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Everything posted by Solver
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Yeah that's the idea. So stun gas: <Props damage="0" stunDamage="40" damageType="chemical" dissipationChance="50" accuracyReduction="10" /> should become <Props damage="0" stunDamage="40" damageType="chemical" dissipationChance="50" accuracyReduction="10" multiplePerTurn="1" />
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Might warrant a fix along with the MeleeVehicles thing for non-Reapers then.
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I think @Charon wanted to test that one? I haven't tested it at all, just coded, which makes it slightly uncertain whether it works
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No, you only need one Officer. When you interrogate an Officer, your objective should change to "capture an alien Leader". Though it's useful to capture one alien of every race for the extra bonuses. Stunning the higher-level aliens is a bit more difficult, but for the most part, it's not that difficult. You can stun lower-levels aliens just with stun gas or electro grenades quite easily. For higher-level aliens, prepare a soldier with a stun rod - take a soldier with high TUs, give them a stun rod, and hide them near the alien. On the next turn, suppress the alien, run your stun jockey up and stick the baton upon the alien's exhaust port, 2-3 hits will do it. Okay, stunning Praetors is still kinda challenging (in X:CE, not in vanilla), but they're the super-badass masterminds of the alien invasion, and should be expected to put up a fight.
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[X:CE 0.34.2] Loading an in-progress GC save freeze
Solver replied to Policenaut's topic in X:CE Bug Reports
Loading them should be just fine as long as you do it from the main menu. -
Yes, it's because you cannot capture the same type of alien multiple times. If you have captured one Caesan, you cannot capture any more - they can be stunned but will be shown as "Executed".
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I messed up the initial upload of 0.34.2, so I made another one shortly thereafter to fix some file structure stuff.
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I just checked and it's in the Steam upload. Perhaps if you do the "verify local files", it will download the tropical maps.
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Soldier rotation is in increments of 45 degrees. When right-clicking a tile some distance away, it can sometimes be hard to judge whether it's in the next 45-degree cone or not, at least this is a problem I've experienced in X1.
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This is definitely where I would recommend the Community Edition. It's not bug-free, but it certainly has fewer crashes and many fixes to LOS and Z-Ordering, along with other fixes - though there are also numerous problems, such as seeing through Landingship/Cruiser hulls, that are basically beyond salvation.
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[X:CE 0.34.2] Loading an in-progress GC save freeze
Solver replied to Policenaut's topic in X:CE Bug Reports
I think quicksaves never worked properly in loading, unless you quit to the main menu first. This is something I was unable to figure out something like 2 years ago... -
No, all my development and testing is just on the base X:CE. I saw that missing-walls house in a base X:CE playthrough. Weird.
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Same.
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[X:CE 0.34.2] Loading an in-progress GC save freeze
Solver replied to Policenaut's topic in X:CE Bug Reports
Never encountered that one... it's not a quicksave, is it? -
I've seen that building with the missing walls myself! Unfortunately, I know nothing about mapping or how maps in the game work, so this is a bummer. The additions in 0.34.2 are the tropical maps and the Fix Pack, but these do not seem to be the issue according to you...
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Ah. Because there may be issues with non-Reaper melee units being, for instance, less aggressive. Not sure, it's not so easy to tell, which is why I asked about your first-hand experiences. Well, this was unfortunate.
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Aha. I may have found the thing that makes Reapers special. In that case it's a bit surprising that any other melee aliens work at all... Tell me, have you seen some unexpected behaviour differences between Reapers and other melee aliens before?
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Can you post the relevant parts of XML? The alien race/rank from aiprops, and the melee weapon they use from weapons_gc?
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Ah, that would be a bug. This should not be so, there is nothing specific to Reapers. Something else might be different with your race or the weapons they use. Do they, for instance, have a weapon with bulletType "melee" and props isMelee="1"?
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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
That's the right place for it, I've already put it into its suggested place in the X:CE package. The important thing is for its to be above the map packs (Skitso's, Random, Restored Community). -
[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 really like what you guys are doing with the screens. Definitely making good use of X:CE there! -
Performance issue with Community Edition
Solver replied to jpzett's topic in X:CE General Discussion
No VSync, I don't think it's even possible. A bit strange that some have also reported 0.34.2 running faster, I didn't do anything with the graphics or other rendering. Could the slowdown be on your end due to X-Division having a lot of data? The mod is very big and so I believe lower performance can be seen on weaker PCs. -
When will I find Alien Leader (and Alien Bases) ?
Solver replied to Xaiff's topic in Xenonauts General Discussion
Foreword: if you don't have the Community Edition, install it and continue with that. It's a much smoother experience. What UFOs are you shooting down? Sounds like you're having trouble in ground combat but are doing well in the air. Shooting down UFOs is actually enough to delay the alien invasion by a lot. I assume you've captured an Officer, but if you've played to 1982, there should have been Leaders around, even on Easy. If you have Cruisers or bigger UFOs, those can have Leaders. Alien bases as well, though not the smallest ones. -
[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
You would be able to, had you thought of this earlier! -
Ah, excellent!