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HenryBlatbugIII

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  1. This has probably been forgotten by now, but it's fixed for me too now. It must have been one of my mods; I verified my files and it works fine now.
  2. Huh. That's odd, because it still crashes for me. Earlier today, I tried reloading the auto-save from the start of the mission and played it slightly differently, but that attempt also crashed. Yes, I have V1.05HF: the Xenonauts launcher says "Xenonauts Release 1.05 HF 14/06/2014" in the upper-right corner. Here's the debugger output and the crash dump file. Xenonauts_crash.zip Xenonauts_crash.zip
  3. Nope, that doesn't fix the crash in my game. I still load the game, click 'end turn', and it crashes. Is it likely to work better if I try restarting the mission?
  4. Correction: apparently it is repeatable if I save at the right time. I think it has something to do with the AI's choices during its turn: 1.) I saved at the beginning of the turn, took my turn, and the game crashed on the AI's turn after some teleporting noises. 2.) I reloaded the save, clicked 'end turn' without doing anything, and the AI killed some of my soldiers, but the game didn't crash. 3.) I reloaded the save, took my turn in a similar manner to the last time, and the game crashed again after some teleporting noises. Here's a save after I've taken my turn, so you should just have to load the save, click 'end turn', and see it crash. crash.sav crash.sav
  5. I get a similar problem, but it's not repeatable. Sometimes the ground combat just crashes with no warning, but I can reload the game and it works fine. It wasn't happening until recently. (started in 1.04 or 1.05)
  6. I saw the title of this thread and thought "Yes! Someone else who is as bothered as I am by the incorrect descriptions of plasma and gravitons in the research reports!" Turns out you were talking about something completely different. I guess we all notice the details that correspond to our areas of expertise. Maybe my boyfriend's right that I really shouldn't be bothered by inaccurate physics in a game about aliens.
  7. Ah, I see. Thanks for the information. I guess I missed the builds where it was fixed. Also, good point about the variable-cost movement and discontinuous paths. I'm glad the developers know more about this area of programming than I do
  8. The pathfinding in the game doesn't take into account the TU cost of turning. It will therefore often plan a route for your soldiers that includes multiple turns back and forth, leaving them with fewer TUs at the end of their turn than would be possible. You can work around this but manually plotting out their entire movement, but the game's default pathfinding should be able to handle this situation itself. I posted about this issue back in V19.6. I took a break for a while, but came back for V1.0 and found that this bug still wasn't fixed. Therefore, I'm submitting some better pathfinding code that I wrote. (See the attached file. The forum wouldn't let me post it with a ".py" extention.) It's a basic A* algorithm that finds a path in three dimensions: (x position, y position, facing direction) Yes, I'm sure my coding style is terrible, python is the wrong language, and my code is bad and I should feel bad. Regardless, anyone who wants to can play with this code, modify it, and/or adapt the algorithm for use in any spiritual successor to X-COM that they choose. xeno_astar.py.txt xeno_astar.py.txt
  9. I saw the same bug with the regenerating escort and the CTD. I thought the crash might be because on the second interception I shot down the Corvette and ignored the Fighter escort. Maybe the crash is more general than that if yours crashed when you destroyed everything.
  10. I just came here to post this, but I only noticed it with alenium grenades, not frag grenades. I'm not sure if it's an intentional change that wasn't applied to frag grenades, or an unintentional bug that only occurs with the advanced grenades.
  11. Sure, but it should still be capped at 95%. (or whatever other number has been entered in config.xml:Config.Shot.MaxChance)
  12. While standing on top of a Carrier and shooting at an alien on the ground, my displayed hit chance was 109%. The soldier has accuracy 101 and the shot has accuracy 0.9, (Plasma Rifle normal shot) so the chance to hit should be 90%.
  13. I shot down a Landing Ship and it landed on a Farmland map. When I got there with my Valkyrie, my deployment zone was inside the crashed UFO. Fortunately, no aliens spawned in my deployment zone.
  14. I'm not sure if this part is relevant: My transport was on the way to a crash site in Sri Lanka. On the way, a terror mission pops up in Adelaide, AU. I decided to stop in Sri Lanka anyway on the way to Adelaide. When I reach Adelaide and do the terror mission, the game crashes to the desktop. I have a saved game from just before I hit Adelaide, if any of the devs want to see it. (The attach function on the board isn't working.) I managed to get around the crash by waiting until my transport was almost there and then sending it to the landed UFO instead of to the terror site. When I ignore the terror site, I get the 'Adelaide was nuked' message, but then when I finish the landed UFO mission, I get the 'Adelaide was saved' message. The casualty count and the region relations indicate that 'Adelaide was nuked' is correct.
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