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llunak

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Everything posted by llunak

  1. Does the soldier carry anything explosive (e.g. plasma explosives)? Does the problem persist if that is not the case?
  2. Gazz: You don't understand. If you think that the only way the psionics are balanced is if you stash away all weapons at the end of every turn, then you think the psionics are not balanced. I can't imagine you getting such a shortcut, because it simply doesn't fit, you're asking for a workaround that'd be against the spirit of the game. The player is supposed to put up with the psionics the way they are and be able to handle them without such a horrible tedious mechanic.
  3. How should I know, it's just a random file sharing site I've gotten used to using when I need and nobody has complained yet. But one of two archives does contain some Windows executables and it's the first time I've shared something like that, so I guess better verify it on your side with some antivirus of whatever you use (the file size of modutils.zip is 1645891 and its md5sum is 3A5A50CCEFED05B5532D237C356B7FE3). I'm on Linux, so that's about how much Windows malware affects me.
  4. Oh well, I couldn't stop myself from trying it for real. At http://ge.tt/91T0Psh1 is your mod done this way, it installs and uninstalls cleanly as far as I can tell.
  5. How about this http://ge.tt/3s4GJsh1/v/0 ? It's a testing mod that patches xenopedia and adds three dummy files. The dummy files are actually text, but they in reality should be binary, text files are to be patched (a .patch file is created by having original Xenonauts dir and modified Xenonauts dir and running 'diff -u -p -d -N -r Xenonauts.original Xenonauts.modified >mod.patch').
  6. You could have a look at Time Units First, which easily installs/uninstalls cleanly, even if unrelated parts of the same files have been modified by something else (such as another mod, or even if the game updates). This is because it uses diff/patch utilities (downloads for windows: diffutils patch), which are rather smart about applying text changes. Your mod is more complicated because it adds also binary files, but if I'm looking correctly it only adds new ones, so that could be handled by e.g. by having those under the patches/ subdir as well and making the install/uninstall script copy/remove them from the game itself. I actually rather wonder how you keep your mod up to date when the game files change, it's got to be tedious to handle it manually.
  7. Xenonauts is not the arcade XCOM:EU is, huh ? - Go to youtube and search for xenonauts, that should find you a couple of walkthroughs/letsplays. Some of them will be for older versions (so difficulty or some features may be different) and some of them use rather ridiculous tactics (so they won't work on higher difficulties or with the latest version), but they should give you some ideas (it wouldn't be a long walkthrough if the player was really bad at it). - Read the assets/gcloading_tips.xml file in the Xenonauts directory , those are the tips shown during ground combat loading, some of them are quite useful. - Since you mention poking out of cover, you don't need to leave (half)cover, crouch e.g. behind a small rock and fire over it.
  8. It would work. If a soldier wins reaction fire check against an enemy when getting into its LOS, he'd still win the check after spending the one TU to turn a bit (and BTW, scanning en entire room actually does not need to take just a fraction of section, if you want to talk about realism). What-if discussion at this point, anyway.
  9. This was already discussed a lot a couple of months back and it's unlikely to be changed (especially this close to the release). You get a lot more money, you get resources, you get soldier improvements. That's more than enough. Also, it's a game and not anyone's actual backyard.
  10. It doesn't depend on the mod. The same problem exists also in an unmodified version, it's just that moving the bar as the first one makes it more obvious. Apparently the x position of a bar moves slightly depending on the value of the bar, and the TU bar changes the most often.
  11. It is possible to have soldiers running with shields and safely switch to a different gun when encountering an alien without risk of reaction fire. Save game: http://ge.tt/69cH3lh1/v/0 Steps to reproduce: - walk with the shield soldier through the door and spot the alien inside - go to inventory, drop the shield, take out the rifle from the backpack - there's no reaction fire - shoot at the alien This means it's possible to move with a protection and switch to a powerful gun when needed (in this example the rifle is not quite enough, but shield+shotgun would work).
  12. There are in fact many more things that don't trigger reaction fire. For example it's apparently pretty safe to run around with a shield and when finding an alien the alien is polite enough to wait for such a soldier to pull out a rifle out of the backpack.
  13. When attacking an alien base, the briefing screen says e.g. "Dropship Shrike-1 is approaching a ALIENBASE.MEDIUM.CAESAN. Our strike team ..." , which a) looks broken, b) reveals information that avoids some initial suspension (caesans? good, no reapers). The same internal string is also presented as the briefing title. IMO it'd look better if the title was just something like "Alien Base Assault" and the briefing started with just "Dropship <whatever> is approaching an alien base. Our strike team ..."
  14. Here http://ge.tt/7urSYih1/v/0 is a save from -quickbattle from V22.9 . Just end the turn (obviously the sprite for the alien is wrong, because Caesan guards normally do not have Plasma Cannons, but that should be irrelevant).
  15. That's because it actually has nothing to do with Predator. It appears to be Plasma Explosives triggered by Plasma Cannon (similarly like flashbangs used to trigger explosives some time back).
  16. - start quickbattle with GC editor enabled - select a soldier and give him a plasma explosive as a weapon - give an alien a plasma cannon - move them somewhere together a couple of tiles apart - end turn so the alien shoots and kills the soldier => crash
  17. Given that it involves late-game equipment, I think you'll need to wait a couple of weeks for people getting that "properly" with V22.9, but have it your way.
  18. "V22.9 Experimental Build 9 19/05/2014" - that's not two builds old, that's the latest on Steam. Only the game was started in a version that's two builds old, and whatever the loading crash is about, I doubt the only case where it causes trouble is consistently crashing in this case but otherwise being perfectly stable.
  19. I've already had two crashes on different occassions when a soldier wearing Predator armour got shot by an alien with Plasma Cannon. Saved game: http://ge.tt/5B7Rqhh1/v/0 Steps to reproduce: - end the turn - Sgt. Renata Sokolova will get shot by a Wraith with a Plasma Cannon - if she dies, the game crashes NOTE: The game crashes for me if I load the save directly. It however works if save from http://ge.tt/6EDeuGh1/v/0 is loaded first and then this one is loaded immediately. I don't know if it's a game bug, the save is from a game that continues from 22.7 where I at one point modified the save file header to be able to continue on 22.8 (which otherwise has worked fine and even this load crash started somewhen later). Either way, I doubt it's directly relevant for this bugreport.
  20. I've updated the download link. Does that one work?
  21. Can you run the command from a DOS window so that you see the output and any possible error output?
  22. Oh. Well, in that case you say basically the same that I said when I started this thread. But since it seems Chris doesn't want to do much about this besides the door closing, not even at least for higher difficulties, it looks like there's not much point in discussing this further.
  23. I would say they do know (meaning the AI), but it appears that the passive aliens that stay inside the UFOs are way too passive and rarely do much more than sit in place and shoot at anything that appears in front of their guns. That makes them pretty vulnerable to any of the three exploits I listed here . And I expect their passivity is not something that'd be easy to improve reasonably, as they can't e.g. charge out of the UFO, since that'd make slaughtering them even easier. So as much as I find making doors usable only once per turn a poor solution (even not allowing closing them manually at all would probably look better, as is the case e.g. with Xenonaut base gates), fixing at least one of the cheap solutions at least this way is still far better than nothing.
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