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Everything posted by Solver
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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!
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So my first impressions are overall good, it definitely feels like Xenonauts, which is the main thing at this point. The quality is obviously very much pre-alpha, but that is to be expected. The biggest issue is how difficult the aliens are to spot. They're pretty much invisible if behind trees, and also blend into the background. I think you need highlighting, and also transparency. And camera rotation. I think inspiration can be drawn quite directly from the Firaxis take on X-Com, they handled clarity in a 3D environment very, very well. I got the manual overwatch a couple of times. Not sure yet why it's supposed to be an improvement. Even at this early stage, I like the effects when the aliens shoot. I know there are no UFOs yet, which is why I'd like to say now that I am hoping to see some big ones as well. I think Xenonauts did almost everything better than the original X-Com, UFO assaults being one of the few exceptions. I hope to see some bigger ones this time, where you're actually fighting in the UFO, and not just at the very end of the game.
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Yes, with the soldiers/aliens running there's a general feeling like the framerate isn't very high but I don't think it's any worse than should be expected from such an early build. Oh, there's also a slight visible delay when updating the FOW status of tiles, which also feels unsurprising given that it was one of the hot points of X1 ground combat performance.
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Huh, I'm not experiencing major performance issues (aside from everything feeling unsmooth in general which is expected at this point) but I haven't been able to complete the mission after 3 attempts, it always freezes sooner or later during the alien turn.
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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
Hey, don't be too hard on yourself regarding that... several people got access to the source code but produced very little code or even no code. This is not surprising - the game's code is not particularly easy to work with, and even some seemingly simple changes require a lot of effort. It's not the kind of codebase where people with minimal prior C++ or programming experience could produce results. -
Whoa, Sentelin! Good to see you here. I'm also quite happy that the Xenonauts community is still alive - it may not be a huge community but there's new content still coming and it's doing great for a 2+ year old low-budget game, and I'm happy to do my part!
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See, this is why I do not have to worry too much about details when doing stuff - I know modders like you have gotten very creative, so you figure out stuff such as doing dummy categories. Sounds great to me.
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If you don't want some of the default XCE/vanilla manufactures, you can of course also remove them through modmerging. I think you're doing things correctly. If you are unhappy with the category a particular items gets thrown in, create a ManTech for it. I do not have any more details about how this works. The UI will look for what technology produces the item. If there are multiple, then I guess it will be the first technology that gets used, and I don't know what "first" is. This is how coding stuff for the game usually goes, I code it, then you figure out how it actually works
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I do not understand what you are asking. Your new manufactures work the same way as the manufactures in the vanilla files, as always. New categories for airplanes and vehicles should work as long as they have FillsSlot with "airplane" and "vehicle" respectively in those strings.
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That one shouldn't be maintained anymore, instead we have the releases subforum. I'll go make the formatting that states so more clear.
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By the way, I pretty much rewrote the X:CE introduction thread and added some contents to the modding tutorial thread with this release. I hope it helps a bit with understanding of X:CE.
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In researches.xml, same way as you unlock manufactures under "When finished". LockManufacture("ManTech.Jackal");
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Yes, they drop weapons if they panic and run, then the message is "broken down and fleeing". If they just panic, and the message says "X has panicked", they just skip the turn. Alien bases do grow, though it depends on the mods you're using. If you're using the Dynamic UFOs mod from X:CE, all bases grow separately. If you're not using that mod, the bases all grow at the same pace, it's a global thing then. You can see what size the base is by its name. They're called Alien Outpost/Base/Fortress for the three sizes. The biggest bases have something like 25 enemies, so do not take them lightly.
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I on the other hand find myself annoyed by how long those messages stay on the screen. They're on for like 2-3 seconds, and then you see the soldier running away - after the first couple of times, you really should have no problems noticing. And yes, alien bases do damage relations with the country, but it's not by that much. If you have good air coverage of the country in question, you should be able to offset the damage done by the alien base. Of course you should keep an eye on the expected funding change.
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Thanks guys! I'm interested to see what you come up with - there's definitely quite a lot of room of possibilities now. This version has also been uploaded to Steam now.
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When your soldiers panic, you get a message. "Soldier Guy has broken down and is fleeing". Then you see them run away. Just remember roughly where they were before they ran and you can easily pick the weapon up on the next turn. Psionic attacks are powerful, that's what makes Caesans strong. Otherwise they would be much less of a threat than Sebillians or Androns. And you should be well prepared before assaulting alien bases, especially the biggest ones. You need good troops with high stats, good equipment, a lot of smoke and reaction fire. I find those to be the most difficult missions in the game.
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Xenonauts: Community Edition 0.34.2 PREVIEW
Solver replied to Solver's topic in X:CE Release Announcements
Yup, just verified the fix, it's all good. Thanks @sfarrelly for once again being quite awesome. -
Xenonauts: Community Edition 0.34.2 PREVIEW
Solver replied to Solver's topic in X:CE Release Announcements
Ah. I've been familiar with the bug for a long time, had no idea about these reproduction steps, however. It's not a really important bug though given that it's an uncommon scenario and the fake base will disappear after saving/loading. Still, it's possible to fix. -
Guide for modders - new features and variables
Solver replied to Solver's topic in X:CE General Discussion
Starting with 0.34.2, gases can be allowed to do damage multiple times per turn. In such a case they will work like fire does, dealing damage for every tile a Xenonaut/alien passes that has the gas. To enable this, edit the relevant gas in gas_gc.xml and in its Props, set: multiplePerTurn="1"