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Everything posted by Solver
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It's related to what I said yesterday about software. I can do that again but it will break every time I upgrade the forums, which I need to do because of security issues. The reasonable solution here would be to get the forum devs to bring this feature back, but of course they have removed it.
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"asiantown", "town1", "town2", "town3"
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We get much better computers and yet the general quality level of software has been going to shit for over a decade.
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Seems to be gone as well during the constant dumbing-down of all software.
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<a href="#boo">test blah blah</a> <a name="boo">Probably not </a>
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You think I still remember? Seems like you need to give their category (weapons.xml) to: WExtra1, WExtra2, WExtra3, WExtra4 for weapons and EExtra1..EExtra4 for equipment. Do not reassign any starting weapons away from the Ballistics category. Anything that is in the Ballistics category is treated as an unlimited item.
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It's actually hardcoded for specifically the Andron race, not the Robotic ability.
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Possibility port to Playstation 4?
Solver replied to thekillergreece's topic in Xenonauts General Discussion
As far as the original goes, there's zero chance of porting it to anything. -
[X:CE 0.34.2] Mod can't override font, splashscreen, and launcher
Solver replied to Sheepy's topic in X:CE Bug Reports
Not sure about the launcher. It should support Unicode by itself. If it does not, the fault is likely with the font as well. What does the launcher look like if you try to output Chinese text there? -
[X:CE 0.34.2] Mod can't override font, splashscreen, and launcher
Solver replied to Sheepy's topic in X:CE Bug Reports
Nothing I can do about this, I think - the modding system isn't yet active when those things get loaded. The super-early stuff like splash screen and font have to be replaced in the game's main folder. -
[X:CE 0.34.2] - entire stadium collapsed!
Solver replied to birds_and_trees's topic in X:CE Bug Reports
Ah yeah, the pulse cannon also does a fair bit of damage to the surroundings. And even medium drones explode. So the combination may well cause a collapse - and yes, they are fatal for everyone in the building. You can get a nasty surprise and lose soldiers this way. I wouldn't mind taking a look at the save though if you have one before the explosion, perhaps I can see why it's so slow. -
[X:CE 0.34.2] - entire stadium collapsed!
Solver replied to birds_and_trees's topic in X:CE Bug Reports
This is probably not a bug. Buildings in this game can collapse (there's an unfortunate delay with this though it should be 2-3 seconds on a decent computer). Heavy drones have a pretty powerful explosion when they die. If you kill one in or next to a building then it's not too unlikely for the entire building to collapse. -
[X:CE 0.34.2] Loading an in-progress GC save freeze
Solver replied to Policenaut's topic in X:CE Bug Reports
Not now. Quicksaves have had the problem since the beginning, which could be sound-related. Some other saves have also at times crashed with X:CE unfortunately, and even now it's not in 100% of cases. So it's hard to say. I don't even think X:CE changed too much there, it was mostly allowing to load ambient sounds from XML instead of just having a bunch of hardcoded ones. Still worth looking at. -
[X:CE 0.34.2] Loading an in-progress GC save freeze
Solver replied to Policenaut's topic in X:CE Bug Reports
I've seen an engine crash with one save recently that might be related to sounds, but of course I don't have the source code for that, so I wasn't able to figure out too much of that. Though the Ambient Sounds mod is very interesting in this context, I guess it could be triggering some underlying issue. -
[X:CE 0.34.2] Loading an in-progress GC save freeze
Solver replied to Policenaut's topic in X:CE Bug Reports
I'll check it out, although quicksaves were broken since before the "internal" modmerging folder was even made, so I doubt this will help. -
When will I find Alien Leader (and Alien Bases) ?
Solver replied to Xaiff's topic in Xenonauts General Discussion
That Wiki is out of date in every way. Alien bases do grow in size along with the rest of the alien invasion. Unless you use a mod like Dynamic UFOs, it doesn't matter whether you leave bases alone or not, their size depends on the overal alien progression. You can find them faster if you patrol, but eventually you'll discover them anyway. Xenonauts has a disbalance towards air combat though, in general. It's more important than the ground combat. -
Yeah it's ugly. I expected the "melee" decision in the code to be taken based on what weapons the alien spawns with, because that would have been sensible, but I got a surprise. So to fix the Xenomorphs not attacking vehicles, I had to make that check be "Reaper, or has the MeleeVehicles ability". Which is at least a safe choice, changing to the proper solution is risky.
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Probably yes.
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That's what I expected at first, but no - this is why the non-Reapers broke. This rule applies to Reapers and anyone with the MeleeVehicles ability.
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Yes, they override the script and always get aggressive. I think this is primarily because, with other scripts, it's too difficult to get the AI to engage properly and not constantly run away.
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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
Yeah, it's an equal chance for any main race that can be in this mission.