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Jebah

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Posts posted by Jebah

  1. Faulting application name: Xenonauts.exe, version: 0.0.0.0, time stamp: 0x5eb1b6a2
    Faulting module name: Xenonauts.exe, version: 0.0.0.0, time stamp: 0x5eb1b6a2
    Exception code: 0xc0000005
    Fault offset: 0x00002adc
    Faulting process id: 0x5938
    Faulting application start time: 0x01d74a459082e647
    Faulting application path: C:\Xenonauts\Xenonauts.exe
    Faulting module path: C:\Xenonauts\Xenonauts.exe
    Report Id: 504de658-1f2b-41fe-a5a7-aeb6c343cafd
    Faulting package full name:
    Faulting package-relative application ID:

     

    Fault bucket 1244490668004854161, type 1
    Event Name: APPCRASH
    Response: Not available
    Cab Id: 0

    Problem signature:
    P1: Xenonauts.exe
    P2: 0.0.0.0
    P3: 5eb1b6a2
    P4: Xenonauts.exe
    P5: 0.0.0.0
    P6: 5eb1b6a2
    P7: c0000005
    P8: 00002adc
    P9:
    P10:

    Attached files:
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERB4C7.tmp.dmp
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERB564.tmp.WERInternalMetadata.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERB575.tmp.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERB582.tmp.csv
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERB5A2.tmp.txt

    These files may be available here:
    \\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Xenonauts.exe_b0a05f794dc9da39a710d2f2c8621c58eba3b760_fe25ad9b_7dfa3ab1-1fb3-4f88-bbe8-b1cfaf42a6d2

    Analysis symbol:
    Rechecking for solution: 0
    Report Id: 504de658-1f2b-41fe-a5a7-aeb6c343cafd
    Report Status: 268435456
    Hashed bucket: d196a9c5e1cafffb814551ab40b7c991
    Cab Guid: 0

     

    Report.wer

  2. The loading time is one of the biggest things I dislike about the game - on my modern computer, it takes over 3 minutes to start the game, and I also really hate how I can't do anything else while the game is loading because the screen refuses to go into the background.

    I also dislike how Xenonauts doesn't give me a prompt "Are you sure?" when I fire a rocket at point blank range killing my entire squad.

    I really dislike how holding a shield in front which blocks all attacks doesn't prevent suppression. With all the firepower aliens can throw at soldiers, they can lock down everyone forever - unable to move, unable to shoot, unable to do anything except rotate a bit - even though absolutely every shot is blocked by the shield.

    I can't stand how standing at the edge of a corner with a rocket launcher often hits the wall and kills my team which is lined up by the wall. I mean, any soldier with half a brain would know to point the rocket around the corner that he/she is standing right beside to shoot a rocket launcher. Instead, a rocket launcher soldier is forced to take a step completely away from cover to shoot, which often means the soldier isn't surviving the next turn anyways.

    I really, really hate how I can't put any equipment, ammo, or medkits into the troop transport. I have had people literally bleed to death after 8-10 turns because there were no medkits. I load up extra ammo, extra medkits, etc all over my soldiers which prevents them from even turning on the first turn, and then I have had the unfortunate zombifier start killing my soldiers because of the door positions because I can't move or defend anyone first turn. It would be so much better if I could load the equipment onto the troop transport without requiring it to be in someone's hands.

    In addition to the above, it sure would be nice if the sides of the troop transport had doors that close just before the alien turn. I mean, if they can do this to us with their doors - where they can freely shoot through open doors that close right before my turn, we ought to do the same to aliens, right?

    I rather dislike how tanks can't simply go through alien base or ufo doors. Requiring a soldier to run up and open the door often means he's dead whereas a tank should be able to drive through the doors.

    I think it's pretty silly that shooting a rocket at a ufo or base door kills stuff on the other side, but not on my side.

    At the same time, I dislike how if a tank shoots at an alien on the other side of thin cover (for example, a base entrance small wall surrounding the exit area) that the tank takes a tremendous amount of damage, and the alien on the other side takes no damage. That's messed up.

    I dislike how I can't back away or move away while holding a shield. I have to turn completely away from the aliens and running with my shield in front - this has led to many soldier deaths due to reaction fire. It would be so much better if I could keep facing a different direction that I am moving - soldiers do this all the time in real life.

    These are just what I can think of off the top of my head in a couple minutes, but there are a lot of nit picky things here and there.

    • Thanks 1
  3. Recently, I was in an enemy base with a full squad lined up ready to pounce on the enemy as soon as I opened the door.

    I opened the door, and there was a single robodog there.

    Thinking this was going to be easy, I tried to move a unit just past the robodog.

    My entire squad died in an HE rocket explosion.

    Ironman meant the entire squad and all equipment was lost.

    Thus the world more or less ended with all equipment and soldiers dead in one missclick.

    This is very unfortunate since I was very close to my first ever base attack win with plasma weapons and fox armour.

    How can I avoid everyone dying like this in the future?

  4. As a side effect of this, it is possible to make rockets for free using this bug.

    You load the rocket you want to produce into the rocket launcher, and take it into battle.

    During battle, you remove the rocket, and put in a different rocket - best to do it with a cheap unlimited rocket.

    Win or leave battle.

    The rocket you entered battle with is still in inventory, and is now part of your stockpiles.

    I imagine you can bring multiple rocket launchers into battle - each filled with the rocket you want to produce, and viola, free rocket production.

  5. 4 hours ago, Alienkiller said:

    Jebah, such Turrets you had only 1 Time in X-Com, and that was in X-COM: Apocalypse. And they worked ok, but my own Soldiers / Vehicles much better in that case. If it´s implementable as an Upgrade in an existing Building then yes, but only seperate Buildings for that is waste of Space and you have much more important Buildings to build up.

    R & D, Hangars, Living Rooms, Training Centers, Hospital, Energy Generators, Radar- and Scanner-Stations etc. are the important ones.

    The outside Defense (against UFO-Attacks) we have already and that are Buildings which are belongs to the important Buildings too (1 or 2 you should have).

    But not Inside Defense-Buildings for an Alien-Attack which are very rare in such Games. In the old X-Com-Row I had in X-COM: EU / X-COM: TftD and X-Com: Apocalypse 6 enemy Raids maximum in my Bases.

    The same in UFO Extraterestials. More Attacks were blocked with the Outside Defenses, Fighters, Radar- / Scanner Stations which are important. The automated inside-defenses are a nice Feature, if they work more then 08/15 as an integrated updated feature.

    You're correct, it was x-com apocalypse. I played that game far more than the other x-coms - though I stopped playing it years ago since I either won every time at the slightly harder difficulty levels, or I got wasted beyond all hope at the even more difficult levels.

    It felt like my bases got raided constantly, but my anti air defenses never were really good.

    It bugs me a fair bit that my base defenses in xenonauts x-division (Usually around 20 turrets) can only sometimes knock out a ufo, and even if I manage it, I don't get the scrap metals or pieces of the massive ufos I shot down. :(

    I only know Xenonauts, and based on Xenonauts, I don't know how you are building your bases that makes them so hungry for buildings. In Xenonauts, I find building 6 hangers a radar or two, and the rest pure base defenses can barely hold off a single ufo attacking me. When the third phase in x-division arrives, a base with 6 hangers, control center, 1 radar, and all the rest turrets leaves the ufo at about 50% hp left. I lose bases all over the place by the time the third phase base attacks start. For me, internal base defense turrets would be so much better than all the useless outside turrets after second phase x-division. Heck, even cameras would be extremely useful.

     

    I have never won a base defense successfully in xenonauts x-division.

  6. In the original x-com, I remember there being base defense buildings - turrets. They would automatically shoot at aliens, and take a lot of firepower to destroy - unless hit by the seeking green acid thing.

    Considering we have aircraft that can shoot missiles and guns, you'd think we could design a weapon that can be operated from a distance - to automatically shoot at aliens - like in the original x-com.

    Would it be possible to have a building that provided anti personnel turrets to protect against base invasions?

  7. The ammo on the first interceptor isn't loading. There is only 65% of the ammo in this aircraft.

    The repair times seem to be for getting the aircraft to 50% repaired instead of 100% repaired. This may be an artifact for X: CE when (according to my memory) you needed 50% repairs for the aircraft to fly away. I think X: CE aircraft were grounded until 50%, so this repair timer doesn't seem to properly add the amount to 50%, and the amount between 50% and 100% together properly.

    AutosaveIM2021-04-25_11.10.41.sav

    Clipboard 1.jpg

  8. Faulting application name: Xenonauts.exe, version: 0.0.0.0, time stamp: 0x5eb1b6a2
    Faulting module name: Xenonauts.exe, version: 0.0.0.0, time stamp: 0x5eb1b6a2
    Exception code: 0xc0000005
    Fault offset: 0x0012cb13
    Faulting process id: 0x4994
    Faulting application start time: 0x01d73b7e8805b90e
    Faulting application path: C:\Xenonauts\Xenonauts.exe
    Faulting module path: C:\Xenonauts\Xenonauts.exe
    Report Id: b1817782-7623-4158-b578-b41c5cc1a4ce
    Faulting package full name:
    Faulting package-relative application ID:

    Got another crash - same fault offset and error, so it's the same thing - first time loading a combat zone - just like the first crash.

    Fault bucket 2191729158130565120, type 1
    Event Name: APPCRASH
    Response: Not available
    Cab Id: 0

    Problem signature:
    P1: Xenonauts.exe
    P2: 0.0.0.0
    P3: 5eb1b6a2
    P4: Xenonauts.exe
    P5: 0.0.0.0
    P6: 5eb1b6a2
    P7: c0000005
    P8: 0012cb13
    P9:
    P10:

    Attached files:
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERA56D.tmp.dmp
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERA639.tmp.WERInternalMetadata.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERA65A.tmp.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERA658.tmp.csv
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERA687.tmp.txt

    These files may be available here:
    \\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Xenonauts.exe_983c85911b256e1e7645574dbd8287a6ac0764f_fe25ad9b_fe164ee4-363e-4d04-bdf8-9898a8a55565

    Analysis symbol:
    Rechecking for solution: 0
    Report Id: b1817782-7623-4158-b578-b41c5cc1a4ce
    Report Status: 268435456
    Hashed bucket: 9c4b326a303e0de7be6a960e9a3d0000
    Cab Guid: 0

     

    Perhaps it's an invalid landing zone being loaded? I seem to recall that being an error once. Fortunately (unfortunately?), loading the save game seems to work, so the error doesn't happen with a save game reload.

  9. This is while running x-division mod and xenonauts ce.

     

    Faulting application name: Xenonauts.exe, version: 0.0.0.0, time stamp: 0x5eb1b6a2
    Faulting module name: Xenonauts.exe, version: 0.0.0.0, time stamp: 0x5eb1b6a2
    Exception code: 0xc0000005
    Fault offset: 0x0012cb13
    Faulting process id: 0x6220
    Faulting application start time: 0x01d737f46e38186d
    Faulting application path: C:\Xenonauts\Xenonauts.exe
    Faulting module path: C:\Xenonauts\Xenonauts.exe
    Report Id: 21218515-4f89-403e-a72f-8b5f64e41451
    Faulting package full name:
    Faulting package-relative application ID:

    Fault bucket 2191729158130565120, type 1
    Event Name: APPCRASH
    Response: Not available
    Cab Id: 0

    Problem signature:
    P1: Xenonauts.exe
    P2: 0.0.0.0
    P3: 5eb1b6a2
    P4: Xenonauts.exe
    P5: 0.0.0.0
    P6: 5eb1b6a2
    P7: c0000005
    P8: 0012cb13
    P9:
    P10:

    Attached files:
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER67D3.tmp.dmp
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER68AE.tmp.WERInternalMetadata.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER68CF.tmp.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER68CD.tmp.csv
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER68FC.tmp.txt

    These files may be available here:
    \\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Xenonauts.exe_983c85911b256e1e7645574dbd8287a6ac0764f_fe25ad9b_86ca69d0-11f3-44b2-85bd-8ec58d049e30

    Analysis symbol:
    Rechecking for solution: 0
    Report Id: 21218515-4f89-403e-a72f-8b5f64e41451
    Report Status: 268435456
    Hashed bucket: 9c4b326a303e0de7be6a960e9a3d0000
    Cab Guid: 0

     

    Report.wer

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