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freakinbat

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Everything posted by freakinbat

  1. Hey first off great work bringing some a new lease of life to the game, absolutely astonishing mod in terms of content, balance and game-play, thank-you for you're hard work and effort chief. I've recently encountered a save game issue however. To be specific I cannot load any saves, both in Geoscape and in mission. Not sure if its related to this minor bug. But I noticed that when equipping soldiers with the upgraded shield they became transparent on the missions, everything still worked fine I just couldn't see the guys carrying shields until they switched weapons or used grenades, after they did become visible the character model became static, the game mechanics still worked fine however so I just chalked it up to a ignorable glitch, but now after a CTD mid mission I can't access any of my saves. I can't understand as to why all previous saves would become corrupted at once, I've started a new game to check the issue isn't something deeper and it seems capable of loading and saving this new game without issue, leading me to suspect it has something to do with the mid game content. I'm hoping its something as simple as a conflict in my soldier loadout so I can avoid any repeating savegame corruption issues on this new playthrough. Any ideas as to what happened would be much appreciated as I'm thoroughly enjoying the mods, I just don't want to lump so much time into another campaign which ends up inaccessible mid game?
  2. So during my second play through, the battlefield scanner cannot be built. I researched it but it doesn't appear in the manufacturing lists? any ideas why?
  3. Firstly thank-you for you're hard work fine sir, you have truly reinvigorated the life of xenonauts with you're mod's. I do have some questions however, I've search the previous posts so as to not waste you're time but only found a passing mention of alien corpses and their use from a few months ago. So did you ever implement uses for dead alien bodies? I'm currently stacked to to the brim with the remains of vanquished alien scum it makes navigating the storerooms a little frustrating. Can I sell them or are the needed further down the line? In fact could you just give me a brief list of what can be sold on/not integral for later use? Also After building certain base buildings I cannot remove them, for example after constructing the radar upgrade, The original 3 radar dishes won't be demolished despite being on the edge of the base and not integral to any other rooms connections, yet in my second base it allowed them to be removed without issue, but then my second base won't allow me to remove the storeroom despite building a second one so as to make it superfluous, thus remove-able. Also new bases still have the larger command center instead of the upgraded version. I'm not overly concerned if the base building problems can't be resolved but if there is a way I wouldn't mind as i'd like the room for some hangers in order to try out the drones. Either way you've done an excellent job on the mods and its much appreciated.
  4. So firstly thanks for the great work you have done, I'm thoroughly enjoying your mod and find it significantly better paced then XNT was. I tried reading through the forum to see if my questions had been answered before but i must admit i lost interest by page 47. 1. Chemical injector? in the lore it says something about incapacitating and paralyzing enemies and then in brackets not implemented, so i was looking for some clarification on whether that means the whole item doesn't work or if the paralytic aspect doesn't work yet? I would just test it but i'm playing on iron man and well Ive grown attached to my x-division soldiers. 2. As with the various alien grenades is it worth keeping hold of the enemy weaponry for conversion/research purposes later in the game or can they be sold off for a revenue stream? 3. Ive had a few issues with reapers behaving erratically, just wandering on what appears to be a looped movement pattern, ignoring my troops and not triggering reaction fire.
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