Jump to content

Anserak

Members
  • Posts

    12
  • Joined

  • Last visited

Reputation

10 Good
  1. Heres some screenshots and sav file to replicate it: This is after I moved 4 units down from dropship and I can select unassigned again: Heres a save: [ATTACH]6676[/ATTACH] This is X:CE 0.33HF2 but same thing happens in 1.59. relocation bug.sav relocation bug.sav
  2. All I do is transfer any soldiers to another base and that other base will subtract that number of Unassigned soldiers in the equipment tab instantly. If there is no dropship in that base it will go down to 0 but if there is a dropship then it can go below 0 into negatives and become unselectable. After the soldiers arrive it goes back to the actual number of soldiers in the base and is selectable again. So to reproduce you send any soldier to a another base that has atleast 1 soldier, and it would subtract to the total Unassigned soldiers in the equipment screen untill the soldiers arrive.
  3. Whenever I relocate or transfer soldiers to another base, that base instantly gets minus the number of unassinged soldiers sent even into the negatives. Once it's at 0 it becomes greyed out but can go to negative numbers. I can still see the soldiers in the barracks list or if I move soldiers from dropship to unassigned untill its up to 1 I can then click on Unassigned and see all the soldiers there. I don't know what's causing this cause I even reinstalled the game in X:CE and 1.59 without mods and its still broken. :\
  4. Hey, have you been able to develop custom item slots for different armors? I remember that was really cool in the original Xcom and took different amounts of TU to use items from easier to access slots like throwing a grenade from like a shoulder slot and stuff. Also, I was thinking it would be really awesome if there would be a way to save/view replays in real time after you finish a mission. That be pretty cool I think.
  5. Does anyone still have this mod? The link doesn't work anymore and these portraits look pretty cool. :\
  6. I thought all the ghetto guns were funny, I just got the game and haven't even tried vanilla yet. Supposedly in this mod in 1979 you're not advanced enough to understand the alien technology to make portable lasers or plasma guns, so the guns I think are supposed to be from the time period, but Idk lol some of those guns are from the past century . And yeah a ww2 overhaul would be epic but I think the main thing that's stopped it from happening is all the sprites lol.
  7. I deleted the last entry: SetCurrentTurretLevel(1); and now it seems to work now. All it gave me was laser upgrade for Aircraft cannon, the ability to produce Pulse Laser for Hunter Scout and build Laser Defense Battery at base. I don't know what that TurretLevel entry was supposed to do, but replacing the whole line with the vanilla one would turn my missle battery into laser and give me free laser cannon for hunter, also the ability to manufacture Scatter Lasers, and I don't know if it would have messed something else up though.
  8. Hey, could you set the dates on updates or something so we can know if we're up to date ? ~thx
  9. That didn't work, it stills locks up at the Xenopedia once it finishes research. If I replace the whole line with the one from XCE it works but it allows me to manufacture Scatter Laser guns.
  10. I wasn't having any problems until I complete Heavy Laser Technology research and it opens up the Xenopedia and stays stuck there, I can't close it and have to alt+f4. :\ I think it can be fixed by changing something in the researches.xml, when I replaced this line it seems to fix it but then I am able to build Scatter Laser which is a portable laser weapon that is supposed to be unavailable for the magnum-nauts so I don't know if by fixing it like this it messes something else up: <Cell ss:StyleID="s65"><Data ss:Type="String">UnlockKnowledge( "Researches.RapidFireLasers" );UnlockManufacture( "ManTech.Scatterlaser" );ReplaceItem("AV.AUTOCANNON","AV.SCATTERLASER");UnlockItem("VV.PULSELASER");UnlockKnowledge( "Researches.PulseLasers" );UnlockBuilding( "LaserTurret" );UpgradeBuilding("MissileTurret", "LaserTurret");</Data></Cell> This is the Magnum-nauts line that seems to cause the problem: <Cell ss:StyleID="s65"><Data ss:Type="String">UnlockKnowledge( "Researches.RapidFireLasers" );ReplaceItem("AV.AUTOCANNON","AV.SCATTERLASER");UnlockManufacture( "ManTech.VV.SCATTERLASER" );UnlockKnowledge( "Researches.PulseLasers" );UnlockManufacture( "ManTech.VV.PULSELASER" );UnlockBuilding( "LaserTurret" );SetCurrentTurretLevel(1);</Data></Cell> Do you think you can fix it please?
×
×
  • Create New...