

BHef
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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
that would be sooooooo great. right now i have printed the overview of all alien classes provided by the game and marked when i stunned it...you know, the good old way with a pencil... -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
Searched this topic for enchanted shield and didnt find anything stating if its broken or not. I researched it twice, i built it twice (80 alien alloys bye bye) but its still not working... wont do it a third time though. Soooo... bugged? -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
Misunderstanding. I am not missing them ingame, i am missing them in the XDiv Tech Tree so would like to know in what file the prerequisites are located. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
i am still missing techs, not x-division origin but vanilla, like advanced medpack or combat shields. They are not inculded in your posted tech tree? Any help where i can find them? -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
far more comfortable than reading the file, Aye! -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
So true... Back in my old days of beginning with Xenonauts modding i remember there was one single file with all those Research dependencies. I am an Phase 2 already and havent discovered alenmium explosive... and dont know what i missed. Anyone could help out? -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
well... i guess the language barrier is too much for me in this case... -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
Sorry, dont understand the relation...(honestly) what do you mean? -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
Haha... as i said before, your arrogance is unbelievable. I beg you pardon english isnt my mothertongue and in MY mothertongue that sentence would be grammatically totally fine with YOU finding the error. Thank you oh thy great Charon... -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
Well, at least i found the error beeing on my side. Nevertheless a Rookie not beeing able reloading a silly Mark I Laser Rifle by plugging out a magazine and inserting a new one is just plain stupid...wonder how he is able to fire this thing... -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
well, he is not overweight. Then it is a design flaw that a laser rifle cant be reloaded from a dumb grunt... -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
its a 4 kb left over zip file... Reload 50 Tu will be a problem as my soldier has 47 TU max... So basically he is too dumb to reload? edit: how should i add a geoscape save from a ground combat based problem?? -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
a not installed mod -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
Correctly installed, tripple checked. No other mods, correct priority of mods. Savegame in Ground combat, Laser Rifle MKI cant be reloaded... AutosaveIM2018-04-10_16.12.00.sav -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
BHef replied to Charon's topic in Completed Game Mods
i wonder if theres a alien race resistance sheet available for this mod... right now i am using weapon types by experience i got on the field...