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Redbull102

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Everything posted by Redbull102

  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...
  16. Flashbang have 40 stun + high suppress chance, Stun Grenades 50 stun damage + 60% chance of stun-gas in a 3 fields circle around the explosion. Think that is right, a flashbang should stun. So the advantage of the stun grenades is a stronger stun effect and the gas. By the way do not forget that it is a beta ( and the devs try to balance a lot of things ). If you check the right xml you will see things like : <Armour kinetic="0" energy="0" chemical="0" incendiary="0" /> for the aliens, I think that will be balanced in the future, so that stronger enemies will have some armor versus chemical stun effects. A flashbang with 40 stun damage will be weak if the enemy will have 30 armor versus it. No bug for me.
  17. http://www.goldhawkinteractive.com/forums/showthread.php/6237-v19-3-Ground-Combat-walls-breaches-healed-on-reload look at the 2 pictures I uploaded there. It happens not only with hedges.
  18. I cannot see if you have free scientists. With 19.3 I saw that you cannot start projects when a base was selected with no lab. So mabye you cannot start a new project as long as you have 0/15 space or 0/15 free scientists. With 19.3 I had no problem to research the tech as long as I had a lab/free scientists and lab space and the right base selected ( you have only 1 ). But there are some other problems with 19.3 like alien base assaults, base defends and 3 alien fighter groups, so I moved back to stable 18.3 I wait for the experimental 19.4 build ( or a few fixes to 19.3 ^^)
  19. [Ver 18.3 stable, Ver 19.2 experimental, 19.3 experimental and maybe higher] Game crashes when trying to attack a crashed landing ship in the middle east Mod the "assets/maps/middleeast/middleeast_medium1.xml" Set the value : <layer name="airplane.alien.landingship" status="crashed"> <submap name="alien.landingship" left="23" top="-1" width="23" height="21" /> </layer> to <layer name="airplane.alien.landingship" status="crashed"> <submap name="alien.landingship" left="23" top="0" width="23" height="21" /> </layer> And the map will load without crash. When set to -1 I tried 3 attacks in a row, all were crashes to desktop, when set to 0 I had no crash. Set it back to -1 and crashed again, set to 0 and no crash.... When set to 0 the alien ship will be set to the boarder, so I think with -1 the alien ship will be spawned outside the ground combat map and that this causes the crash.
  20. @ rheda The assets/maps/middleeast/middleeast_medium1.xml was a good idea. After ver 19.3 (experimental) is very unstable I moved back to stable 18.3 and ran into the same bug... I looked into the middleeast_medium1.xml and found this : <layer name="airplane.alien.landingship" status="landed"> <submap name="alien.landingship" left="23" top="0" width="23" height="21" /> </layer> <layer name="airplane.alien.landingship" status="crashed"> <submap name="alien.landingship" left="23" top="-1" width="23" height="21" /> </layer> <layer name="airplane.alien.cruiser" status="landed"> <submap name="alien.cruiser" left="15" top="0" width="30" height="26" /> </layer> <layer name="airplane.alien.cruiser" status="crashed"> <submap name="alien.cruiser" left="15" top="0" width="30" height="26" /> </layer> After setting it to: <layer name="airplane.alien.landingship" status="landed"> <submap name="alien.landingship" left="23" top="0" width="23" height="21" /> </layer> <layer name="airplane.alien.landingship" status="crashed"> <submap name="alien.landingship" left="23" top="0" width="23" height="21" /> </layer> <layer name="airplane.alien.cruiser" status="landed"> <submap name="alien.cruiser" left="15" top="0" width="30" height="26" /> </layer> <layer name="airplane.alien.cruiser" status="crashed"> <submap name="alien.cruiser" left="15" top="0" width="30" height="26" /> </layer> I could start the map without crashing to desktop.
  21. Same for me. Thought that shooting down the base creating ufo could cause the crashes, but I think I was wrong. I got crashes when I tried to attack a alien base far away ( out of range for my interceptors ) and I shot no ufo down that was moving into the direction of the alien base. Had to use the trooptransport to scout and attack the alien base. Hope for a fast fix. Ver19.3 is very unstable.
  22. @ Ol Ufos with fighters cause problems with ver 19.3 Workaround is the remove the escorts in ver 19.3 till a fix or new build will be available. @ Xenomroph I tried your savegame 6. My autosave after the base attack will cause a CTD too. Had problems with a 18.x game ( some time ago ) when an alien was stuck in a wall. Maybe this causes a savegame corruption or maybe the escorts ( of the base attack group ) are causing the bug. I removed alle escorts in the AM_........xmls Andron corpses shown as caesans are a known bug.
  23. Post it in the subforum and give more infos. Wrong forum here. 19.3 is an experimental build and there is a experimental build subforum here.
  24. Got no crash and have all the laser weapons researched. Did you start a new game with 19.3? By the way, ver19.3 is a experimental version and there is a subforum above for these versions.
  25. I damaged and destroyed some walls, fences and balls of hay. None were repaired after save and load at the same turn as the damage was done. But if I wait 1 turn and save and load then. All damage is repaired. So the game forgets that the walls, fences, windows or else were damaged one or more turns ago.
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