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Everything posted by Solver
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The loading screen should be accurate. If it says X:CE, it's loading X:CE. In-game, the quickest way is probably to check whether you have the memorial wall (casualty list) on the soldiers screen. It's only present in X:CE.
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X:CE works on Linux, it just cannot be downloaded from the native Steam Linux client. The way is instead to use the Windows client (with X:CE branch) via Wine.
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With the full understanding that the Geoscape is a work in progress, I think it's maybe a decent time for a first teaser screenshot of it
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It includes the XP fix so it should run fine.
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This thread is still the best relevant description.
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XCOM 2 did fine here by introducing the low-level Advent enemies, and having them wear face-covering helmets and have weird voices. The motivation for having Advent was more or less the same as yours, and the audiovisual design made sure it didn't quite feel like just fighting generic humans.
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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Solver replied to Charon's topic in Completed Game Mods
I don't even see what that has to do with Xenonauts. -
The only general AI fix in the code I remember is a bugfix to aliens sometimes deciding to do nothing at all. No good shot, no better cover, so they do nothing. In X:CE, they'll still take a low-chances shot if there's nothing else to do. X:CE fixes alien pathing with regards to doors, they don't get stuck in buildings or UFO sections and can actually open doors when they want to. Vanilla is unreliable in these terms. Aliens understand splash damage in X:CE. In vanilla, their accuracy calculation only considers whether they miss, or score a direct hit. In X:CE, they understand that splash weapons still do damage with a close miss. And one specific AI fix is Wraith teleportation. In vanilla, Wraiths do not teleport beyond how far they can run, and generally often display dumb teleportation behaviour, like going somewhere where they are easily killed. X:CE Wraiths understand the concept of teleporting to safety, behind some cover, and also of teleporting behind your soldiers to do an ambush. Except for the Wraith fix, the others are just corner cases. One of those fixes will maybe come into play one out of ten combat missions.
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X:CE is not at fault here because there are no changes to weapon damage or accuracy in X:CE. Weapon combat parameters are exactly as in vanilla. There are also no changes to alien accuracy or resilience. Thanks for jumping to conclusions though. Shields are actually more powerful than in vanilla as they even act as cover for the soldier behind the shield soldier. Yes, your troops will die to plasma rifles, unless you have some armor. So your tactics probably aren't good. Move slowly, leave TU for reaction fire, make sure your soldiers end their turn in cover and crouched as often as possible.
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No.
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It should fly. If it doesn't, you're maybe trying to fly somewhere the game thinks there's a roof?
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Translation project-Brazil Projeto de tradução- Brasil XCE
Solver replied to Lixneverbr's topic in Translation Discussion
By all means The best thing to do is to post the translation also as a standalone mod so that people can get it no matter what version of the game they have. Look at the French translation for an example of how it can be done very well: Once again, good luck to you with the translation - it's a lot of work and the dedication is to be respected. -
Translation project-Brazil Projeto de tradução- Brasil XCE
Solver replied to Lixneverbr's topic in Translation Discussion
As I said before - if there's a complete translation including the few new X:CE strings, and Lore+, I will be happy to ship this with X:CE if you agree. -
[X:CE v.34.3] Game Locks Up After Mission Completion
Solver replied to 20XX|Wolf's topic in X:CE Bug Reports
Glad to hear it! That mod is generally responsible for quite a few freezes. X:CE 0.34.3 makes it much more less likely to freeze, but you seem to have encountered one of the less fortunate situations. -
[X:CE v.34.3] Game Locks Up After Mission Completion
Solver replied to 20XX|Wolf's topic in X:CE Bug Reports
Thanks. The mission proceeds to the Geoscape immediately for me after killing the last alien, everything seems normal. Can you make another attempt with disabling the ambient sounds mod first? -
[X:CE 0.34 Unofficial today's release] Can't see floor in large ufo.
Solver replied to Atomiswave's topic in X:CE Bug Reports
The roofs workaround should be totally fine if you press the roofs button to get the third (ground only) mode. There isn't really any chance of fixing this. -
Yeah the ones that you identified are pretty much correct. After missions and kills, there are progress towards improving each stat. Don't recall the rest off the top of my head.
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What you see there is the most confusing aspect of the game's LOS system, the corner leaning leading to asymmetrical line of fire. In your pictures, yes, the guy inside the building can shoot at the guy outside, but not vice versa. The best way of explaining is that characters can actually lean into adjacent tiles when standing at corners/doorways, and in this case, the guy inside can "lean out of the door" and so get a shot along this wall, while the guy outside cannot from that position. So in this case it's not actually wrong, but it is confusing. The bad news is that the LOS/LOF system is very convoluted. In X:CE, the bugs have been pretty much fixed so that the system works as intended, but even as intended it has several scenarios that are difficult to understand, and this is by far the most confusing one. The good news is that, if you play for a while, you'll get a feeling for these things and become able to recognize the asymmetrical LOF situations and other corner cases. Some UFOs are broken beyond fixing. Rectangular things work okay with the game, rounded things don't. So landingships (essentially circular) and cruisers (circular with wings) are the worst.
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X-Division is an overhaul mod, and in addition to being bigger, it's also much more difficult. The mod is definitely big and varied, a couple hundred new weapons and much more. I don't think it's filler because the X-Div guys have very carefully worked on gameplay effects so the stuff they add actually has significant gameplay effects, whether subtle or not. X-Pansion pack is not nearly as big as X-Div, and I wouldn't call it an overhaul for sure. It's more what it sounds like, an expansion pack. It maintains a feel that is very similar to vanilla, and adds smaller amounts of content. It's also more difficult than vanilla, but less than X-Division. The X-Pansion Pack mod is newer, and isn't as well tested as X-Div, and doesn't receive such good rebalances. I don't think there are other major mods for the game. The various map packs are included in X:CE, and there are many mods that change some element of gameplay, but X-Division and X-Pansion Pack are the only current mods that expand the game significantly.
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I think you mean this video - it should of course be liked for everyone. Chris does indeed look to be under 90.
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[X:CE V 0.34.3] Crash possibly on Wraith teleport.
Solver replied to DandelionRespawn's topic in X:CE Bug Reports
I really don't think it has to do with range because the Wraith in this save tries to teleport well inside of vision range. Now if you get a save that freezes every time and not just much of the time, that would probably be perfect. Or, well, the perfect situation is that the game doesn't freeze anymore. -
[X:CE V 0.34.3] Crash possibly on Wraith teleport.
Solver replied to DandelionRespawn's topic in X:CE Bug Reports
It does auto-update, yes. Then this probably means the small mod versions numbers haven't been updated on Steam, which is just as well. So disregard that. @Charon, do you know anything about teleports and freezes? -
[X:CE V 0.34.3] Crash possibly on Wraith teleport.
Solver replied to DandelionRespawn's topic in X:CE Bug Reports
It's not that - it's probably that the bug, if it still exists, has a somewhat random nature. This isn't the first time I see a report and cannot reproduce it. I should note though that there's a newer version of X:CE. Update to 0.34.3 to get a few more bugfixes.