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Redbull102

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  1. It is not working for me too. And as long as there are no guides, I am back to modding the mainfiles again.
  2. No you are not the only one. Not sure about aircraft messages, but sure about NO cover indicator in GC.
  3. When I give my first soldier a move order, the movement animations are not as smooth as before. When I give now my second soldier a move order, the animatedsprite of him/her begins to jump in small steps. If I give now a soldier a move order, and another soldier is moving too, then the animations get even worse, they jump in bigger steps. With "Exp. Ver. 1.09" the animations were good, there could be 4 or more soldiers moving at the same time, the movement was smooth, no jumps. Redbull102
  4. For me it worked ( Exp Ver 1.09 ) as long as I did not change the names. After I changed the names of my soldiers to EU01-EU15 it no longer worked. First became EU03 followed by EU07 then EU01.... complete chaos. So I no longer change the names of my soldiers. Edit: With Exp. Ver. 1.5 it workes. Just renamed my soldiers to Eu01-Eu10 and it worked... I even tried to rename a soldier with a "K" as first letter to Eu01 and a soldier with a "B" as first letter to Eu02 and somebody with "D" to Eu03, another with "A" to Eu04.. and they were sorted as Eu01,Eu02,Eu03,Eu04... It is no longer chaotic.
  5. When clicking at modding tools, there are no longer the GC Level Editor and the other Editor, only the new ModManager. With 1.09 I could start the editors and mod the maps ( like the farm maps ). The GC Level Editor does no longer work. Tried to start the exe from the folder, but I could not choose a map to load. Redbull102 PS: One map can be loaded... the final mission. All other maps disappeared in the editor. And when I try to select a mapkind ( lightscout ) out of the soviet town submenu the editor crashes. There are double entries for all ufokinds in the soviet towns too. PSPS: It gets even worse. The town and soviettowns tilesets create a strange bug. When I select the "town" tielset I see under UFOType 1 entry for all ufos ( battleship,carrier,scout,lightscout... ), when I now select the "soviettown" tileset, I see under UFOType 2 entries for all types of ufos, when I now move back to "town" I see 3 entries for all types of ufos, selecting "soviettowns" again, there are now 4 entries for all types of ufos, selecting again "town" 5 entries for all ufotypes..... So every time I switch from town to soviettown or backwards there is +1 UFOType for every UFO
  6. Got a text bug after capture of a wraith. Instead of "Wraith analysis", the whole description text is in the window. Edit : Same happens with reapers
  7. I always see Noobyouhired. I cannot find nobuhiro in the soldiernames.xmls
  8. Found this in the gameconfig.xml Think it counts for the aliens... my trooptransports crash not that often ^^ <dropshipCrashEnemyDeath value="50" comment="The chance for a soldier to die while crashing over enemy territory." /> <dropshipCrashEnemyWounded value="25" comment="The chance for a soldier to survive wounded while crashing over enemy territory." /> <dropshipCrashEnemyHarmless value="25" comment="The chance for a soldier to survive harmless while crashing over enemy territory." /> So there is a 50% chance that a alien dies when crashing over enemy territory ( guess it means in radar range - or inside the circle ). 4 alien light scout -> ( 1/2 )^4 -> 6.25% chance that all aliens are dead 6 alien scout -> ( 1/2 )^6 -> 1.56% that all aliens are dead 8 alien corvette -> ( 1/2 )^8 -> 0.39% that all are dead... While I get from time to time a scout where all are dead ( win after turn 1 ) and were I get the corpses and weapons as loot. I think I get sometimes crashed or landed ufos with 0 Aliens, 0 Loot corpses and 0 alien weapons ( win after turn 1 but only alenium, alloys, ufo datacore ). Not sure if it should be this way....
  9. I have seen, that when my troops move in groups forward, aliens try to move backwards into better cover/position. Had it one time with a scout ufo that I saw 2 aliens moving back into the ufo when I closed the distance towards them with 2*3 man groups. 1 alien died when the ufo crashed, so there were 5 aliens inside the scout. When moving single soldiers around the map, the aliens attack most times. Maybe the aliens outside moved back into the ufo? Hope it is because of a good AI and not because of some bug ^^
  10. Matthew is there a workaround for us? Can we fix it without removing the escorts from the AM_xxxxxx.xml files ( That was a workaround for bugged ufogroups in ver19.3) ?
  11. Ran into the same bug. Corvette + 2 Fighters if I shot all, CTD. Have to attack 3 times and game works. Bomber + 2 Fighter = No Crash, can destroy them all. Not sure what kind of mission causes this. The Corvette with escorts was near greenland, and my closest base was in europe. The Corvette landed one time before my fighters were close enough to attack. So it should be no terror mission or base attack.
  12. I have no crashes. Started a normal game, built first base ( Europe ), created a savegame called test. Created a second savegame test 2, deleted test 2 savegame from the geosphere, no crash. Created a third savegame test 3. Quit Game, went to GameMenue -> load , selected test 3, deleted test 3, no crash in menu. Deleted my first savegame test too ( was in menu ), no crash again. Do not know why you crash. By the way, what kind of savegame was it? From an earlier built? I tested it with Ver 19.4 savegames.
  13. Downloading now, a lot of nice things in the new build Hope the crash after base defense was fixed too. Steam under heavy load, first try was strange... after update Launcher showed ver 19.3 and not 19.4 Deinstalled and installing 4.2 GB again.
  14. Oh now I understand you. But I am not sure if it is a bug. When I look into the buildings.xml I see a AlienInterrogationRoom but the room is not buildable now. So I think the whole interrogation thing is in a very early state of progress. As a workaround you can mod your researches.xml
  15. They are working on the gui. I must say, I like it to have the projects to the right side and only the ones that I started to the left. When you have 2 or more bases you will see why + think about the time after the release of the game when a lot of mods are flying around, 5 new tanks here to research, 20 new ammo kinds there, 20+ new aircrafts, 15 new combat armor types and much more. Some messages why something does not happen ( error no free scientists/space to start a new project ) would be nice. Streamlined and intuitive are words with a very bad taste to me. I saw it so many times that when a game became Streamlined it meant that the game lost the things which made it great. A now streamlined game goes under in a crowd of other streamlined games... Nobody will remember it! And a intuitive game is a game you need no brain for. I understand what you wanted to say, but please not these 2 words...
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