Jump to content

Stufferino

Members
  • Posts

    15
  • Joined

  • Last visited

  • Days Won

    2

Stufferino last won the day on January 2 2017

Stufferino had the most liked content!

Reputation

2 Neutral
  1. Maybe because you have Xenonauts Fix Pack disabled. Look at the mod load order on the first page - yours should look like that. I also had problems due to sound mods like Elarion suggested so you can try that too. 1. There's no way to tell easily. Some people write down who they capture or make a table/spreadsheet. I don't wanna bother with that so if you don't mind save/loading you can save your ground combat, load a geoscape save & check your researches to see if you've already interrogated the one you're looking at. 2. A lot of the time interrogations will give you nothing because you need multiple interrogations to unlock 1 thing. Eventually you will unlock something (or multiple at once) once you have enough. 3. Yeah they're all different. Corvette operator is from phase 2 so will give you more advanced research if you're lucky.
  2. They're fixed in this screenshot but here's the location.
  3. Bug: in vehicles_gc.xml, both the LIGHTTANK (Defender) and LIGHTTANKADV (Saviour) use LIGHTTANKADV_ARMOUR. I always wondered why my Defenders never died... Edit: I think this has been mentioned, but Rail Machinegun and Sonic Gun manufactures do not produce the item. This is because in manufacutures.xml the string is incomplete: it's "StockItem( "VV.RAILGUN );" but should be "StockItem( "VV.RAILGUN" );". I tried this and it fixed it.
  4. @Charon Yeah I do use your changes mod. And I play on Veteran, as recommended. But I really like browsing through game files so I check all details and also edit them to suit my liking. No real significant changes, but small tweaks here and there. Mainly I calculate and plan things a lot so things rarely go wrong. I look at enemy AP and resistance values to calculate where to put my soldiers, morale vs. weapon suppression, how far away to be from a reaper, whether I should shoot or train reaction fire or throw smoke, whether it's possible to stun them in 1 turn or I have to wait, how AI calculates priority of which soldier to attack etc.. So I have a lot of foresight and planning that you won't get from just playing through the game normally. Also this isn't my first playthrough! Originally I had a lot more trouble and didn't quite like the direction of my game, so I started a new Tryhard save and this is the one where I'm not challenged enough. I have about 160 hours played in X-Division now. In addition to foresight, I also have hindsight so I really know the game mechanics well enough to succeed. I forgot for a moment that the mod is far from completion. Filling up the gaps with new content would be awesome; my suggestion was partly based on the notion that the in-game content was somewhat finalised. Until that day comes, I'm perfectly happy tweaking the files again to change the ticker rate and overcome my issues. Keep up the good work, I'll wait patiently
  5. Hi. I have a suggestion. Been really enjoying this mod; the long playtime and massive amount of content keep it continuously interesting. However, I think the length of each phase should be adjusted, as if you play well the game becomes much too easy and you spend lots of time waiting/airstriking before the next phase. Phase 1 is a good length. If you play well, by the time you finish researching and equipping your soldiers to be able to breeze through phase 1, phase 2 will start shortly afterwards. But then you go into phase 2 with multiple bases, a good amount of scientists and engineers and well trained soldiers. Now there's no building up/construction part and you just expand and develop your bases & soldiers so you finish research & development much quicker (unless you lose missions/bases etc.). Eventually you get 75% through phase 2 and everyone has alphawolf armour and mk3 Mag weapons and you just have to fast forward & airstrike to continue the game. If the attached picture is correct, then each phase >1 lasts 400 ticker points. The ticker rate is 0.002315 and alien missions (except base supplies) don't generate points. That's 120 in-game days (-1.5 days for each base supply run you allow) for each phase. Before I calculated it, though, it felt like a waiting game. I think it's too long, though I haven't seen how other people handle it (since getting to phase 3 takes me over 60 hours of playtime anyway). I liked: -The length of phase 1. It seems very close to how fast you progress. -The fact alien missions don't generate ticker points, so if you start falling behind you only lose funding and won't fall exponentially the more you UFOs you miss. I disliked: -The longer lengths of phases 2+. I spent just over 30 days waiting for phase 3 to start. -The lack of signs of progression for each phase. Now I know it's 120 days I can understand it, but before this it was confusing. I propose: -The phases are shortened (e.g. all 300 points, or phase 1 360, phase 2 330, phase 3 300 etc.) And/Or -There's overlap in the UFOs that appear, similar to "UFO and crew diversity" mod (on the workshop). Attached is an image that demonstrates its features for scouting and research missions. This allows for 1. Continuous progression into the phase. Currently it feels like you become OP then get destroyed by OP aliens when the new phase starts. This means both that you won't ever be too powerful, but also that you can start scraping for new tech then start building your strength to take on stronger UFOs, rather than forcing heavy losses then being OP then forcing losses again. 2. Indication of how far along you are. When you see your first cruiser, you'll understand "Uh oh, soon I'll get more of those. And hunters and terror dreadnoughts. I'm almost at the end of phase 2 now.". This allows people who aren't counting and calculating ticker points to know where they are in the game, and whether they're ahead or behind and should panic or not. I think it's a good idea and will make the mod more fair without removing the challenge, as well as help improve the gameplay experience and keep it interesting whether you're ahead of the aliens or behind. Thanks for all your hard work!
  6. I do find flashbangs a little disappointing. For their ability to both completely blind and deafen a person for 5 seconds+, they do surprisingly little in-game. They should really force a unit to have to retreat. Ideally a better effect would be to suppress and cause accuracy to fall drastically so the AI will choose to move, rather than act as if they're suppressed as normal (where they tend to prefer shooting).
  7. Sorry... I think bug reports are helpful so I come here to share them and read updates :'( But I thought that stuff was absolutely awesome!! I stopped watching it because I thought No... That's too cool, I have to get to this point in my game first! But I couldn't resist so I came back again :') Still, I show my appreciation with a thumbs up and a subscription. Please keep it up! You and the X Division team amaze me every day I come back to this thread. I'm still only on phase 2 though~
  8. Found a bug - the advanced first aid (weapon.grenade.advfirstaid) has clip size 10 in weapons_gc.xml but clip size 5 in weapons.xml, so it's currently 5/10 in ground combat.
  9. How does a Reaper's zombify ability work? It's really hard to defend against. They just walk up to your soldier and turn them into a zombie without limitations. It'd be better if they had to kill them first then they resurrect later like in XCOM, or there was a way to turn them back from being zombies... Any way I can view the code? Doesn't look like it's in an xml
  10. Oh hey there... Come here often? I found a heavy drone stuck in the shower... couldn't wash the shampoo out with its stubby arms, I think. Edit: Terror mission, patch 0.99.33, last enemy. Heavy Drone Wall bug.sav
  11. Thanks everyone for the help Decided to go into gc editor and free him (totally didn't make an unfair ambush) Playing patch 0.99.32 (most recent). Save game attached Caesan Corner Bug.sav
  12. Ouch... Anything that can be done about this? Caesan spawned in the corner, no way to kill it. Bug with the base game?
  13. Firstly, great work on the mod guys. Love the new updates and am really impressed with your attitude towards criticism and issues, and knowledge of the game I've found an interesting bug: shooting this reaper with a shotgun 4 times freezes the game. You can still move the cursor, take screenshots, Alt+tab or Alt+F4 (normal freezes you have to ctrl+alt+delete -> task manager -> end task). To recreate, shoot the reaper on snap shot with the selected soldier. It flinches a little more with each shot, and on the 4th one it's knocked back a little and then the game gets stuck. Could be something to do with reaction fire because it only happens when shooting it with the guy crouching next to it (anybody else is OK) and on the 4th shot. Not game breaking by any means, but thought I'd report it. Shotgun Reaper Bug.sav
  14. Sure thing. I'm using patch .9931, which I believe says to deactivate part 2/changes mods? I've tried with both on/off but it doesn't make a difference as far as freezing goes.
  15. I think I may have the same problem. FYI you can ctrl+alt+delete, open task manager and close the game from there (but make sure task manager is set to 'always on top'). I'm not sure if it's just me, but I have constant freezes playing this mod. Usually in GC - whenever someone/an enemy gets shot mostly - but rarely on autosave in Geoscape, or when I intercept a UFO, on manufacture/research completion and also when finishing a mission and clicking "OK" to return to the Geoscape (this can be solved by first loading a save on the Geoscape, then loading the GC save, finishing it and hitting "OK"). Sometimes also get freezes when clicking to load a save. Right now I'm trying to make it through one turn in GC, which keeps freezing (but at different points). Seems to be a problem with medics too... I mostly freeze when it shoots one of my guys or I shoot it. It's just up to luck whether I get through a turn mainly, sometimes it works sometimes it doesn't. Playing from a clean install, no extra mods, really empty mod list.
×
×
  • Create New...