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aajs

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Everything posted by aajs

  1. Nope! its fine. Sorry for this Post. Looks Like there must be corruption in my file that's why its not reading it.
  2. Been a few years but thought while I was waiting for xenonatus 2 I would have a quick play through of my old XCE bods. I downloaded the latest Community edition version on steam, but noticed with that the _basebuilt.lua settings no longer work when starting a new game. This really destroys my mods. Not sure if anybody is still active on these pages but thought I would give it a shot. Does anybody have a work around or solution for the _basebuilt.lua no longer being read at startup?
  3. Glad you had fun. Its funny just fixing all the exploits you told me about has pretty much solved everything. On my version 3.0 playthrough now, I don't run out of research because, I had so much money that I could research everything real fast. In fact I will probably get to the end of the game, with loads of research project not completed. Which was kind of my aim from the beginning. So looks like only things left to do for me now is to fix the building upgrades and then I am done.
  4. I am playing a little xcom2 but mainly focusing on getting this mod finished and all the bugs out. I have an Intel I-7 superfast gaming laptop and it keeps crashing on xcom2 due to overheating. The good news, is that I am concentrating on finalising this mod.
  5. Just catching up on the logs reactocore and they are as action packed as usual. I am currently on a different branch to you play testing version 3 with the crazy manufacturing for profit issues sorted. And I must say I am not having any lack of alenium or alien alloy issues. this is basically because I don't have the kind of money now to build so much ahead of the curve. which means there is more than enough alenium and alloys. My challenge is now paying the monthly rent. This feels much more balanced now, and makes you think a little bit more strategically, which I guess is what we want. I must apologise about the missing sprites, Its the first time I have ever play tested this far as previously I was adding and fixing content. So Hopefully I can get all the missing sprites handled as I get nearer to where you are currently playing in the time line.
  6. Yep that's a good idea. Hopefully I am nearly at that point in a new version 3 playthrough, soon as I get there I will fix and post up version 3 of my mod. It should be able to work as an upgrade and allow anybody who has not researched the medical centre upgrade to then do so. Hopefully will not be long.
  7. Ah ha, thanks. As soon as I get this fixed I will move to version 3 and repost all my mods.
  8. Well played a whole bunch of missions now and every single one is improved and enhanced by your mod. I thought I would make a short list of any sounds that did not quite fit, however on conclusion I think they all work. I especially like the piercing cry of the panic stricken cow. Very nice touch. It not very often you crack a mod first attempt, however I must say I really like what you have done.
  9. Hi Drages, Welcome back, we have been missing you. Did not see you post for a while and thought you had given up. Nice that you are back again
  10. Well here is the first bit of feedback. Well done, and thank you so much for you effort. Most things have now been modded and a lot of the new modders seem to be following the same loop and recreating what other modders have already done. Fun for them, but it does not draw people who have already played the more established versions several times over already. So its key to try and find something that has not been modded extensively before, and looks like you found something. So I have to take my hat of to you for that. I have just downloaded it and was very excited to test it out. I could not download from that site using my edge browser as it seemed unsupported, but switched back to IE and it downloaded fine. First Mission: farm yard mission, and have to admit I was impressed. As Xenonuats vanilla is definitely about creating extra suspense through the sound effects, your mod kind of needs to do the same to add that extra excitement. Less is definitely more, as they say and I think your mod keeps the suspense nicely, its not flooded with extra sounds but just a few here and there. I liked the sound of a fighter craft flying past in the distance at one stage, would be nice to hear the occasional air to air combat too, but you may have already done that. My only constructive feedback I can think to offer, is any cute and cuddly sounds like spring chicks and lovely robins chirping will kill the atmosphere dead. When birds are scared, the don't sing mating, or happy songs, they just tend to chirp warnings. Right cant wait to go try another exciting mission. Thanks so much for you effort in producing this. I love it, and think you could really take this somewhere. [EDIT] The crickets in the night missions are epic, that is such a nice touch. Well done for that.
  11. I think, I can see the issue here. Basically, the unit sprites exist for the converted pistol in both in choices part2 (where the pistol originates and part4 (where all the armours are) The log is complaining because its being told to overwrite the values in part4 but does not have the modmerge replace value present. If you delete the folders mentioned in the log from the choices part2 folder, this may well fix the issue. Unfortunately, I cant test it as I am now running choices version 3.
  12. Ahh this weapon is in my choices part1 mod. its a quad rocket launcher. Not sure why its breaking stuff. maybe it has a missing graphic.
  13. Okay got a bunch of things to answer so one at a time. I have steam so my log files end up here: C:\Users\aajs\AppData\Roaming\Goldhawk Interactive\Xenonauts Hope that helps
  14. Errrmmm, just been reading the save game problem.... That is definitely not good. I don't suppose there was anything nice and helpful in the log files. Before I download them and start checking. are the saves during Ground combat or during the GeoScope?
  15. Mwwwaa haaa haaa I finally got the big garage bug to occur on my machine, yipeee and It was just near a save so could replicate it whenever I want. So a little tinkering and its now fixed. This will be included in my version 3 mods. Right back on with the play testing and tidying up.. Oh a quick thanks to all the latest feedback it really helps. Better sort out the medical buildings....and a few other thing reactocore found. And also a thanks for the positive feedback and thank-you's..... that really makes it worth while.
  16. Hi Reactocore. I have fixed the alenium grenade exploit, but don't wont to upload my next version just yet. Regarding the spy, its more of a Alien specialization. There is more than one. The one in your base was just one of many. You will find them on other missions as well.
  17. Yes Team approaches is good. I normally have a heavy tank team at the beginning and march my soldiers down behind it in exposed areas like WW2 Films. Just step a soldier out from the line, take a shot and step him in again. Other tactics for later. Kit a team out in hazmat suits and give em a load of gas grenades and charges to throw in alien space craft, then just wade in after with small arms and clean up the left overs. New tactic, I just got to implement a new armour will be a flamer team. I will make a highly flame retardant armour and you can use the flamer tank / flamethrowers / napalm grenades to burn em out. All while your team are roving around in the flames. Lots of different tactics are available in my mods, and makes a second or third play through still entertaining as you don't have to repeat the same as you did previously.
  18. Well nobody seems to use knives or batons even though their so powerful, so looks like I am not going to temp to many people so may as well nerf them a little. I think there should be some kind of reward for using them tho as you are likely to get toasted before you get near enough to melee with them..... So can you help me out a bit here if I am way off track, otherwise: The Vanilla stun baton later does: damage="5" stunDamage="60" empDamage="75" but is a later melee weapon in the game. Currently the police baton does damage="10" stunDamage="40" empDamage="0" mitigation="0"> So I will just reduce the normal damage to 5. much lower and it will not work. Hopefully its then a fair balanced starting weapon. following this logic then we can make the normal knife similar but its real damage. so it will now go from: damage="50" stunDamage="5" empDamage="5" mitigation="20"> to: damage="40" stunDamage="5" not sure how a knife could do emp damage so binned that. Ok regarding the vibranium knife its pretty much supposed to ignore armour but as its soooo powerful that its a game spoiler, lets half the damage and see how it plays out.
  19. Okay that lot is all sorted subject to testing. With the exception of the rocket launcher... I think its fine to give players that even if the did not research the others. So leaving that till I get to it in my playtesting. Everything else should be done, I can now see why you was getting so much money for the alenium grenades. Basically I was just adding 10% profit to the manufacturing cost, however I just realised each manufacturing run gives you 10 grenades resulting in 100% profit. Nice work if you can get it. I have now closed this out.. However, I don't want to leave just a boring 10% markup on everything. I was basing this on a formula elsewhere. however I wanted to leave a few items with a higher profit margin for those sort of players who like to take time analysis costs v profit etc.
  20. Great glad you like it. I am working on version 3 now which tidies up all the graphics and adds a bunch more armours. Mainly for more RPG type fun than combat reasons. However I will be implementing fixes for everything reactocore highlighted. I am also going to take a very bold step and reduce Time units on all grenades. I don't think this will upset the game balance excessively, with the exception of aoe grenades that don't destroy alien equipment... This means for game balance some grenades will have to take longer to throw than others...hard to explain logically but maybe the have additional priming routines to be performed before pulling the pin and chucking. I think selling armour should maybe come with a small profit... As for the research loop holes. I think I can sort them.
  21. Thanks Reactocore, Glad no bugs found so far... Do you think the 4K profit for each is acceptable or should it be reduced.... I don't want to take all the fun out of the game by nerfing everything too much.
  22. You put pistol in one hand and carry that in over, you get big plus to reaction times. We did a lot of testing with this in the early days and it proved to work. You could consistently engage an alien and fire all your shots(TU) before the alien would return fire. However there have been lots of changes since then and I no longer know how the reaction moifier is applied when u have a weapon in each hand.
  23. Tried it many times across many versions but never got it to work.
  24. Aaah thanks that is very helpful, Well the advanced command center must be hard coded so I can sort that with a story line change. I guess when you do the research I can base it on the fact that you have some captured alien computer technology and you only have enough devices to fit out all the current bases, however future bases will have to be constructed using the conventional methods blah de blah... As regards the medical centres, hopefully they are easy to fix.
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