

    <Cell><Data ss:Type="Number">1</Data></Cell>

    </Row>

    <Row ss:AutoFitHeight="0" ss:Height="15">

    <Cell><Data ss:Type="String">Items.XenonautJackalCorpsealloy</Data></Cell>

    <Cell ss:Index="4"><Data ss:Type="String">Capped</Data></Cell>

    <Cell><Data ss:Type="String">weapons/corpses/jackal_dead</Data></Cell>

    <Cell ss:StyleID="s65"><Data ss:Type="String">Item.Dispose.Destroyed</Data></Cell>

    <Cell><Data ss:Type="Number">1</Data></Cell>

    </Row>

    Manufactures

    <Row>

    <Cell><Data ss:Type="String">ManTech.Jackal.alloy</Data></Cell>

    <Cell><Data ss:Type="String">Armour</Data></Cell>

    <Cell><Data ss:Type="Number">1</Data></Cell>

    <Cell><Data ss:Type="Number">5000</Data></Cell>

    <Cell ss:Index="8"><Data ss:Type="String">StockItem( "armour.jackal.alloy" );</Data></Cell>

    </Row>

    Researches

    <Row ss:AutoFitHeight="0" ss:Height="25.5">

    <Cell><Data ss:Type="String">Researches.Jackal.alloy</Data></Cell>

    <Cell ss:StyleID="s72"><Data ss:Type="Number">10</Data></Cell>

    <Cell><Data ss:Type="String">Armour</Data></Cell>

    <Cell><Data ss:Type="String"></Data></Cell>

    <Cell ss:StyleID="s75"/>

    <Cell ss:StyleID="s75"><Data ss:Type="String">UnlockKnowledge( "armour.jackal.alloy" );

    UnlockManufacture( "ManTech.Jackal.alloy" );</Data></Cell>

    <Cell><Data ss:Type="String">armour.jackal.alloy</Data></Cell>

    </Row>

    strings.xml

    <Row ss:AutoFitHeight="0">

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

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

    <Cell><Data ss:Type="String">Jackal Armour Improvments</Data><NamedCell

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

    </Row>

    <Row ss:AutoFitHeight="0">

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

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

    <Cell><Data ss:Type="String">A project to improve upon the Jackal infantry armour by integrating Alien Alloys into the armour itself.</Data><NamedCell

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

    </Row>

    <Row ss:AutoFitHeight="0">

    <Cell><Data ss:Type="String">armour.jackal.alloy</Data><NamedCell

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

    <Cell><Data ss:Type="String">Jackal Alloy Armour</Data><NamedCell

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

    </Row>

    <Row ss:AutoFitHeight="0">

    <Cell><Data ss:Type="String">Items.XenonautJackalalloy</Data><NamedCell

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

    <Cell><Data ss:Type="String">Xenonaut</Data><NamedCell

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

    </Row>

    <Row ss:AutoFitHeight="0">

    <Cell><Data ss:Type="String">Items.XenonautJackalCorpsealloy</Data><NamedCell

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

    <Cell><Data ss:Type="String">Xenonaut Corpse</Data><NamedCell

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

    </Row>

    <Row ss:AutoFitHeight="0">

    <Cell><Data ss:Type="String">ManTech.Jackal.alloy</Data><NamedCell

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

    <Cell><Data ss:Type="String">Jackal Alloy Armour</Data><NamedCell

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

    </Row>

    Xenopedia

    <Row ss:AutoFitHeight="0" ss:Height="114.75">

    <Cell ss:StyleID="s72"><Data ss:Type="String">armour.jackal.alloy</Data></Cell>

    <Cell ss:StyleID="s72"><Data ss:Type="String">Jackal Alloy Armour</Data></Cell>

    <Cell ss:StyleID="s72"><Data ss:Type="String">xenopediaimages/jackalarmour</Data></Cell>

    <Cell ss:StyleID="s72"><Data ss:Type="String">Xenonaut Armour</Data></Cell>

    <Cell ss:StyleID="s72"><Data ss:Type="String">ARM</Data></Cell>

    <Cell ss:StyleID="s72"><Data ss:Type="String">The "Jackal" Combat Armour offers our soldiers extra battlefield protection at the cost of increased weight. It is not the ideal equipment for every situation, but in many cases the extra survivability could be the difference between life and death.

    Laboratory tests on captured alien plasma weapons have confirmed that traditional body armour is essentially worthless against energy projectiles, having been designed to resist ballistic impact rather than heat damage. However, testing a modified combat vest with heat-resistant rather than impact-resistant ceramic plates showed impressive results. The ceramics were able to dissipate enough of the heat to give the wearer a reasonable chance of survival, though they are still likely to suffer injuries in the process.

    While it provides an obvious boost to survivability, this armour is heavy and will limit the other equipment (such as ammunition or secondary weapons) a soldier can carry into battle. Armour also degrades rapidly under fire and will not withstand repeated hits, nor provide the wearer guaranteed protection - e.g. it hardly matters what armour a soldier is wearing if he is shot in the face. Nevertheless, it is still better than nothing and can be constructed in the workshop.</Data></Cell>

    </Row>

  15. The funny thing is. I have been copy and pasting and merely just changing the entry names. It's adding to why I'm so confused.

    I just now made my mod attempt from scratch via copy pasting method again like my previous time and I just ran my entire mod folder through agent ransack. (Checks for entries and compares them all etc) All entries are typed out the same but I changed the method name. Instead of Jackalee I used jackal.alloy. Once again it works flawlessly UNTIL I try to equip the armour. At which point it does not show in the list on loadout and it shows no stats inside the Xenopedia. I'm serious and honestly confused.

    I haven't set it up for GC files yet. As I'm still really stumped trying to figure out how to get it working for the GS portion. :D

    Would anyone take a look at my files and give me a pointer or something? I know I'm missing something stupidly obvious.

  16. Well I've looked through for typos and I can't find a single one. All my entries are set out as Jackalee as opposed to default Jackal. Would anyone be willing to look at the files for me and point out where I've gone wrong or what I've missed? Cause I'm completely confused.

    I took a look through the Cybernetic armours mod to see how the config files for that are laid out and from what I could see last night. I'd essentially done similiar things except for laying out new xenopedia and ground combat images (Although I did make new entries, only they point to the default images) as I don't have new sprites. Surely having default sprites and images wouldn't cause an armour to not be equiptable/usable just because it's a new entry or something?

  17. So I've got a small issue that seems to have stumped me slightly and I need a small prod in the correct direction.

    As a small test to get myself used to Xenonauts modding on a larger scale. I've been messing around making additional research, manufacture and armour entries. IE when a requirement is filled. I can research something that allows a manufacture that then lets me make something. Thus far it all works flawlessly until I manufacture the part. It crashes however when manufacturing finishes.

    I've edited the following files.

    Researches.xml

    Manufactures.xml

    Armours and Armours_gc.xml

    Strings.xml

    Xenopedia.xml

    All with seperate entries so that it doesn't overwrite or break vanilla or existing ones. I just can't quite understand why it won't work.

    Also I've been looking for a crash log but can't seem to find one. Any directions? Or am I just being a ditz?

    I can post my entries within each file if need be to help clear it up. Any help would be greatly appreciated.

    -Edit- Scratch that I figured that one out. Just need to figure out how to make it show in the UI when trying to put it onto a soldier now. :)

    I'm still at a loss for this part however now after a couple of hours.

    Armours.xml

    Armours_gc.xml

    Items.xml

    Manufactures.xml

    Researches.xml

    Strings.xml

    Xenopedia.xml

    Also edited

    Corpseprops.xml

    Soldierprops.xml

    gsgcitemtranslator.xml

    Now

    Files edited and such if I run it to StockItem( "armour.jackal" ) via manufacture it works fine and shows fine in storage and in the loadout screen and I can put it onto my soldier and it shows in the drop down list but if I make it StockItem( "armour.jackalee" ) (My test armour which as far as I can tell or see thus far is laid out the same through the files) it won't show in the armour list to let me fit it to my soldier but it shows up fine in base storage and it can be sold etc fine and so forth. Any ideas? :/

    I've gone through and I've made identical research entries, strings, armour entries and such and edited them accordingly to match with my new armour name, I must be missing something small or obvious.

    -Sidenote-

    It also does not show any armour stats next to the armour itself within the xenopedia despite having it's own xenopedia section and description and such. Could this be a possible cause?

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