alcari
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Posts posted by alcari
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I do the entire mission without CTD. Apply the last hotfix 5.22 in main topic to check the integrity of the files.
Interesting... i'll try a full reinstall, because it keeps crashing even after reapplying the hotfix.
EDIT: Full reinstall of xenonauts and the mod seems to have helped. Thanks for the fast reaction.
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Ugh dropbox does that occasionally. new link added to both posts.
http://bayfiles.net/file/1herE/keQm4u/Valkerie_gamecrash.sav
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Ahhh, I think I know what's going on here.
Probably those two foxtrots have a "required ammo expenditure" to kill the fighter. Say, based on the relative strengths, a group of 2 foxtrots needs to spend 32% ammo. Rounds down to zero torpedoes. Lucky you
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Yes, here it is
https://dl.dropboxusercontent.com/u/285744/Valkerie%20gamecrash.sav
Or maybe here. Hint "premium download" means "free download"
http://bayfiles.net/file/1herE/keQm4u/Valkerie_gamecrash.sav
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As the title says. When I start ground combat, any ground combat, with any combination of troops in a Valkerie dropship, the game crashes at the loading screen with a BEX (buffer overflow) error. This doesn't happen if I do the same ground combat in any other transport ship.
EDIT
EDIT: savegame added
https://dl.dropboxusercontent.com/u/285744/Valkerie%20gamecrash.sav
Or else here. Hint "premium download" means "free download"
http://bayfiles.net/file/1herE/keQm4u/Valkerie_gamecrash.sav
EDIT 2:
I just realized the NXT mod I installed might make this hard to check...
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For some reason, I can't start a mission with my men in a valkerie, the game simply crashes during load and throws a buffer overflow. Not sure if this is a vanilla bug or caused by NXT, but it can't hurt to report it here as well, right?
EDIT: savegame added
https://dl.dropboxusercontent.com/u/285744/Valkerie%20gamecrash.sav
Or else here. Hint "premium download" means "free download"
http://bayfiles.net/file/1herE/keQm4u/Valkerie_gamecrash.sav
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My game keeps crashing whenever I start a mission with my men in a valkerie, so I haven't actually used it.
But I assume it CAN land, it just doesn't do it well, so you can't abort.
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I'm liking it so far, i've just hit lasers though. I like having research being actually important, and not something you can cram into one base and have it work out.
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While the mission score for securing a UFO is now much decreased, you still gain 100 points for getting the UFO in the specially generated crash sites.
EDIT: nevermind, they all seem to be 100 points now.
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Aliens get injured in crashes, it may just have been hurt badly on the way down.
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EMP damage isn't implemented yet. This is a known bug. Thanks for testing it thoroughly though.
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Also lets you rescue stunned aliens from trigger-happy local forces.
Sounds strange, but its true.
Yeah, I don't blame the locals, but it's annoying as hell. You've finally Stunned your first commander, along comes some hick with a shotgun, and turns your valuable intel into a useless cadaver.
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I don't have the same bug, but you can always make your fighters retreat simply by ordering them to move outside of the grid.
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The obvious workaround would seem to be "don't call people when playing xenonauts"
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Copied your post to the Xenopedia Errors sticky. http://www.goldhawkinteractive.com/forums/showthread.php/5244-Xenopedia-Errors-Corrections-%28V18-51-HF3-V18-Stable%29
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Reposting this one
I don't know if you care about typos at the moment but at the bottom of the second paragraph of the Alien Alloys research summary it says "- I struggle think..." instead of "I struggle to think. -
3) This game suffers a serious lack of a serious plane. You see: the Americans have already invented, built and flown a plane made to dogfight extraterrestrial aliens, You should consider adding this plane as a research option to supplant the MiG, while making the MiG a plane available by default. This would have the added benefit of making this game harder to lose due to one silly air combat mistake.
CoughCoughFURYCoughCough. And between the Fortrot and the fury, we get several other heavy and light fighters.
As for number 4, I really hated that saving TU mechanic, as it really encouraged passivity. Better to wait a full turn before moving, or you won't get your best TU availability. It felt more like they had a TU bar that would only fill up to 75%, and the other 25% next turn, assuming you did nothing.
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for escorted landing ships, I usually send in 2 waves. First wave deals with the fighters, and blasts as much of their guns into the landing ship as possible. Second wave comes in with torpedoes to finish the job.
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You can adjust the amount of healing by scrolling the mouse wheel, or by right clicking.
Wow, playing for over a year now, and I never knew that
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Like Stellar said, but do keep in mind that the game will be a lot less fun and tense if you can afford everything you want.
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Actually, the GUI simply won't update when you don't move the mouse. It'll still decrease.
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Like Waladil said, you need to go find the Alien Base in south africa.
If you're not an X-Com veteran, you probably won't realize this is happening, because there is no information telling you so (it's in the works though). What happened is that a larger alien ship (landing ship, cruiser or up) constructed an alien base in the region, which is influencing the funding nation, causing you to lose standing and funding.
The way to find is, ideally, having radar coverage of the region. Less ideally but more realistically, you have to overfly it with aircraft for a while. Several times in a row, until you find the base. It helps to use your chinook for this because it has a lot of fuel to stay on site. I have a spare just for finding bases outside my radar range.
THEN, once the base is found, you can attack it. Capture the leader, grab a metric buttload of alloys and regain quite a bit of standing.
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I think the need for a "wow-factor" is one of the biggest problems with current videogames.
Take your example, XCOM E:U. It certainly did have a wow-thing, with their "THIS is the alien!" in-your-face spining, posing camera shot. I liked it, sure. I also like how Call of duty has big showy setpiece fights. But the entertainment value wears off after 1 playthrough. I play call of duty for 6 hours, and then the campaign is done. I played XCOM for 10 hours and then it was over. I replayed it once with a pretty severe mod, but didn't even finish it. Big showyness doesn't make a game last a long time.
Meanwhile, I must have logged over 100 hours on Xenonauts, because it has good gameplay. It has replayability. The entertainment comes from the gameplay itself, not from being handed a new bit of shiny every once in a while.
The things I remember from XCOM E:U are the scripted events. That's fine, they were pretty good events. But the things I remember from xenonauts are during a nameless base defense mission, my 5 man group of reserves held back a flood of reapers with rockets and machineguns. That's also a good "event" and they're not limited to once-per-game, scripted events.
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It might be because toops can gain 2 ap per mission, so it's cap + max per mission. and then it's locked.
(New version) XNT Into Darkness V5.2 - "PlatinumDragon" (DISCUSSION TREAD)
in Modding Discussion
Posted · Edited by alcari
Not quite true, but yeah, you only get the hyperspace decoder after you finish an alien base... which kind of defeats the purpose of using it to figure out if they're building a base or not
BTW, loving the mod, kinda missing a high-tier aircraft like the marauder or fury, something that can fight a battleship (or at least catch it). Though this way is making me a lot more nervous than vanilla