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BHef

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Everything posted by BHef

  1. 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...
  2. 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?
  3. 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.
  4. 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?
  5. far more comfortable than reading the file, Aye!
  6. 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?
  7. well... i guess the language barrier is too much for me in this case...
  8. Sorry, dont understand the relation...(honestly) what do you mean?
  9. 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...
  10. 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...
  11. well, he is not overweight. Then it is a design flaw that a laser rifle cant be reloaded from a dumb grunt...
  12. 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??
  13. 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
  14. 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...
  15. That still doesnt answer my question on how to disable psi... i went quite well the last years to increase psi attack TU...
  16. These are not related to my wrong installation and i still want to have them discussed.
  17. As much as i appreciate your work with this fantastic mod, but you Sir are extremely arrogant in the form and sound of your answers. I doubt, changing the passengers in the Dropship breaks the Mod but as you are unwilling to be of help in this matter i will just end my request as you, in addition, didnt read my full post obviously as i didnt ask just something related to my game having errors... Thanks for no help with these questions, too...
  18. wow... your a visionary. I did install the game correctly and i repeated it 3 times as stated in your first post. All 3 times with the results mentioned above.
  19. I am having some issues with a correct setup of the mod: 1. sometimes i cant load my laser waepon (MKI) although the right ammo is loaded and enough time units are there. Noticed it happens randomly to rifles and carbines so far. known bug? 2. i have some issues with ground combat freezing at alien movement from time to time, though rarely. I am using the recommended mod priority with one addition: Reinforcements mod to raise Xenonauts numbers to 16 but i dont think thats the issue. 3. The new morale system doesnt seem to be correct for me. I started a Terror Mission and di well for 4 turns, not receiving an hits, downing a few aliens and not shooting civilians. Never the less on turn 5 the Xenonauts morale dropped massivly with 50% of my team panicking and running away while the rest held the line just to run away in turn 6... to make it even worse, someone panicked going on a killing spree, shooting a civilian... battle lost with everybody running around headless, beeing killed with no possibility to abort the mission with people onboard. I am not arguing the decision of the 300% morale hit upon shooting civilians (although i think its a wrong one, who cares a civilian in a town wide terror attack...no soldier will run away because of that and probably not the whole team.. come on, its an alien invasion and you can think of your sorrow later on!!) i am having issues with my soldiers running for no reason... 4. i tried to disable psi completely by editing the psionicpowers in the x-division mod directory to have the psionic attacks use 500 Action points. Breaks ground combat because Alien movement freezes. any other way to disable psi?
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