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CornishGH

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Posts posted by CornishGH

  1. Hi, was playing Magnumnauts and raged after I got two terror missions in the first month. I was wondering how you could edit the frequency of terror missions that happen per month, as I looked in the AM_Terror.xml config file and couldn't really figure anything out.

    I also found an interesting subunit of the reaper while poking around in the Magnumnauts alien unit folder and found a subunit of the reaper only known as the 'martyr'. It had one weapon, a bombvest, but the Spectre XML file inside was for civvy units. Was this a part of earlier Xenonauts versions or added in this mod? It doesn't have any animations.

    IIRC the martyr was added by Magnumnauts. It was supposed to use civilian animations to replicate a suicide bomber, but I'm not sure if he got around to completing it.

  2. I like the mod. But when I install the mod some of the Nationalities don't show up and instead are replaced with #####. It's starting to bug me is there anything I can do to fix this?

    The only mods I'm using are Oppressive UI, Realistic armors, new ranks, and some new maps.

    At least one and probably more than one of those mods replaces the strings.xml, which this mod also does. You'll need to go through with winmerge or a text editor and copy all the lines for the new nationalities into the other mod's strings.xml.

  3. HHHmm this is very weird, I just played a level completely vanilla plus my mod (No maps) and it crashed at the end of the mission.

    Its strange because this part (1) of my mod is only changing weapons.

    I am reworking the Alien weapons to see if that is causing some kind of issue.

    All the crashes I had were directly related to soldiers dying (no deaths=no crash), so i thought it might be related to how the game recovers dead soldiers' equipment.

  4. Is it possible that it has something to do with what equipment gets recovered/doesn't get recovered from a dead soldier? I tried it multiple times, on an installation with CE and Xtended backgrounds fused in (as well as skitso maps i forgot to uninstall), with just Xtended, and with only this mod and every time it only crashed at the end of a mission when a soldier died. Even having soldiers "die" in the mission but get recovered with 1 health after the end let me continue to the geoscape.

  5. AAAhhh haaa I have been doing some testing and the crashing at the end of the missions is not down to my mod....

    It seems to be stiskos map packs that are crashing out on completion, not sure why, however if you play out my mod GC on a vanilla map everything is fine.

    Stisko any chance you can come to the rescue and save us from a life of vanilla maps?

    In the mean time you can still play my mod but take out the Stisko Map maps till the issue is resolved.

    I'm pretty sure there's no trace of Skitso's map pack on my installation and I'm still crashing after every mission complete.

    EDIT: Uh... okay. Not after every mission complete, it seems. I finished the same mission that crashed me last time i finished it, in roughly the same way, but didn't crash. Weird.

    EDIT 2: Seems like it happens whenever i finish a mission with someone dead.

  6. Let me know how this works for you:

    https://db.tt/F86hKuxT

    (Somewhat) tested with Xenonauts v1.06

    I tried to make them slightly different from the stock weapons, using accurate real-world clip/magazine sizes for instance (although I think the PK belts start at 100 rounds, I went for 50). Also I tried to figure out what real-world weapons the stock ones were based on and then compared those to the Soviet weapons and adjusted the stats accordingly. Only in some cases I ended up having to improvise on those because for example, when I looked at the effective range of the PK Machinegun vs. the stock one (looks like an FN Minimi) I ended up increasing the range to like 46, which I noticed is higher than even the sniper rifle, so I ended up adjusting that down considerably. I settled on it being higher than stock machinegun, but lower than the precision (sniper) rifle. In general, the Soviet weapons seem to be heavier than their Western counterparts, and on a few I found the clip sizes to be smaller (pistol 12 vs. 15, shotgun 6 vs. 8) although, I did up the AK-47 to 30 rounds and the PK to 50 so that should make up for it. The SVD Dragnov sniper has a 10 rd capacity, but the stock rifle- which looks like a HK MSG-90 -has 10 rds also even though it's real-world equivalent uses 5 or 20 round detachable box magazines. But again, I didn't alter the stock weapons at all.

    Please do make suggestions, and you are welcome to make any changes/additions or integrate these into whatever mods you like.

    At least for me, it's crashing every time I try to go to the soldier equipment screen from the map after starting a new game and placing my base.

    EDIT: Possible problem: items.xml calls a makarov item that isn't defined in the weapons.xml. Deleting it didn't fix my problem, but I'll keep looking into it.

    EDIT 2: Messing with the loadout.xml didn't help either. Not really sure what's going on. Does Xenonauts have an error log?

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