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jayc82

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jayc82 last won the day on September 8 2017

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  1. @Charon Haha I'm getting old I might be losing my marbles ;-) Thanks for your assistance.
  2. @Charon did that change in .41 or do you think I was able to equip the pulse laser on the hunter prior to that due to my problems with the fix pack? Hmm I will take your word for it and play a bit more and see what unlocks, maybe my experiences with a dodgy install have messed up my understanding of the research tree! And thank you
  3. @Charon Yeah I started again after the upgrade, was doing quite well and was happy to get to laser weapons. FYI I haven't actually unlocked the laser pistol / rifle, etc yet, my first thought was to get my hunter weapon upgraded, was then that I noticed my turrets were still basic. Here is the contents of my logfile after loading a ground combat mission: Fri Sep 15 20:03:47 2017: Xenonauts, version . Fri Sep 15 20:03:47 2017: Pixel Shader Version: ffff0300 Fri Sep 15 20:04:12 2017: MOD ERROR: Element without MODMERGE has both children and attributes: spectre Fri Sep 15 20:04:12 2017: MOD ERROR: Merging XML for units/xenovehicles/VEHICLE.HUNTER/VV.MACHINEGUN/vehicle_spectre.xml from mod mods/x-division 0.99 beta/ failed. Not much useful there just a complaint about a spectre which shouldn't be breaking anything in the game I guess. Just in case I misunderstood you I started a new game, sped up time until I had a landing and then intercepted, this was all that was in the contents of the logfile: Fri Sep 15 20:24:01 2017: Xenonauts, version . Fri Sep 15 20:24:01 2017: Pixel Shader Version: ffff0300 Fri Sep 15 20:24:31 2017: MOD ERROR: There are multiple elements to update: Map Fri Sep 15 20:24:31 2017: MOD ERROR: Merging XML for maps/farm/mapinfo.xml from mod mods/x-division 0.99 beta/ failed. Here are some screenshots: Research Pulse laser in store (yes it is the same base): Base defenses still at missile: No pulse laser selectable in vehicle equip: Geoscape save: example1.sav
  4. @Charon Hi again, I really didn't want to bother you again with this one but it's actually stopping me from playing anymore, I'm not sure why on earth it's happening, but when I researched the "AdvancedLaserWeapons" tech my base turrets didn't auto upgrade, they are all still missile turrets and i can build a laser cannon for my hunter but it's not available to equip :-( Interestingly this contrasts my previous issue with aircraft weapons, so I've been searching high and low for any XML conflicts, I did a fresh install prior to this and used the .41 update. Modloader screenshot attached. Can you think of any reason why this might happen? And what steps can I do to debug this without hassling you?
  5. @Charon You know a while back when the installer for .41 was released, some people were having issues with it crashing? I think I know why - if you just extract the update .exe from the zip without the supporting assets.7z it will crash - which is understandable, but I guess that's what people were doing. People might not know to run it directly from the archive application, e.g. winrar and it will extract those files to the temp folder. Just thought i'd let you know ;-)
  6. @Corsnake I haven't tried it yet in .41 but in .40 i found that the green androns were vulnerable to close fire from a hunter with gatling laser (or other vehicle), 1 or 2 squares away always did the trick. Emp also works well, e.g. shock rifles or even stun batons, although with high hp it's not much good unless you have a stun baton per person. I tend to use alenium grenades on them and alenium rockets.. and take down the cyberdogs with my vehicle.
  7. @Charon I am liking the changes to the AI, it makes much more sense now, they are less likely to just run out of the ufo, instead they guard it much like what would happen in reality. My first encounter was a normal scout which i intercepted whilst landed, sebillian, was a difficult mission because those flamer rifles are pretty accurate in sebillian hands; i ended the mission early to just capture the ufo because the remaining guys were way to strong and i was running low on ammo. Second mission was caesan normal scout once again, light scouts seem to be pretty uncommon so far, although i guess that is random - this one was very hard (caesan are usually easy for me) but I managed to grab a lightning rifle, capture a medic, a technician and a couple of xenomorphs. Not bad! all my units are in the infirmary now though. Comparatively it feels harder than before, which is great - previously on veteran I blitzed through phase 1, now I can see it taking a while to do the ground combat, which is how it should be. Excellent work ;-) EDIT: Thanks for the changelog, sorry I missed it!
  8. @Charon I did what you recommended then after used the .41 upgrade installer, worked perfectly, everything appears to be working as expected now! thank you very much. No crashes, no missing text, everything seems to be as it should be. I restarted from the beginning again, did .41 make any changes other than the installer and some bugfixes? I had a look for the changelog on the 3rd post of this thread but that seems go up to .40. Maybe now that my installation is as it should be that's why I'm feeling like this game just got harder haha ;-)
  9. @CharonThanks for the information, I didn't use Charons changes due to the fact it bumped up my crouch cost to 10 TU ;-) I will try .41 out and see how I get on. Really loving the mod, i've just got to phase 2 on veteran and I think I'm going have to start again.. the UFO's are so tough now! I love challenging games - so thank you for your role in making one. EDIT: I can see exactly what you mean now, the fix pack in the xce mods rar is different to the one provided in x-division... I will delete all mods provided by xce mod pack and re-extract them from the x-division rar just in case!
  10. @CharonThanks for the information, I didn't use Charons changes due to the fact it bumped up my crouch cost to 10 TU ;-) I will try .41 out and see how I get on. Really loving the mod, i've just got to phase 2 on veteran and I think I'm going have to start again.. the UFO's are so tough now! So that is a perfect time to try out .41 Thank you!
  11. @Charon I have a quick question - I believe that I copied your load order to the letter and I was getting an issue where certain aircraft weapons, e.g. Fighter Beam, Mauser and Spear Cannon were not selectable to equip. I assumed this was a bug but could not find anything about it. When I researched the Gatling Laser I could select that weapon. Anyway to cut a long story short I reinstalled clean and the problem still existed, so I moved the Fix pack above X-Division and now I can select the weapons. It appears that there is an aircraftweapons.xml in the Fix pack and I assume that must be overriding those defined in the X-Division aircraftweapons.xml. Is this something unique to me? I can't find any information from others having this issue. Do I somehow have a weird version of the fix pack? I downloaded all files from this forum. Modloader image attached, *after* I moved the Fix pack to the top, if I move it below X-Division i don't get those aircraft weapons. I've deleted internal scripts folders prior to doing anything and after doing anything. Do you have any idea why this is the case? Thank you for working on this mod :-) EDIT: Just to note I am using GOG version.
  12. I like this, training soldiers sounds like a good idea.. in the original xcom for example, PSI training was always annoying because it took your primary squad out of the fight, but being able to stat train normal rookies would be great. What would be even better is being able to choose what stat you want to focus on and for it to cost extra money. Training should be relatively expensive though and take some time and maybe be capped / balanced based on combat experience / rank? Or additionally you could have a training facility that takes up 4 squares and is able to only train 8 soldiers at a time or something to avoid having too many overskilled newbies.
  13. The original XCOM allowed you to load up the dropship with additional items up to a certain amount. @Chris do you have any plans on implementing this? Currently we seem to be overloading our soldiers to get more ammo and rockets into terror missions and then dropping them all in the dropship (which loses a few units their first turn). This is rather frustrating and time consuming but essentially achieving the same thing; having a limited inventory and the inconvenience of having to return to the dropship could be a good balance. Alternative idea could be to allow tanks / scout vehicles to have an inventory - with a risk of being destroyed and losing all your gear.
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