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Everything posted by Solver
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PLEASE add an option to auto-resolve air/ground combat!
Solver replied to Serben's topic in Xenonauts General Discussion
You can ask in the modding forum... it wouldn't be difficult to put a mod like that together by yourself, especially if you describe what you want in a bit more detail. For instance you could easily make all research and manufacture take half the time. I don't see how having less UFOs would make the game significantly faster, you don't have to assault all of them anyway. -
PLEASE add an option to auto-resolve air/ground combat!
Solver replied to Serben's topic in Xenonauts General Discussion
I can't see this being implemented. Ground combat is the central part of the game. Without it, you're left with a base-building game that's quite easy to figure out and a mediocre air combat minigame. The airstrike feature is in the game so you can have some gains when you choose not to go on combat missions. -
I'l take that up privately.
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[X:CE 0.34.2] MeleeVehicles + BurstFire weapon CTD
Solver replied to Policenaut's topic in X:CE Bug Reports
Solver's not working on much of anything right now. -
[X:CE 0.34.2] MeleeVehicles + BurstFire weapon CTD
Solver replied to Policenaut's topic in X:CE Bug Reports
I don't care. It's cosmetic graphical stuff that is at the absolute bottom of my priority list, and probably the skill list as well. Just about every other known issue is more important. -
[X:CE 0.34.2] MeleeVehicles + BurstFire weapon CTD
Solver replied to Policenaut's topic in X:CE Bug Reports
I don't care about the animation bug really. It affects nothing important, may be a vanilla bug as well, and isn't worth the effort for sure. -
[X:CE 0.34.2] MeleeVehicles + BurstFire weapon CTD
Solver replied to Policenaut's topic in X:CE Bug Reports
In ufocontents, your aliens look like Scuttler_Warrior_Aggressive, right? -
[X:CE 0.34.2] MeleeVehicles + BurstFire weapon CTD
Solver replied to Policenaut's topic in X:CE Bug Reports
From my perspective, this would be good to fix not specifically because of these burst aliens but rather undesirable effects such as in X-Div with drones/androns, etc. -
[X:CE 0.34.2] MeleeVehicles + BurstFire weapon CTD
Solver replied to Policenaut's topic in X:CE Bug Reports
I'm not touching anything though without some good saves. I can't be bothered setting up a test mod and scenarios. -
[X:CE 0.34.2] MeleeVehicles + BurstFire weapon CTD
Solver replied to Policenaut's topic in X:CE Bug Reports
I also have no idea about that, but the bug is probably somewhere in that AI logic then, because there are no other hardcoded race rules. -
[X:CE 0.34.2] MeleeVehicles + BurstFire weapon CTD
Solver replied to Policenaut's topic in X:CE Bug Reports
Again, there are no "standard race conditions" in the code that I can find, except for one Reaper rule. Everything else is controlled via aiprops only. A race with the same aiprops as Caesans is supposed to work 100% the same as actual Caesans. Since MeleeVehicles is only for a melee alien and BurstFire is ranged, I don't see any point in investigating this. -
[X:CE 0.34.2] MeleeVehicles + BurstFire weapon CTD
Solver replied to Policenaut's topic in X:CE Bug Reports
Something else is broken there, the MeleeVehicles ability only does one thing, which is modify the pathfinding algorithm of melee units so they don't get stuck in front of vehicles. That's it. It also triggers the same condition as Reapers in the code, and forces the script to Aggressive, regardless of what's set in the aiprops. There aren't more Reaper settings than that. -
[X:CE 0.34.2] Custom alien race passiveness
Solver replied to Policenaut's topic in X:CE Bug Reports
Yes, the AI tries to use collective decision making. It's a good system overall. What the AI units then prefer to do depends on their aiprops. For example, whether they will target the same enemy or not, and whether the group will prefer to stick together or run searching for enemies. What I am not seeing how that grouping or behaviour could be different based on whether the race is custom or not. Stuff's complex Specific GC saves might help understand this though. -
[X:CE 0.34.2] Custom alien race passiveness
Solver replied to Policenaut's topic in X:CE Bug Reports
I'm sure you are correct, I'm just saying it's not a direct race check. The AI decision making as a whole is complicated and it's of course not a simple table or something like that, it's a complex interplay of the AI variables. But then in my understanding it should only depend on the aiprops variables, not on the races themselves. Which seems not to be the case. -
[X:CE 0.34.2] Custom alien race passiveness
Solver replied to Policenaut's topic in X:CE Bug Reports
It works for non-Reapers now... -
[X:CE 0.34.2] Custom alien race passiveness
Solver replied to Policenaut's topic in X:CE Bug Reports
This is something I do not understand. It simply doesn't seem to be that way. I'm searching the code for the race names, and only find a few references to them. Caesan: Code that spawns the forced crash site on lower difficulties. And code that creates defaults if maptypes.xml is missing. Sebillian: Exactly the same. Andron: Same, plus code that disables crouching, and that changes their move sound. Reaper: This one has more references, for the old zombify code. Harridan: The glowing stuff code when shooting. -
[X:CE 0.34.2] Custom alien race passiveness
Solver replied to Policenaut's topic in X:CE Bug Reports
Does this custom alien race attack in a melee fashion or use normal ranged weapons? -
Alien grendes no sell from crash mission
Solver replied to Grimples's topic in X:CE General Discussion
There is no research for alien grenades at all. -
Alien grendes no sell from crash mission
Solver replied to Grimples's topic in X:CE General Discussion
I'm quite sure they still autosell if any end up captured in combat. -
Dunno, I'm a bit too lazy/busy to set it up. Ever use FileZilla or another similar client for adults? Could have you upload to the mod area directly.
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Ah that's not the downloads system, it's the server upload limit. Uploading files so big through a simple web interface isn't great. Needs another approach
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No. What's the problem?