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Ruthless Reuban

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Posts posted by Ruthless Reuban

  1. 14 hours ago, Komandos said:

    Dynamic. Fresh. Difficult. But not balanced.

    Returned the old AP config.xml - the geometry of the movement is broken.

    A sniper rifle is less accurate than a pistol. And the pistol is no worse in speed than a machine gun (5-6 shots per revolution). Edited weapon parameters during the day. And yet - to hit the target with a sniper rifle is unrealistic even close. 

    Snipers suffer accuracy penalty if moved during turn.

    • Like 1
  2. 17 hours ago, molivious said:

    Hello, first time playing the mod and I've encountered a small roadblock: I couldn't make any of the knives, which is a shame as they're the one thing I've been looking forward to since starting.

    I noticed that after one Xenomorph corpse I received in some early mission, I no longer was able to send xenomorph corpses to the lab in further missions. I thought I made a mistake, such as accidentally destroying all xeno corpses up until that point (somewhere around phase 2), so after a brutal terror mission, I had people literally carrying xeno corpses (of different morph phases) to bring home just to make sure. Nothing.

    The odd thing is, the results screen acknowledges that there were xeno corpses (drone/warrior/etc) retrieved, albeit sold for a low price of $1-2 apiece, but they never were added to my inventory. Have they been removed from the game? 

    I'm running version beta 11c. It will be extremely helpful if anyone can point me to the files where I can fix this. Thanks!

    Like Dragar said, you'll need t capture Xenomorphs alive. Additionally you can use shotguns or shock weapons (Phase 2 stuff) too.

    Corpses etc sold at end of mission are not added to inventory. Result screen will tell you if anything has been sent to research division.

    Just remember you cannot capture robotic Xenomorph (bit of yellow on head).

    • Thanks 1
  3. 11 hours ago, ShadowFox said:

    hrmm. I have reinstalled and updated to the current version, and have started a fresh game. Mainly because I screwed up in my previous game.

    And I'll need to get back to that tech level again.

    Which reminds me... what files would I need to edit if I want to add 2 weapons to the foxtrot? (Adding a second missile so that there are missiles on both wings instead of just on one wing)

    Aircrafts.xml at least. You must edit amount of weapon slots and also edit their positions. That's all I can remember however...

  4. Try to use different resolution when launching game.

    Small base operator and outpost operator are same alien. Game uses mostly small base operator. Alien base have (always have, I think) medium base operator and interrogating him should also unlock small base operator interrogation.

    Landing ship may contain landing ship operator, but (possibly?) not always. Not sure about that one.

    Landing ship operator unlocks data hacks (probably that Caesan data hack 5) that may unlock Plasma rifle MK3. All operators unlock data hacks that are not critical but "nice bonus".

  5. 19 hours ago, Dercik said:

    Guys I have strange UI bug. When I am equiping my soldiers, only the first row for equipment UI display (grenades, rocket, button). As a result i can't select any shield or medkits. Any idea what might cause it? I followed installation instructions and my X-division is 1.0.11c (newest).

    Screenshot? Resolution is?

  6. 39 minutes ago, Keksimus Maximus said:

    I'm guessing the problem lies with the fact that alien grenades seem to have some odd properties that separate them from regular grenades, the foremost being that they seem to have an "ammo capacity" since they appear with a 1/1 below them as a firearm would. That being said, I'm not really sure why that is as I can't see anything differentiating them from standard grenades in the weapon_gc or weapons XMLs. 

    Most aliens have fixed amount of grenades, that is, 1.

    It may be hardcoded in game. However I think you can make "copies" from alien grenades: human grenades that just happen to have same stats etc that alien grenades have.

  7. 52 minutes ago, Keksimus Maximus said:

    Not sure how much anyone would be able to help but there's no better place to ask. I'm making a sub-mod for X-Division that allows the player to equip Alien weapons procured in the field and equip them in the armory loadout screen. It works perfectly for the most part except for one thing; grenades. I tried the same method to get grenades equipable in the grenades menu but every time I unlock the grenade through research and try to equip it, the game crashes when you select the "grenades" tab in the armory. I've tried switching them from simply being (for example) weapon.alienstungrenade to weapon.grenade.alienstungrenade like most human standard grenades. I even updated the specters and alien inventories to reflect that change in the aiprops.xml, but the fact that I can't get the grenades to be equipable makes this fairly pointless. Any help would be appreciated, thanks in advance.

    Mod makers (probably gone) might have better idea for this but usually in cases like this you are either missing something (some file(s) are missing some information) or something is named wrongly on some file(s).

    My suggestion: Replace. First try to make it work just by replacing one human grenade (say, fusion grenade) with one alien grenade, not making new grenade. Start modding one file at time (researches.xml, manufactures.xml, weapons.xml etc) adding alien grenade stats and see that it works. When/if completed, add back human grenade you removed. If works, add another alien grenade same way. When/if all alien grenades work, then add all human grenades back, they should work for obvious reasons. Should.

  8. 3 minutes ago, Apollo said:

    Uhhh did you read my post? I said the only things installed are lore + (from the mod menu at the launcher) and barley troops, I have not touched any game files or done any modifications other then installing X division. I have installed via the instructions. I am on the Latest CE build and am playing on 1.00.11c of X division. I am on a fresh install of windows and am on the steam version, i have no anti-virus software turned on, not even the stuff that comes with windows. the install went fine and I installed with admin permission and the game is both running and showing 1.00.11c of X division. It is working fine other then a few crashes when loading in ground combat every once in a while.

    Also where are you getting this foxtrot only has 1 heavy from? its always had 2 missiles man even in vanilla. the Xenopedia entry description talks about its 2 heavy missile bays. 
    Here it is right here showing 2 missiles in the picture. The description talking about its 2 missiles and the stats below it showing 2 heavy missile mounts. it would be pretty worthless with 1 missile bay it would not even be able to equip a anti missile slot to shoot down incoming missiles to defend itself if that was the case and would probably just die every fight without even expending its payload.
    https://xenonauts.fandom.com/wiki/Mig-32_Foxtrot_Interceptor

    When was the last time you played? cuse its had 2 missles for like 5 years or more.

    the Sonda has 2 normal missile mounts and talks about them in its X division Xenopedia entry in game. you are thinking of the Corsair that is the Asierus replacement. Do you work on X division? what version of X division are you playing on?

    Foxtrot HAS only 1 heavy hardpoint. No question about that. Since you are supposed to be using 1.00.11c version, you can easily check it on patch files ( assets.7x > /X-Division/aircrafts.xml ). Just downloaded latest patch and as expected, Foxtrot has only 1 heavy hardpoint.

    So you really have something messed up. Again, we are talking about X-Division, not vanilla X-division. And yes, it only has one hardpoint and it cannot use anti-missile with heavy weapons. And yes, it will probably get shot down before firing all payload. That's another problem to solve, that's what X-Division is all about.

    Foxtrot have had 1 heavy hardpoint since I started playing X-division, like three years ago or something.

    Quote

    Also I have been getting frequent Freezes during mission ground combat load in and mission ground combat end, is this common?

    No. Another indication that something is wrong.

     

    13 hours ago, Dagar said:

    You must have a modified game. The normal Foxtrot also only has one Heavy Hardpoint. But from what I have seen in LPs, Lancers are a hard sell over Foxtrots anyway. 

    Sonda is a replacement for the Asierus and should have two Cannon mounts.

    Lancers have much more durability and can take one hit from big badass whereas Foxtrot cannot. Therefore Lancers have some use.

    For Sonda, I disagree. It has two normal hardpoints. Checked that patch file again and it has two normals as expected. Corsair is Asierus replacement.

  9. 4 hours ago, DarkAngel_22 said:

    I did reload a save before, where I was still in the geoscape. I than proceeded to airstrike all the crash sites, and it worked fine until I entered another ground battle where the same problems happened. If it helps, I just reached the part where I captured my first alien leader (haven't interogated him just yet)

    Upload savegame and I'll test it.

  10. 6 hours ago, Tchey said:

    Hello,

    I’m now in december 1979, loving it so far. Terror Attacks, Corvets, mechanized aliens... pain !

    Can you simply confirm, or not, there is no need at all to gather manually all aliens, weapons etc, as long as i finish the mission i get them all automatically ?

    I need to manually gather stuff only if i go back to the chinook and abandon the mission, right ?

    Thanks

    There is a bug when not every item on battlefield is collected after battle. However that seems to be quite rare and basically there is no need to gather anything manually if you win battle.

    Abandoning mission requires getting all stuff you want, preferably put them on soldier inventory (and drop everything that is unlimited like shields, medkits etc). Stuff on exit area might suffer from that bug, not all but some.

  11. 19 hours ago, LillyanaKabal said:

    I've had no problems with the AMR yet, and it's apparently a mod designed for X-Division. At least, has X-Division as a dependency. I'm pretty far in, they are sending Terror Carriers and such. Plus, it's not any other alien on that map. I can kill them all, but soon as I so much as shoot that one Cyber-Disk, boom. Done and dead. 

     

    Workshop support seems to have just, downloaded itself when I tried to get it off Steam.

    OK, assuming that is single battle issue only, start Xenonauts_GC_editor.exe load game and hit V.

    However as I cannot even load your savegame, there might be something more serious...

  12. 45 minutes ago, LillyanaKabal said:

    So I got a game-breaker. Terror attack dropped, I deployed to kill them. But, every time I try to shoot at a Cyber-Disk, the game immediately crashes. I've tried with different soldiers, and the result is the same.

     

    image.png.7c282ee54482d47f3950d8cc35c7aba1.png

    Autosave3.sav

    Everything looks OK but that anti-materiel rifle mod sounds strange. Also where you need Steam workshop support? I would disable both.

    Savegame crashes immediately on my install (and I completed game with it)...

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