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Solver

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Everything posted by Solver

  1. I may have said in the past that a full X-Div playthrough would be somewhat time-consuming
  2. Hmm looks like I found a bug in the next version of X:CE... something about aliens having better accuracy when shooting förbannade danskar. Well that's no big deal, can't be bothered fixing.
  3. We all know danskjävlar cannot write their own language properly!
  4. Soon is quite soon I believe I am done with the actual coding, but 0.35 will also feature a newer and more complete French translation that Rodmar18 is currently improving. I don't think you have to wait until 0.35, you can just start a new game. X:CE saves are always compatible, and most of the changes in 0.35 are relevant to future versions of X-Division or some other mods. Other than that, 0.34.3 is very nice and playable.
  5. There is no explicit limit on cities, though with the way the game is coded, I wouldn't be surprised if some subtle problems appeared with several hundred cities. Funding comes from regions, not cities, but you have to be careful with the balance of terror missions. A terror UFO will choose a random city, ignoring regions that have been lost. So if you have too many cities in one region, then that particular region could see too many terror missions. You can ignore the population numbers, they do not get used in any way.
  6. This setting has a long history. Before the game was even released, lost airplanes were destroyed permanently. Then toward the release, Chris decided to change it and implement the "recovery" mechanic, as the cost of losing an airplane was too high. Then there were some strong feelings about that, with the realism aspect and all, so this toggle was one of the first things added in X:CE.
  7. Okay, and for your translation, just added a string "GoToAlienBase" that will get used in the alienbasediscovered.lua script. So it's now possible to use two different labels in languages where that fits better.
  8. Yeah, that's because it does actually take the same string I see your point though!
  9. Wasn't aware people use those and not the mouse wheel. But sure. Feel free to test it.
  10. Isn't the easiest way to avoid the awkwardness to use something like "Show" for the translation in both labels?
  11. Yeah, that is a hardcoded name. The localized size strings are only used for the blue Geoscape icon displaying the base. Just coded a probable fix. Thanks for mentioning this. I'll need to know where in the game this happens to fix.
  12. Charon's files are correct for 0.34.3. I should fix the discrepancy between the two mod packs, but 0.35 is coming soon anyway.
  13. Could be the particular alien crew on this mission triggering the modmerge error. I see Caesan Elites, Leader and Medium Drones in the save, perhaps one of those is having a merge error.
  14. Yeah, I'm unable to load the actual save because of mod errors, so I'm stuck watching it in a hex editor. Checking the code, aliens killed in the crash should normally give corpses and items, although if the power core explodes then the resulting explosion will wipe out items. It does though make me think that I should perhaps include an explicit condition that at least one alien should survive a crash, otherwise pointless missions can be generated in some rare cases.
  15. This is a minor bug, and probably a case of a small alien crew being generated, and subsequently being killed. If a small crew of 4 aliens gets generated, then having them all die in the explosion is a 1/256 chance - so a rare event but something you'll probably see eventually if you play a lot. On the other hand, looking at your save I see that it's a Carrier, and there are numerous living aliens stored in the save file.
  16. I have not recommended anyone anti-virus software for years, I think that using it currently is at best ineffective, and often harmful. Though I'd recommend doing an occasional scan with Malwarebytes.
  17. @Mattes98 All I can say for sure is that the corrupted files you post get truncated after the save file header, and before the actual data is written. That is the point in the code where the game does its first write to the file, and aborts in the case of problems. So my impression is that the game is unable to access the file system properly at that point, which can be due to external factors like disk space or AV interference.
  18. @Charon Message me when you can - help me make sure my dev copy has a completely clean X-Div installation and I can probably look into that.
  19. Flashbangs are a matter of luck whether they do it in one hit or not. I prefer first using the LMG to suppress (again, from medium or long range), and then adding a flashbang. The combined effect is often good enough to suppress several aliens!
  20. Should be noted that firing angles specifically can be a bit strange in the game - there is a logic to them, but it's hard to explain. You basically need some experience. Getting body armour is a big step in the game because, until that point, your soldiers are likely to die in one hit. Jackal armour isn't great but surviving a shot is no longer a miracle then. Smoke works quite well, as you'd expect (not against Sebillians though), but my preferred method is to use the rocket launcher. Scouts in particular have a pretty nasty layout, with the main semi-circular room such that aliens inside have a clear shot. Blow the door up with a rocket from long range and there won't be any reaction fire, you may even kill / wound an alien. Then follow up with other fire inside the UFO. The engines on each side of the room are very explosive, and aliens like hiding next to them.
  21. @Charon Help regarding mod priority? Does that look right? I think the X:CE base mod should be lowest on the list? Incendiary grenades should be in the game.
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