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sfarrelly

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Everything posted by sfarrelly

  1. Hi Sectiplave, Thanks for the bug reports. I've gone through your save and looked at the x-pedia images. Can you please clarify on this one. All images you have unlocked appear fine to me with one exception (alien mini shield, which we know about). The freezes are being looked into.
  2. Yup, i know. i originally came across it when a craft was landed and i had no transport available to get there, so covered it, then sent another squad in case the first ran out of fuel. Thanks
  3. No problem. There's another bug which i think @Charon has made you aware of. You can get duplicate alien bases (and picking the wrong one will result in a ctd) to recreate : 1. Wait for a base construction ufo to spawn and allow it to land 2. Send 2 (or more) separate squadrons to cover it while its landed. 3. When it's finished construction and takes off, all squadrons tracking it will report on the new base, and each report will generate a base assault option (only 1 works) I could send you a save, but you would probably need x-div installed to use it?
  4. Thanks for the feedback. The x-pedia entries are essentially 0% updated. The tool-tips displayed in the armoury are correct. This will be balanced once all techs are finalised. Known issue. Don't use it if it bothers you. The research tree of this mod is vastly different from that of the vanilla game. One example is that the various warhead techs no longer exist in this mod. Noted.
  5. one final question about the hangars. I'm not sure if they can be properly implemented. As you can see the aircraft image is stretched to fit the image of the building. I had that particular building set to allow for 2 aircraft (which might cause other problems) so i'm curious if there's a way to define an area for each aircraft to appear in? I've noticed that there's a UFO hull layer on the vanilla submaps (which i can't find a way to assign in the editor, have to assign it manually in the xml). Does that layer decide how/where the aircraft is displayed? If it does, then great
  6. The requirements for that tech are researching alenium and also researching an alien explosive grenade. You've already said that you researched alenium, so lets look at the other requirement To unlock the alien explosive grenade research you need to have an alien grenade (you do) and also interrogate a live alien weapon sergeant which requires alien interrogation research as well (you haven't said if you've done any of that). Let us know if the problem persists after completing both of those researches.
  7. It sounds like you haven't installed X:CE. Refer to the first post in this thread for all requirements and mod loader order.
  8. Ok, first of all, thanks for everything you've already done to help me. Yup, understand that, but at present there are only 3 radar ranges available (and you cannot give any radar a range that falls between them (power)). This is fine as it stands, but makes creating an upgradeable radar system impossible (power is the only modifiable attribute, and it only accepts whole numbers). This is why i was asking if either of the previous "solutions" were possible.
  9. This is kind of the idea behind incremental radar upgrades. Remember, this mod is not meant to be easy. In theory, after 5-10 upgrades you have 1 radar that is as capable as 3? single radars would normally be (and effects would stack up to whatever maximum is applied) I noted that there's a LidarArray bonus in gameconfig that is never actually used, so possibly something can be done there?
  10. I'm probably not the best person to answer this question (drages or charon would give better reasons) but we think the base building aspect of the game is limited, so we want to give the player choices. Do you upgrade the reach of your radars or do you upgrade the weapons your soldiers carry? Do you want to develop better armour for your troops or better defences for alien attacks against your bases?
  11. I'll leave the thumbnails to @drages. He's a hell of a lot better at that than me. EDIT : fixed Thanks for "solving" that for me (sorry, couldn't resist it) A slightly related question has come up though At present radars can only be increased by power (and only by integers, no fractions are accepted) Would it be possible to either : a: increase the amount of radar ranges b: allow the radar power entry to accept fractional increases (i.e. 1.0->1.25->1.5->1.75->2.0)
  12. odd, it always showed up as a 3x2 outline in the build interface? re-attached. and its possible i sent the wrong one. buildings.xml
  13. I'm not sure what you need for a mini-mod, so i'll just attach all necessary files. \assets\maps\xenonautbase\largehangar\NE = largehangarNE_1.xml \assets\maps\xenonautbase\largehangar\NW = largehangarNW_1.xml \uitextures\buildings\(all the largehangar + largehangar_cons.png's) and finally the strings and buildings.xmls (i've renamed our one to differentiate the strings, but tried it with both). Thanks in advance EDIT : I suppose i should point out that the purpose of this is not to join 3 hangars into one building, but rather to allow us to upgrade them in the future without unduly unbalancing air forces. Ignore the images (my graphic manipulations skills are very limited, i'll leave that to drages). Stage 1 would be 2 aircraft, stage 2 would be 3, stage 4 would be 4, but that is still all "up in the air" largehangarNE_1.xml largehangarNE_1.xml buildings.xml strings.xml strings (3x2 hangar).xml
  14. I've tried putting the 3x2 hangar into the game but : 1. If i just create the space and try to build it in a new game i get a CTD. 2. If i pre-assign it to the first-base build in gameconfig.xml i get a CTD after selecting name of first-base I even created new images for it (using existing filename structure for underconstruction and built) in case that was causing the problem. All link doorways are in the correct locations and follow the same designs used in existing base buildings. @Solver Do you know if there's a max building size that the game will accept (or if there's not, then any ideas on what's going wrong)?
  15. That would be quite useful if you did. Especially in relation to sorting the manufacture options in the left-hand panel. At present they will sort themselves in the following order Original 8 (to be 9) categories in the order Extraterrestrial,SoldierWeapons,Ammunition,Equipment,Armour,Vehicles,VehicleWeapons,Aircraft,AircraftWeapons and then followed sequentially by any new entries in the manufacture_categories.xml regardless of order unlocked in. This already gives us quite a bit of flexibility with deciding on the order we would like the categories to be displayed when the list is fully populated with perhaps only the original Aircraft and Vehicles categories being mandatory to retain from the originals, whereas if they were added to the new file, (and if it followed the rules above) then we would have complete control on how a final listing would appear in-game.
  16. Yup, the same is true for all the original categories. Once a manufacture is assigned to them, they'll appear in the list upon unlocking it.
  17. Yes, that was the problem. Extraterrestrials works if used in manufactures. I just tested it and nope, "insert" didn't work. I think Draku tried them all out and found only "replace" to work.
  18. Hi Solver, I've been playing around with the new manufacture categories and have a few notes for you to look at. Some of this is in context with previous talks among our team 1. It would appear that the original Extraterrestrials category was deleted or renamed (accidentally?) somewhere along the way. This explains why nothing ever unlocks it and also why it was the only original category that didn't duplicate when i put in all 9 of them in the manufacture_categories.xml. That's obviously just a guess, but i think its a reasonable theory and explains all the other issues with that category. 2. The other 8 categories have had their "name" or ID changed, they are no longer referred to as Manu.******* and instead are simply ******* (this is why strings couldn't change them before). Just something other modders should know about if they want to change original category names in strings.xml 3. Now that I've managed to change names, I can also confirm that the strings entries are required unless you want everything called #####. Still doesn't explain how it knew the names for the remaining original 8 categories?? The X:CE strings still refers to them as Manu.********? 4. Removing the FillsSlot part worked fine. UFO DSB's don't require a hangar bay. 5. Adding new categories works just fine. I added 4 phase 1 categories in my game and it looks like this : We've also successfully added 24 new categories subsequently 6. I can't find any way to sort the categories. I thought it was in the range contained at the bottom of manufactures.xml, but that didn't work. I used the following : <DataValidation xmlns="urn:schemas-microsoft-com:office:excel"> <Range>R1C2,R27C2:R1048576C2</Range> <Type>List</Type> <CellRangeList/> <Value>&quot;Phase1DSB,Phase1UFO,Lasers,Division,SoldierWeapons,Ammunition,Equipment,Armour,Vehicles,VehicleWeapons,Aircraft,AircraftWeapons&quot;</Value> <ErrorMessage>Use the list to select a category.</ErrorMessage> <ErrorTitle>Invalid value!</ErrorTitle> </DataValidation> Maybe i'm just looking in the wrong place and this is easy to fix . We can work around this, just letting you know. 7. Again, something for modders to note. The manufacture_categories.xml will only work in the xce folder UNLESS you change the header to read as follows. <ManufactureCategories MODMERGE="replace"> If you don't you will be limited to 1 new category (whichever one is the bottom/last one of the new list). Thanks again for adding this feature. It will make quite a difference to our mod
  19. I ran a test on the 0 cd bug and it does appear to be fixed (mostly) I played through 3-4 months and got attacked on the following dates (using quantum from day 1, so i know what each mission is) Terror : Oct 1, Oct 16, Nov 16, Dec 16 (red one shouldn't have happened, but all others follow 30 days after) Base : Oct 27, Dec 07 (perfect) I have no idea what caused the highlighted one to occur,and its mission type changed to ##### shortly before it actually created a terror site (see image), however, every terror attack after did wait the 30 days we'd set in the gameconfig and base attacks were set at 40 days so no issue there.
  20. This fix only works on a mission started AFTER applying it, so if you applied it while already in a mission with a praetor it won't work for that particular mission. This one is more complicated. Prior to 99.3 all the advanced dropships were impossible to research. We brought them back in, but my testing has shown them to not unlock as intended in games already in progress prior to the update. They will unlock as intended if you start a fresh game. Hope that helps and thanks for the reports.
  21. @Redsky hopefully the following will help you. All aircraft researches are unlocked by UFO cores. The first 2 new aircraft available are the Asierus and the Foxtrot. Both require that you research alien alloys before you can can research the aircraft itself. Asierus requires additionally shooting down an alien fighter (over land). It's datacore will be automatically researched within 24 hours. Foxtrot requires additionally shooting down an alien scout (over land) and then successfully completing the ground mission to loot its datacore. It's datacore will be automatically researched within 24 hours. So the steps for unlocking an asierus would be : 1. Shoot down an alien fighter over land. 2. Research alien alloys 3. Once both the alien alloys and the alien fighter research are complete you should have an option to research Asierus. Complete this research to unlock it in the manufacture tab. 4. To actually build it you'll require parts from UFO disassembly (so get more cores to make more aircraft). It's actually quite surprising that you haven't unlocked any aircraft as alien alloys is required for virtually everything in the game (priority research) and shooting down and looting UFO's fills the other criteria. Can you post a screenshot of your aircraft production tab and your research tab?
  22. Fixed. Fixed Currently a live subject is required for some researches (The game keeps track on whether you've captured one or not, regardless of them being executed or sold). This will change when the new manufacture system is implemented. This is deliberate Noted. This is being fixed. The information in the small side-panel should be 100% accurate as it is pulled directly from the game files by the code. The information in the main text panel is roughly 0% completed except for new items which have stub entries indicating the most important information. This will be dealt with over time. Fixed. This is a part of the manufacture system which is not fully balanced yet. That's correct, it is the same for the vanilla one. There are currently 4 stages AFAIK. The game code refers to both Reapers and Xenomorphs as Reaper in the quantum cryptology box. They are Xenomorphs in this instance if you actually play the mission. Fixed. This is intentional as they appear in every phase from 2 onwards so rather than having to scroll back through all phase 2&3 DSB's while in Phase 4, you simply go to the basics tab. This will be fixed. Research exists, but the corpses/stunned bodies still need to be fully implemented. Fixed. Thanks for the detailed list.
  23. Fixed. I'll be doing the same thing Emm, i thought it was kind of obvious, but they can easily be changed i guess. Assault operators are found directing base assaults and terror operators are the ones directing the terror attacks and so on. The number is for what phase they can be found in, but yes, its not exactly "real" so we can give them ranks instead. I need to talk to the rest of the team about this, but we'll sort something out.
  24. Thanks for the feedback @Sectiplave. It should prove quite useful. This one is really surprising. Are you sure you stunned him? I have played through and captured a praetor with the base 99.3 files and doing so unlocked his interrogation so i don't really understand this.
  25. Hi everyone We're currently looking at the economy of the game and how ground combats can be better integrated into it, so we'd like your feedback on a few questions. All feedback is welcome and all will be noted. 1. Do you think the current money return for capturing an alien specialist alive is worth it ? What should be the appropriate money return for the effort of capturing a specialist alive? 2. How do you feel about weapon sell prices for every phase ? What amount should they be ? 3. How much money do you think should you make from a crashsite if you sell all loot for each UFO without datacores ? Should there be a race difference ? 4. Do you think you should receive money for capturing non-specialists alive? 5. Are there any items which you feel you receive an excess of from ground combats? 6. Are there any items you feel you don't receive enough of from ground combats? (i'd like to exclude both alien alloys and alenium from this as they're not exactly related to economy, more to manufacturing). If you have any other related issues you would like us to address, then feel free, just bear in mind that we're talking about how the "rewards" for ground combat missions affect your in-game economy
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