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Solver

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Everything posted by Solver

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. @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.
  6. @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.
  7. 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!
  8. 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.
  9. @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.
  10. 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.
  11. 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.
  12. 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
  13. It includes the XP fix so it should run fine.
  14. This thread is still the best relevant description.
  15. 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.
  16. I don't even see what that has to do with Xenonauts.
  17. 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.
  18. 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.
  19. It should fly. If it doesn't, you're maybe trying to fly somewhere the game thinks there's a roof?
  20. 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.
  21. 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.
  22. 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.
  23. 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?
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