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ventuswings

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Everything posted by ventuswings

  1. Does trying to look at the Reaper corpse (the second smallest one standing upright at XNT mod) on the ground crash the game for anyone else? Actually, just found the comment above and tested for the smallest "doggy" one as well, also crashes. So I assume the problem is present for all the new aliens you added. I want to pick up the corpse and flee for research. First battle on this mod at scout, woooo these things are much tougher. Edit: Had another crash because troll Xenomorph moved on the same tile as its victim, rendering whole item he was holding un-salvageable, which I forgot to realize....
  2. I don't even understand what this statement means. Can't I just extract the files using 7zip, then move the extracted files to /assets/mods/, the end?
  3. Hey, I don't use FTH (especially anti-autoclose) for various reasons I assume excising FTH portion of the mod is going to be much more difficult than simply installing two mods which should work together.
  4. Hello, is this mod bundled with X:CE v0.30 like XNT and I can just simply install over the vanilla game, or do I have to install X:CE separately first?
  5. Did you finish the new alien weapon & load outs as well? Makes me curious how you intend to have unlock requirements for these new researches be. Either way I'll try to make time to play out your mod though I've been pretty busy recently
  6. Impressive! Does all of them have Xenopedia descriptions?
  7. I personally hate melee weapon"s", but this is not constructive feedback
  8. Thank you!!! It was exactly what I wanted for a long time Would you mind if I incorporate your string fix into my bug patch?
  9. Pretty sure it is installation problem (incompatibility with newer version of XCE?), aforementioned advice should fix it - or hope upcoming patch fixes this problem. It's too bad that modular modding is supposed to fix such problems associated with new versions but it happens anyway.
  10. I'm almost certain that 1HP healing bug is from the vanilla game, but I think the bug can be avoided by avoiding healing everything in one go. As in, instead of healing with full TU, use mouse wheel to heal one step lower so you have little bit of TU remaining after the heal. UristMcKerman, there's patch for hangar CTD thing on the bottom posts of XNT Hell Gate download thread.
  11. That could be perceived as an advantage, to be fair. I also don't think flashbang by themselves don't need any modification, as I found them perfectly servicable early game. Of course you are already on the right track by adding additional flashbangs that could serve the "next tier" role.
  12. Glad to hear that! Also I personally found C4 to be amazing, I always bring and use one each mission and only reason I don't use more is that its large explosion tend to cause whole list of vanilla CTDs (for example, I packed like 10 C4 for Terror mission and nearly flatted out one third of the map for strategic purposes before finally game permanently failed). Considering that they are so available, having them beuseful in specialized situations instead of ubiquitious "super" grenade feels right.
  13. Oh right, I fixed the armor so early that I forgot those existed. Urghhhh so tempted to quickly update my fix but it is non-gamebreaking anyway. I am pretty sure soldier screen thing is bug from faulty installation, or maybe using later version of XCE? (I am staying with 0.28 atm) There was streamer who had same problem last week, along with other problems such as new alien weapons such as Light Vortex missing leading to bunch of unarmed aliens. Trying out diff install method apparently fixed it for him. Flashbangs are my favourite tool in early game despite me playing on Insane, I actually love radius 1 because it makes there use more restricted toward single target and therefore more strategic, its the matter of suppression strength that makes them fall off, rather than the vanilla radius which I honestly think is OP. It might be interesting to give Electroshock grenade high suppression but little to no stun, so it can serve as mid-game flashbang (and counter against Andron) rather than ranged stun weapon. I just do not know if stun, suppression and EMP damage can be classified separately, is the problem... Either way my patch is for person who want to play the mod without any balance changes, good or worse. I'll also wait for 6.1 before making any significant changes.
  14. New update? I can't wait, even if it is bug-hunting patch it is much more convenient to install everything in one go than over separate installations. Feel free to use my fixes any way you want, can use files directly or can simply follow what I did on the technical changes. I am not aware of any other XNT bugs at the moment, so this is actually the last bug patch I am putting out. Of course, I have some free time recently so if anyone can give a report on XNT-only bug I'll take a look at it. (naturally bugs from vanilla are way out of my scope) Barring any additional bug reports, only thing I intend to do now is polish, polish, and more polish which is great for newcomers and kind-of-perfectionists like me but no use to experienced gamers. It's definitely something not worth waiting for.
  15. Response to 0.3 update: Yes, the AI is very willing to lob grenades against shield wielder regardless of whether one is alone or clumped. I have mixed feelings in regards to rechargeable shield (bad flashbacks of Xenophobia with all their rechargeable shields and medpacks ), my gut instinct is that you are given fixed amount of utility to work with for reason, which is why they removed multiple shields. I have sneaking suspicion that in case where alien with full TU faces shield-bearer head on, AI will prefer to make frontal burst shots instead of trying to find an exposed spot in hopes of outright destroying the shield... so in order for rechargeable shield to be balanced, it'll need to have some drawbacks other than weight. However if aliens have tools that counter shield commonly distributed among them, such as grenades and specialized weapon - light vortex etc. - my concern may be invalid. And while I'm sitting here theorizing due to not having enough time to play at the moment, I'm pretty sure other experienced players will try out the build themselves and give much more useful feedback with their first hand experiences!
  16. Yeah, I just use both and it didn't prevent me from getting one of Skitso's oasis maps few times anyway. I suspect similarity of arctic+desert maps are bound to occur considering "theme" of these tiles (military bases could be organized differently but those aren't present). Speaking of the tiles, is work on the Random Maps finished or do you intend to make more additions eventually? I wouldn't even mind it takes years for everything to be finished, since I understand it can be difficult work and requires much motivation.
  17. Ventuswings XNT Hell Gate Patch 0.5 NEW: Clicking on Garage tab while manufacturing vehicle weapon no longer crashes the game. Clicking on Hangar tab while disassembling UFO datacore no longer crashes the game. Datacore disassembly correctly displays as 'Datacore' on the hanger (still needs disassembly image). Damage numbers re-enabled in Insane difficulty as intended. Download Here Install by moving the fix into the [GAME FOLDER]/assets/mods -> Replace all. Edited files aircrafts.xml config.xml strings.xml manufactures.xml Techincal modifications
  18. Who expects anything from the sequels nowadays?
  19. I've finally caught up in this project, and I must admit you have impressive scope. If each of the newer additions are balanced and have actual situational purpose, this may yet become the true spiritual successor of XNT. Racial resistances are very good idea... I know some argue they mean little without late-game radar, but I always thought of it as picking your "character", you commit to full path knowing that this will make you strong/vulnerable against ptaricular enemy. I hope these alien have enough diversity to give a true challenge as well, and have battle feel slightly distinct. My advice is that avoid 5.31 XNT difficulty which mostly comes from enemy health... maybe it is because I am an Insane player, but way too many aliens which could survive full firepower from 8 soldiers back then, and thats with using all the tricks like double grenade etc. That feels like rather boring way to go about it and limit strategic options, I'd rather have difficulty come from "increased lethality" and interaction between somewhat specialized aliens. Of course, they shouldn't be walkovers like XNT 6.0 early game aliens naturally, everything in moderation Racial resistances should definitely help here regardless. I look forward finally having to try like 10 times to beat the game!
  20. I updated my datacore crash patch. I think someone posted similar patch earlier as well, but it is worth the effort because mine is probably more visible due to being posted on the main thread. There's still some things I want to fix as well so I'll push this onto its own separate thread after I find the time to do those. Edit: Fixed garage tab crash.
  21. Did this replace the previous napalm grenade fix?
  22. This War of Mine. It is a good game, but the static event system combined with the fact that previously visited areas never change eliminate lot of potential. I can see why devs might have done it since losing due to RNG can be frustrating, but war isn't something you can perfectly plan for from the very outset...
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