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kabill

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Everything posted by kabill

  1. Their accuracy is lower than other aliens but it's still not low enough that you can rely on them not hitting. Indeed, if you use a lot of smoke (and you probably should), Sebillians generally will have the highest accuracy because they're not affected. So I think having some counter against them is a good change and it's still not as good as being able to use smoke as you can't move through it safely.
  2. Update: I've uploaded a new version of the compatibility build with fixes for the above issue with research projects locking the game. I noticed that the Advanced plasma and Advanced MAG had the same problematic entry so those have been fixed as well.
  3. I presume it was an old way for updating turret values which was subsequently replaced with something else. Anyway, problem solved I guess! I will see about getting an updated version out at some point with that corrected; thanks for tracking the issue down.
  4. Could be the other vehicle weapon manufacture entry as well maybe? In any case, seeing as how the vanilla one works fine, use that but remove this: UnlockManufacture( "ManTech.Scatterlaser" ); That will get rid of the scatter laser and should otherwise do everything that needs doing. Again, if you could say whether this works that would be helpful.
  5. I'm not 100% sure but I think the problem is this part of the current Magnum-nauts entry: UnlockManufacture( "ManTech.VV.SCATTERLASER" ) There is no such manufacture entry (the weapon I think it is trying to refer to is VV.PULSELASER which it does so later anyway). So try removing that. If it works, can you post here so I know and can get a fix uploaded?
  6. Not 100% sure but those seem likely to be part of my Arctic map pack instead. Pretty sure it will be a 0.34 issue though, as this has worked fine previously for me.
  7. Totally missed this thread - I'm very pleased by the news. I'm also glad that you're looking to recreate a similar art style to Xenonauts 1 - if the final game looks similar to the shot you've posted then I think it's going to look fantastic.
  8. That would certainly make it more appealing. I'm not a big multiplayer-player but it seems like the kind of game that could work well both cooperatively and competitively, and extend the life of the game a lot.
  9. I would assume he has made changes to get them to work together? In any case, it won't be catastrophic. The issue is that because the main point of Dynamic UFOs is to add some randomness to the kinds of UFOs spawning, it's counter to that mod's aims to then render certain mission types with static UFO lists. In the context of another mod, that might be fine, but if you're just using Dynamic UFOs, using FTD as well would undermine the purpose of the mod. (That's not to say that you couldn't make adjustments to FTD to make it work perfectly well with Dynamic UFOs. But in its current state it doesn't.)
  10. It won't stop the game from running but the two mods aren't really gameplay compatible as the changes made by FTD would just overwrite some of the changes in Dynamic UFOs rather than integrate with them.
  11. That sounds fairly promising. Might pick it up at some point then.
  12. Sorry I've not made any progress on that. I've been super busy (and this isn't likely to change any time soon) so I've just not had the chance to look at it. If you want, you could send your submaps to me or upload them and I can add a link on the main page as a fix for people to use if they want.
  13. Depends on what you mean by 'stable' exactly. XCE has a multitude of fixes and improvements over 1.59 so, in a sense, it's more stable. But I don't know now they compare in terms of raw likelihood of crashing. There's definitely occasionally crashed that happen with XCE but I've not had anything significant in a long while.
  14. What's the replay value like? I'd been keeping my eye on Satellite Reign but I've not seen anything which suggests it would last much longer than a single play-through (but, in fairness, I've not looked very hard).
  15. If you're getting Corvettes in November now then I suspect that's the problem sorted.
  16. Delete this bit (in the spoiler tag) and it should work fine. I don't know whether this will fix an ongoing game, though - it might but I can't remember when the game updates UFO types exactly.
  17. I had a quick look at the currently downloadable file and it looks like I've screwed up slightly by adding in a line which removes the Corvette entry from base attacks. So if you simply delete that entry from the FTD AM_BaseAttack file that should fix the issue (as it will then just default to using the un-modded value for the Corvette on Base Attack missions).
  18. I'd have assumed it was stackable but I guess if you're only getting one append then one append is all you can get. In any case, probably worth asking llunak directly as I suspect he's the only person who will know how it is supposed to be working.
  19. So did I! But then I had a half hour or so spare and was in a mood to use it productively, so I sorted it.
  20. Update: Someone was asking about using Cybernetic Armour with Magnum-nauts. As such, I've made a small compatibility patch for anyone who wants to combine the two mods. Download here: http://www.goldhawkinteractive.com/forums/downloads.php?do=file&id=123 Note that I've not tested it but I'm pretty certain it will work fine. Thanks - nice to know it seems to be working ok.
  21. 1) So far as I am aware, XCE makes no changes to the effectiveness of researchers so the information in the manual should be correct. 2) Yes, although I'm uncertain whether it makes enough difference to really matter (a base with 30 scientists will operate with an average scientist efficiency of 85% which is still pretty good). 3) To the best of my knowledge, there is no additional penalty for working on projects across multiple bases.
  22. If you want to stop this, you either need to make sure that your units are positioned where they won't fire past one another when taking reaction shots, or else deplete a soldier's TUs so they don't have enough TUs to fire.
  23. http://www.goldhawkinteractive.com/forums/showthread.php/12311-How-to-upload-your-mod-to-Steam-Workshop
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