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Nibelung44

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Everything posted by Nibelung44

  1. Thanks for the endeavor Kabill. It seems very courageous to fix the xenonauts code base that appears to be * just slightly* messy!
  2. Ok, thanks for honest answer, you are not trying to say 'this is balanced' Then, a question, if I start a game 'seriously' today, will the next versions break the save or not? I don't mind patching my game with newer versions of your mod, that will balance things, but if your next versions regularly break the save games we do, then I prefer to pass for now and wait an extra 6 months for your mod to be stable.
  3. I'm rather concerned seeing all the unbalances in weapons, enemies and lack of tooltips that the mod will never be stable, if you continue adding stuff. I would prefer polishing and fine tuning without too much additions, but this is personal opinion.
  4. Thanks, it looks good. There are some typos there and there and the aliens seem super strong but the game seems stable.
  5. Ok, mod seems to work, thanks! In the base CE game, there is the XCE mod 0.32 and Slitso extra maps, can they be left activated?
  6. Sorry, can you help me install your mod? I uncompressed everything in Xenonauts\mods. Then when I launch Xenonauts, I click on the Xenonauts Launcher and I don't see your mod in the mod list? What should I do exactly.
  7. Thanks for the answers, they are disappointing though, but I can understand that given CE is volunteer work, Xenonauts is now 'done' for goldhawk. drages is certainly irritated and vocal on the issue, but I can understand that, when you spend hundred of hours modding a game (I did that a few years ago) and you constantly slam your head into this kind of limitations, you are sometime frustrated. On the other hand, if he keeps modding the game, this means he likes it! That's a kind of love-hate relationship I guess
  8. Hi there! I'm returning to the game after 6 months of so of not playing it. I see a lot of goodies put into CE so let me first thanks llunak, the others devs if any helping him, and all the modders! I made my own custom modifications to play the game the way I liked it. I stumbled on some buggy things at this time. Can someone tell me if they are fixed or soon fixed in CE? 1. The jetpack armor had bugs in animations, depending of the weapon used or the facing of the armor. 2. When overdamaged, you were still able to get back the armor. 3. When modding the game so that some ammos were not infinite, you were provided with +1 ammos per weapon using it at the end of each mission. i.e I modded laser to have manufacturable (is it a word?) ammos, each time I ended a tac mission, I got extra ammos, 1 per weapon using laser ammos. I think that's all for now. If I think of others troubles I encountered while modding the game, I'll put them there. I'm very curious about the bugs above though. Thanks !!
  9. I for one would prefer to not have in any manner whatsoever the AI receiving special infos (even 10% chance) and instead have a 10% chance that at a given time they do a counter-assault, i.e they regroup and rush you to try overwhelming your position. That would be so much better, seeing 6 Androns at a time moving toward you, I imagine me pissing in my pants! I can kill 2, 3, 4 but I know I'll have casualties whatever I do. That would be epic in a sense. Now, what I do is a combination of cheap tactics like open door / fire/ close it, send a suicide rookie, etc.
  10. no that's ok, I'm very happy to understand how to have the soldiers rotate correctly. Are shields protecting while in mid air though? You now intrigue me, I hope they do!
  11. Well, my example was about me defending my base... You can imagine how frustrating it is to not move during 10 turns and then the turn you move, the AI counter-react you perfectly as if omniscient. But as I said in the title, 'that's ok'. I'll cope with that, it's just that I prefer to be served the truth.
  12. I know there are parameters in the AI files about the AI detecting noises, is it what you are talking about? Because noises amount to receiving infos from a spot you have no LOS. My game is modded, so I can't provide proof. As I said, 3 Sebillians moved a maximum of 3 squares away from a location during 10 turns. (I had complete view as this was after the 20th during base defense). The very same turn I move out of the command room 2 soldiers, a Sebillian makes a dash to be in the spot where he can throw a grenade and kill the 2 soldiers. So yes, this might be coincidence. But I have seen that far too often to not get suspicious, sorry.
  13. yes, this is all the same problem. Now, if I search for hover_w.png in Buzzard folder, there is only one for None, meaning nothing in hands. It means there is no art at all showing a soldier in hover mode, except bare handed? And same for Sentinel. The arts are not there.
  14. I understand it is for the better, even if rather infuriating, particularly in ironman. And please don't tell me it is not. Situation is: Defending base Turn 21 +, so no fog of war, can see all aliens 4 troopers staying in command room: the 3 aliens in the workshop just move randomly back and forth for what ... 10 rounds? 2 troopers get out of the command room, aliens have no line of sight at all. And ... oddly shall I say, during alien turn, an alien makes a sudden, straight and bold move, manage to reach grenade-throwing range and blast into pieces the 2 troopers. I can cite several of such weird moves, where without line of sight, the alien makes the perfect "I move around you to fire on your back" move. But I'm not here to make a trial, that's ok. I accept alien sees what I do. Perhaps the dev is genuinely believing that the alien AI is not cheating, that it is not using at all any positional infos. Me, I believe that somewhere there are 'threat maps' and 'sight maps' calculated who are making use of the positions of the xenonauts, and so this lead to this kind of behavior.
  15. I'm playing a modded ironman game of mine, with these settings: Airstrike: Money standard mission: experience, alenium & alloys (almost no money except for selling alenium&alloys) base: Money This introduces some interesting choices constantly. I also upped usage of alenium and alloys, so each mission is either: 'do I want money and so I do airstrike*' or 'do I need alloys and want to buff the xp of my soldiers'. *: I renamed airstrike to 'Send Govt. forces for salvage operation' also... Makes more sense to me. So far I'm very pleased with the balance.
  16. Thanks Mikhail, I see these extra entries indeed.
  17. Something is really wrong there, I believe the bugs are in the code. If you replace the buzzard armour directory with a duplicate of the wolf armour (which is working without issue, facing wise), then the new armour appearance (wolf but flying) is now buggy without facing update. I won't even speak of the absence of weapons... case in point, code is buggy?
  18. Hi, I'm at loss here, I have updated Xenonauts to latest patch, then I overwrote everything in assets\units onto my own modded copy of Xenonauts, and still, all the Buzzards animations are broken and don't rotate properly the soldier. So I would like a quick explanation on how to fix the situation myself. What should I check and modify to have say a proper animation, with flames from reactors of a soldier with pistol + shield, shield only, rifle + shield ? Once I understand the system, I'll fix it, thanks!
  19. Not a single TU has been spent for anything but trying double throw, straight in front of the soldier. I know Chris won't do balancing, but that's a rounding bug. I fixed the data myself in my game, but many players will not dare doing that. It's minor sure, but it's only minor request and a 3 mn fix to alter the file for the next hotfix. I understand Chris won't do any more enhancement, but yes, that's probably a rounding bug, perhaps affecting only soldiers with an odd (as opposed to even) number of TUs. You have 57 TUs, you must spend 28.5 to throw your grenade, the first one costs 29 and the second can't be thrown...
  20. With empty hands, i.e no +8 TUs penalty, you should be able to throw 2 grenades on the same turn, if you don't move at all. All grenades have a TU cost of 50% in weapon_gc.xml and yet when you try throwing the 2nd one, it costs exactly 50% of your TUs + 1 TU. Is it on purpose? Is it a rounding error? Is it the reason why some weapons use 49% of TUs and not 50%? Should it not be corrected to 49% in this case for the next vanilla hotfix? Thanks
  21. It destroys correctly all items but the armor. I guess that's because of the specificity of the armor which is not really an item. Can smth be done on that?
  22. Hi, I have modded the game so that laser cells are manufactured, so they are not infinite. Each time I end up a mission and return to the base, I'm credited with a free number of ammo cells equals to the number of laser rifle I have in the squad. This is as if the game deposit back the ammo cells from the rifles once I return, but they are still in the hands of my soldiers and full... Basically I'm generating ammos! I work around this bug by making a deposit of ammo cells at start of a mission and I don't retrieve them, but still, this is probably a bug common to all manufactured ammos.
  23. Ok, I understand. In any case your semi random maps are great for fun and replayability! Thanks for the hard work
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