silencer
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Posts posted by silencer
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I tried this with the Steam CE and did what silencer said. The only thing I did not notice is the color bars are still green but all the other works fine that I can tell.
If you are using XCE, delete internal folder. It contains all the copies of scripts. The game will recreate with fresh ones and you should have right colours.
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Sorry to cut your hopes, but I think it was discussed somewhere and it's not possible.
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Ah, the right one. The description in Xenopedia didn't mention that. And yes this was by flying down.
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Got more bad news about the carrier UFO. Got my soldier stuck inside a wall. Was trying to blow up the ramp - It didn't get destroyed and if I land on the doorstep above the doors (or whatever you call it), the soldier gets stuck inside UFO wall. Did I drop the charge on right elevation? (that read ramp sort on 3rd level?
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Can I ask for more maps for Massive UFOs? I'm fighting carriers and 90% of time I get same industrial map with slight variation of starting location. And I think it's the vanilla one only.
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Can I ask for more maps for Massive UFOs? I'm fighting carriers and 90% of time I get same industrial map with slight variation of starting location.
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Oh wait I forgot I've changed appdata folder I thought I didn't because of some errors and I looked at the wrong one, which was empty.
Tue Sep 16 23:16:22 2014: Xenonauts, version .Tue Sep 16 23:16:22 2014: Pixel Shader Version: ffff0300Tue Sep 16 23:16:29 2014: MOD ERROR: Columns do not match.Tue Sep 16 23:16:29 2014: MOD ERROR: Merging Excel XML for mods/fire in the hole v3.0 (xce v0.27+)/ from mod ufocontents/airplane.alien.corvette.caesan.xml failed.Tue Sep 16 23:16:29 2014: MOD ERROR: Columns do not match.Tue Sep 16 23:16:29 2014: MOD ERROR: Merging Excel XML for mods/fire in the hole v3.0 (xce v0.27+)/ from mod ufocontents/airplane.alien.corvette.sebillian.xml failed.Tue Sep 16 23:16:29 2014: MOD ERROR: Columns do not match.Tue Sep 16 23:16:29 2014: MOD ERROR: Merging Excel XML for mods/fire in the hole v3.0 (xce v0.27+)/ from mod ufocontents/airplane.alien.corvette.andron.xml failed.Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:16:31 2014: ##### : Missing string for label '0'Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_03.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_04.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_05.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_06.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_07.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_08.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_09.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_10.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_alt.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:26 2014: MOD ERROR: Element without MODMERGE has both children and attributes: tilemapTue Sep 16 23:17:26 2014: MOD ERROR: Merging XML for maps/ufos/Crashed/lightscout/lightscout_layout_06.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:30 2014: MOD ERROR: There are multiple elements to update: PathingMechanicsTue Sep 16 23:17:30 2014: MOD ERROR: Merging XML for aiprops.xml from mod mods/fire in the hole v3.0 (xce v0.27+)/ failed.Tue Sep 16 23:17:30 2014: MOD ERROR: There are multiple elements to update: PathingMechanicsTue Sep 16 23:17:30 2014: MOD ERROR: Merging XML for aiprops.xml from mod mods/improved alien loadouts/ failed.
And it looks like I have question to kabill, what FitH is doing in this log?
It's back to the ol' drawing board for me then.
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There are no error logs. I'll add that modmerge later and check it. But if I read right
- if an element has no MODMERGE attribute
- if a matching element doesn't exist yet, it is appended in the right place including all its child elements
shouldn't this kick in ?
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When aliens auto shot from max weapon range and hit 3 times your soldier behind 75% cover or you HMG guy misses all 10 shots within 3 tiles range of an alien, wearing predator armour, kneeling and having 100 accuracy.
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you mean like <Rank type="GuardLight" MODMERGE="insert"> ?
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So in AIProps I have added new alien rank type. In UfoContents I've made that UFO uses only this alien rank. The game however uses default load out from the XCE. IF I change the UFO content to already existing aliens, in mission correct aliens are generated.
Example I have added this to AIProps
<Rank type="GuardLight"> <Props APs="50" Resilience="60" Strength="60" Accuracy="60" Reflexes="55" Bravery="50" /> <Decision MinimumAccuracy = "0.40" EngagementRange = "25.0" /> <Armour kinetic="0" energy="0" chemical="0" incendiary="0" /> <Items killed="Items.CaesanGuardCorpse" stunned="Items.CaesanGuard" /> <BloodHitSprite name="particles/hit_alienblood/hit_alienblood" /> <Equipments> <Equipment> <PrimaryWeapon name="weapon.AlienPlasmaPistol" /> <Belt> <Item name="ammo.alienplasmacell" /> </Belt> </Equipment> </Equipments> </Rank>
and this to for example light scout.
Caesan_GuardLight_Aggressive 10 10 10 10
[/Code]I've made in units\aliens\caesan\ another folder to have proper sprites for the alien.
After starting new game, I've got the standard aliens instead of what I have assigned. If I replace GuardLight with Elite in Ufocontents, elites are spawned in next UFO that gets created.
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Does anyone know where that Guard type AI spawns?
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Yes, in TFTD there was 10% resistance and I thought EU had too, guess TFTD was more advanced.
Obviously you must be lucky that 1 shot kill hasn't got to you. And there is quite a margin between 1 shot kill and being invulnerable.
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Another bug in second layout of Carrier UFO. On top floor the right entrance to the command room has two doors. The left one has one.
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Reaper attacks that are not in Xeno sights don't zombify civilians. Is this intended? Also sometimes soldiers don't provide light source on their tiles, the damage popups don't show then when taking hits.
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I found another issue with balconies. When using rockets for example on the upper floor or at least it detonates in near vicinity of balcony. The soldiers on lower floor will get hit by explosion. Don't know if should be addressed in XCE or your mod tough.
In this image I have "planted" a rocket between those two tiles on fire. The soldiers that were beneath, face hugging the wall that separates teleporter room with cargo room, where hit by explosion.
Same applies to balcony in Carrier.
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When loading autosave having Valkyrie dropship, the area where soldiers are looking at the start is uncovered.
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However I don't want my soldiers to become invincible, since that would remove any tension. However being able to at least tank a single shot or two should be a given for the most expensive, and powerful, armour in the game.
And that is my point too.
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Max damage off of a plasma rifle was 160 so a soldier in a Flying Suit was still at risk of being one-shot even if they got hit from the front (not very likely mind, but still possible regardless of their HP level since HP capped at 50). And a Heavy Plasma would 1HK anything at least 25% of the time and probably more (depending on the side the soldier's hit from and their HP; get hit from the rear and it's more like 40-50%).
Flying suit had resistance towards plasmas - I don't know how much but I think plasmas did 80% of their normal damage. The HP of soldiers capped at 60 not 50.
Personally, I'm happy with the risk of being 1-shot. I don't like being in a situation where I know my soldiers definitely can't be killed, since it takes the tension out of the game for me.Being 1-shot killed is not fun, anyone will tell you that. And I am not suggesting that soldiers should be immortal gods once reached certain level of plating.
Also my point is that aliens can 1-shot kill you - you can't 1-shot kill them in respective manner.
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Where can I change the amount and frequency of new soldiers to hire?
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However, aliens can do it a little easier since the throw cost for alien grenades is only 45% rather than 50% (and I suspect they don't suffer any costs for quick-item using)
And that is the point.
Generally, the progression of alien weapons in the game produces a similar outcome to the OG in the end whereby armour is no guarantee of protection, even though it is actually helping.In OG Flying suit gave you guaranteed protection to plasma rifle which is used in all the parts of the game. Only super critical might wound you. The Heavy Plasma had to score above average damage to wound you and high critical to kill you. In TFTD the randomness was reduced to 50-150% just like in Xenos, however Ion Armour was impenetrable from the front to Sonic Cannon. And Apocalypse is another cup of tea, where Disruptor Armour allowed you to withstand few Disentigrator Cannons shot or dimensional missiles (not counting personal shields).
In my terminology - armour is suppose to allow soldiers to survive few shots and not be waste of resources that depend majorly on luck.
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Yes they can. Though they say there is a logic for aliens to avoid the fire, but I haven't seen it in action yet. It's because how the game engine works. The tiles can bu updated once the player spots them.
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Yeah and I have returned values from before double nerf Chris gave (lower values and degradation). It roughly increases survivablity by 20%. Not much.
Praetor Gun 120 60 110 + 50-170Your average Joe has about 60-80HP, and you must be really stupid to hire soldier with less than 50HP anyway. It means that no armour can save you from Preator, while he can laugh at Mag Rifles. And when you are playing on insane, amour could not exist, since I saw alien precision do 80 dmg.
0.30HF1 - TU Bug
in X:CE Bug Reports
Posted
Opening red doors gives you hell of a lot of TU's.