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CompoTheSmoggie

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Everything posted by CompoTheSmoggie

  1. Chris, Can we get an extension (pretty) please on the final alien spawns days counter please, or do away with it altogether? I noticed after about day 420 that there were no more spaceships appearing and I couldn't find any alien bases, as I was eventually catching up with budgeting money and manufacturing enough alien alloys and alerium to make the pegasus dropship, fusion weapons and ares platforms. I know the End Game part of the game isn't done yet, so is the plan to run the UFO's up until the player completes the End Game Mission? Many thanks, Compo.
  2. Can I suggest, to give the development milestones some longevity with playing, to extend the frequency of UFO's in the game to extend beyond the current limit of around 300 days? There's research and manufacture items out there in the game that, because of the drop-off at the back end of the game, all you're having to do is manufacture alien alloys and alenium to manufacture them, but there's no real UFO threat to test them afterwards. I'm at day 400 now and just skipping through the days on the fastest speed making alien alloys and alenium for the exosuit, I never previously had enough alien alloys and alenium for and for what? The aliens have vanished.
  3. @Kouki Thanks for coming back to me with a reply so promptly. It's a new campaign on milestone 2.06. I usually delete and wipe missions that have ran on a previous version and restart on a new version. I run the cheats, rather unashamedly, to progress the game faster and hence to get any bugs that are going to appear, early in the game. There's nothing worse than getting to say, completing all the research at day 170 and then the game CTD's. Best regards, Compo (Xenonauts-2 Username = Mykolas Kumpaitis)
  4. I've said it with XCOM-2 and Xenonauts-1 before (I think...) and it's the usage of the ground level in the tactical mission. Every turn-based game, with the exception of Julian Gollop's 'Laser Squad' back in the day, you could access the map sub-level. Now, technically, on XCOM-2, you get the sewer missions and town missions, I don't mean this. You could get elevations above ground that had voids underneath that you could access at ground level, but they weren't sub-level. On a tactical mission, if you get the jetpack and can elevate up 3 or 4 levels above the ground, why can't you say, throw a grenade and blow a hole/crater in the floor? Okay, forget demolitions, think more trenches, commencing a mission in a raised position on a hill or moving up a hill or moving underground through a sewer system to negate an invulnerable obstacle or wall? Bridges, caves, waterways... assaulting an alien base on ground level before going down lifts or stairwells into the actual base?
  5. Description: CTD after clicking on 'Armory' Tab or 'Launch Combat Team' to Crash Site-1 (Scout). What Happened: After downing the UFO, I tried to send Skyhawk-1 to the UFO crash site. The game temporarily freezes and then crashes to the desktop. On reloading the Day 36: After Interception (Auto) and trying to access the 'Armory' tab, it also freezes and crashes to the desktop as well. Mods: WeMod 'Xenonauts 2 - 01/08/2023 (Build 2) used previously for 'Infinitive Money' cheat, hence 'Funds Available $826,542,300'. Any Remedial Action: Clean install performed (manual deletion of files in 'My Documents/My Games/Xenonauts-2' as well as 'C:\Program Files (x86)\Steam\steamapps\common\Xenonauts2') but issue is repeated with backup saves on a clean install. I have tried to 'Collect Bounty (+100,000) and access the 'Armory' tab, again freeze and crash. Additional Info: Couldn't find an 'output.log' in the 'Logs' folder, only a 'resolve_layers.log' so I've attached that. In the saves folder I had a 'steam_autocloud.vdf' file so I don't know if that's any use in fault diagnosis. I've also included the 6 json files from out of my 'Settings' folder in the 'My Documents/My Games/Xenonauts-2' folder. auto_strategy_after_intercept-20.json resolve_layers.log steam_autocloud.vdf audio.json display.json general.json input.json mods.json profile.json
  6. @Chris Has this new version release, milestone 1.25 in experimental mode, got the 180 days cut-off point in it still?
  7. @Chris Loving the update has I have had a kind of hiatus from the game with other things going on. Took the game up to 180 days and I was kinda disappointed it stopped and I couldn't advance any further with any research and the bombers and destroyers where the only last kind of UFO's I came up against as well as not getting the Pegasus transport and Gemini interceptors and the advanced weapons that go with it. Don't take the word 'disappointment' as a negative, the fact I wanted to play on. I assure you that's a huge positive sign. I've then read up on the development updates and all I can say... ROLL ON THE 18TH! Can you make the official release of the game 'open ended' though? You know, if you don't want to commit to the final mission and want to crack on with research, production and levelling up your soldiers? I think in one playthrough on version 22 or in the dim in distant past last year, I think I'd made it to day 480 something or another and had Colossus suits in production and the game ended whilst I was owning battleships with my Gemini interceptors. I saw you'd added orbital bombardment which irks the continents off and after losing 2 of them, the game ends. it's all well and good if you can get the missions or down UFO's to counter this, but when the supply of UFO's end, the end is inevitable and you're forced to end the game with the final mission. Also, will the game be rolled out so modders can change it? I know there was a huge Xenonauts community producing such as the likes of the X Division mod and various different gun models. I'd love to see some Warsaw Pact, US and UK weapon mods amongst the weaponry as well as a few wild cards like the French Famas, US M107/M82A1 anti-material rifle, German HK MP5, Croatian VHSD2 etc. It was suit me down to ground if I could arm my soldiers in Russia with the likes of MP443's, AK-24's, AK-47's, RPK's and Dragunovs as well as in the UK, Glock17's /Brownings, M4 Super 90 Shotgun, L86A3 Rifle, L22A2 Carbine, L86A2 LSW, L129A1 Sharpshooter, FN Minimi LMG and the M72 LAW (instead of a grenade launcher). I see you already have a M249 SAW and L115A3 Sniper Rifle. Mind, the L129A1 would be a sniper rifle with a shorter shooting distance for instance. The L86A2 being a kind of assault rifle with a longer shooting distance. Likewise, the L22A2 being a kind of SMG kind of weapon with a shorter distance than the L85A2. A single shot sniper rifle like a M82A1 anti-material rifle which as the power of a grenade launcher and same range of a sniper rifle would be good for taking out armooured targets. Other than that, maybe I've spawned an idea for a future modder to come up with an idea around that instead of further difficulty and getting the game out and Accelerated, Gauss and Plasma weapons kind of render basic start-of-the-game weapons redundant after a while, but those of us who are common-day weapon fanatics, madebe there's some code we could alter so we can get the perfomance of Plasma weapons with basic weapons? Just an idea. Anyway, crack on getting the completed game out to use and I look forway to playing the finished product that all of us Kickstarters have waiting eagerly for.
  8. @Chris This has happened again in another campaign of mine. I thought the 'end mission' was sorted out? (save gave attached) Regards, Compo. user_day_523_manual_save-9.json
  9. @Chris I'm finding when I have a shedload of save game files on my laptop (it's a bog basic laptop) it appears to be beneficial to clean up the past save game files from UFO encounters and that. I make Manual saves and bin the rest off until I know I'm not going to need them from then on. As for any prior cruiser mission, honestly, I can't remember sorry. I know I avoided a terror mission because the panic levels were so low. It had peaked to 50 and then slowly dropped back. As for the Eternal, yeah, it was from an alien base mission in Spain. Regards, Compo.
  10. @Chris I'm getting a crash to desktop on day 245 at time 01:04:00 for no apparent reason I can find. All is going well until that point. No manufacturing or research ends that day. Nothing jumps out at me as triggering the CTD. I've tried the same on all 3 time speeds and it CTD's at the exact time on the same day. Regards, Compo. P.S. That Stunned Live Eternal I always stun on a cruiser or observer UFO with the Wraiths never appears afterwards with the recovered items. You said I had to be further along in the game's storyline to do this? I haven't had any visiting battleships as of yet so it might be connected to the Battleship research? user_day_244_manual_save_before_ctd_at_d_245_t_0104-6.json
  11. @Chris Here's a manual save from during a cleaner intelligence hub mission where I have the required number of 10 data sticks and all of my soldiers are back on the Skyhawk awaiting dust-off. user_day_244_cleaner_intelligence_hub_manual_save-4.json
  12. @Chris I'm finding this as well on v23.5. I can return the soldiers to the ship and abort the mission but it deems it a mission failure. That said, the cleaner plot goes on to the infiltrator mission (where the abort mission upon the ship worked funnily enough) and then the headquarters mission but cleaner intelligence hub missions are still appearing. Regards, Compo.
  13. Chris, Another issue... The Advanced Laser Lance can't be obtained via research or manufacture and it's a prerequisite for the fusion lance, so the fusion lance can't be produced. Is there anyway the advanced laser lance prerequisite can be removed from the aircraft_lance_tier3.json? I've attached my save game so far. I've also found in another campaign and this one, stunning and capturing the ethereal commander (alive eternal?) isn't recoverable as an item. Regards, Compo. user_day_355_manual_save-10.json
  14. DreXav, I honestly haven't used the servosuit, but a good spot none the less for the devs to sort out. Regards, Compo.
  15. Chris, Apologies, I restarted a new campaign so I don't have the game with the Phantom CTD. Didn't this get reported before though in the forums, in a different version? I had it happen in 22.6 too. I'm being a bit more conservative with my aircraft on this campaign. I haven't been able to fathom out the Plasma Pistol issue but I managed to sort out the Gauss Sniper problem: in 'C:\Program Files (x86)\Steam\steamapps\common\Xenonauts2\assets\assets\xenonauts\template\strategy\projects\engineering' with the 'weapon_gauss_sniper.json', I scrolled through the gobbledegook and found where it stated 'resource_weapon_components.json'. I just changed it to 'alloys.json'. Regards, Compo.
  16. Chris, Thank you first for getting out V 23 out to us. I've picked up on a few issues so far: (Screenshots attached) 1, Plasma Pistol issue is still there. Even with sufficient alien alloys, manufacture not possible. 2, Gauss Sniper Rifle needs weapon components but these look to be now absent from the game. 3, Game CTD's when you try to construct more than 12 X-55 Phantom Interceptors. Made 4 per base, on 4th base, game CTD's during construction. Regards, Compo.
  17. Any update on the v 23.0 release, as Emily_F has mentioned? We're at the end of the 2nd week after a release date of 'w/c 7th March' was quoted. I'm still getting the v 22.6 when I download it off Steam. Regards, Compo.
  18. Chris, The Electroshock Rifle appearing after the stun weapons research worked in the Legacy Beta of v18.2 but wasn't there in v22.6. After laser and the stun weapons research, there's no 'advanced stun weapons' research option. Further to the above post, I ran a campaign on Veteran and 'cheesed' the game a bit my modifying the .json files to make it a bit easier for myself but I found if I ran the cleaner missions WITHOUT doing the cleaner autopsy and cleaner interrogation and it worked. I got it to 100% and did the mission based in Iceland. The sentry gun research kinda screwed up my MARS and ARES platforms mind: there was no body to the object, only the weapons and I couldn't change the armour from steel plating. I was a bit gutted that the plasma pistols are still unable to be produced as well. But back to Kalle's original post, I just saw your Kickstarter Update News today and I saw nothing about the issues with the Alenium / Plasma / Fusion rockets being sorted? Bear in mind, as I have said, I've 'cheesed' the game a bit but here's a save mission from about day 474 (174 days after the battleship invasion). I played the game out till day 999 and the game reset. user_day_474_manual_save-4.json
  19. I guess waiting on V23 is a better bet for any improvements in terms of dealing with the bugs.
  20. I've currently started a new campaign (I'm away with my job and I had the laptop) As mentioned in point 2) Cleaner HQ progress stuck at 75%. (Cleaner interrogation at 75% makes no difference too.) Here's a save game of so far. Any chance of sorting point 6) Can you please replace / reinstate the electroshock rifle please from the legacy build? I've done the stun research but it only gives the stun gun / pistol, baton and the grenades. Regards, Compo. user_day_86_manual_save-3.json
  21. @Chris, I'll get a save game file to you soon. Most of them refer to the V22.6 version of the game, whereas the electroshock rifle was in v18.2. I'll admit, I've found the game a little challenging at times with even what seemed like the recruit difficulty going OTT at about day 300 and a horde of battleships destroying the confidence levels of the continents and me being behind with micro-management of manuafacture and research in the game, not being able to deal with the battleships is a ball-ache. So having learnt a few tricks with the original game Xenonauts, I changed the sale prices for a few items you could sell to get the money to buy scientists and engineers to 'cheat' the game in a way. But I don't think an anyway, changing these values should impact the gameplay.
  22. Emily_F, I had this issue in v18.2 (legacy beta) as well. Regards, Compo.
  23. Tried on the experimental branch too with my latest playthrough. I haven't found the warheads are not able to be produced on the legacy, experimental or no beta game methods overall. There's still a few other issues I don't know if you've found as well? 1) Unable to produce plasma pistols. (basic, accelerated, laser and gauss pistols okay) 2) Cleaner HQ progress stuck at 75%. (Cleaner interrogation at 75% makes no difference too.) 3) Finite number of interceptors can be built. (I tried building double the number of Gemini trios (no beta and experimental) at my 'outpost' base builds after decomissioning the last lot of interceptors of course, and after building 6 sets it CTD'd on the 7th set.) 4) Missing research. (I had a few playthroughs where I got the Quantum Decoder and also the Colossus Battlesuit. In my 4th playthough (legacy), I couldn't get the Colossus Battlesuit. In this playthrough, my 5th (experimental), I'm missing the Quantum Decoder. 5) Some tactical map objects (walls, woodpiles - tropical biome map) aren't removed / are still displayed when blown up by explosives but you can move your soldiers / units through them or onto the ground where it was. 6) Can you please replace / reinstate the electroshock rifle please from the legacy build? 7) After day 350(ish) on the no beta and experimental builds, after the big attack by numerous battleships, they no longer appear, or for that fact, no further UFO's at all. Whilst referring to point 2), the only game experience is tackling the numerous cleaner site missions. One of my go to troubleshooting ideas was to uninstall the game, reinstall it, choose the legacy beta, no beta and then experimental beta to see if files were cumulative, to use an expression. That issues found with v18.2 would be sorted with v22.6. I've found this isn't the case. Regards, Compo.
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