coma berenices
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Posts posted by coma berenices
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I got this recently but only because I was playing on external hdd and during heavy copy files activity. When it finished animations went back to normal.
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Hi,
I got game freeze already twice when during alien turn one of them jumps over an obstacle during his movement.
The only way out is ctrl-alt-del and to kill process.
Regards
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Hi,
Problems as in a title:
- no cover indicator in GC
- no aircraft readiness messages in geoscape
I read changelog and per my understanding these features should be there. Is it only me? Do I need to make delete and clean install?
Regards
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Is there any progress concerning this mod or is it stuck?
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Because the engine gets a bit weird with temporary files on some machines if it is not installed on the main hard drive (I think it always tries to write them to C:/ or something), and it has to reload all the textures when you alt-tab. You may well find that moving it to your main hard drive will fix a lot of the crashes.
If it does, then let us know - it'd probably be worth adding to the main troubleshooting thread.
Nice. Now I know why it takes so long to come back after alt-tab although being installed on ssd drive (but not C:\)
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Tank, Tank, Tank. Really. I try to never start a mission without one. It destroys the door and bombard/kill everyone inside. Soldiers go inside when there's one or two aliens left. Of course for bigger ufos you have more to do as tank can't get to upper levels.
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you still can clear your path with good old firepower:)
With only 12 shots available per mission with sth like 20 aliens using bullets/rockets on lanterns is a bit of waste of ammo...
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Vanilla does not reflect tank stats. Only X:CE does this (as of now).
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I agree. Any feature helping in managing incoming 'staff' would be welcome.
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this memorial wall has some scroll problems...at least if you say about casualty list in X:CE0.25
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It's for X:CE 0.25hf2
As in subject.
I destroyed the building with a tank. Next turn when I approach the rubble (2 tiles distance) game crashes. Attached save.
Edit
Can you edit subject on main page or move this thread? I mistakenly wrote vanilla version initially.
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I worked this around as sb suggested to just hire new soldiers and wait for their arrival.
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Thanks! I could always load older save and try to save one of my soldiers to continue playing but in long term it would be good to deal with this issue. Probably same error would happen if I aborted the mission with only my vehicle left?
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Hi,
During my last mission all my soldiers were down (2 survived according to post mission pop up) and only vehicle (hunter) was left but it was able to kill all remaining aliens and end mission successfully. This however caused to CTD whenever I go to soldier inventory now in geoscape. I cannot basically continue playing now. Attaching save.
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Did you see asymmetric weapons mod?
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How many turns did you stay there?
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Did I mess sth up? My just updated 1.07 does not work with X:CE 0.23. CTD by launching.
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I like this idea!
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Thanks for taking the time to check out my mod and especially thanks for the feedback!
Regarding the recoil, I view it as a mechanism to limit the use of the more powerful weapons until you've progressed far enough to have soldiers with enough strength. I've made some tweaks that'll be in the next version, released when I'll get enough content in.
I'm sad to say the grenade launcher isn't that good, thanks to the limitations of the current game, but I'm hoping the CE would bring a fix to that. The minigun happens to be one of my favourites, but you really need the Predator Armour to get everything out of it
Yeah, they probably are a bit unbalanced. That's why I started rebalancing the aliens, mainly giving them actual armour, that should change some of the weapon balance pretty drastically. E.g. shotgun would be practically useless versus Androns which have 50 to 80 armour currently, and sebillians as well, though you'll still carve through most caesans. There's a lot to test though so I haven't released it yet.
I realize not all want to use the advanced ballistics, which is why they're under a separate research tree, so fully optional to use. I just realized the MAGs also require the heavy advanced ballistics research, so did they even come up for research for you? Now that I think of it, it might actually be better to just ditch that research requirement.
I'll have to take another look at those two weapons, but strictly numbers-wise they should not be too unbalanced. The range might be key factor here though, also the burst length. Now that I think of it, especially the plasma caster could probably use a bit of tonedown there...
Thanks for your effort and feedback, it's really valuable to me
Yes. Somehow MAG did not appear in my research so probably something is/was broken in version 0.2 I played. Regarding scatter laser and plasma caster I agree, burst length and range were crucial. I ended up using on end mission 4 scatter laser and only 2 plasma caster as first one was sufficient enough to not replace with plasma counterpart.
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Just finished the game on veteran and this mod. Was looking mainly into main game weapons rebalance rather than new advanced ballistics which I did not use at all.
Your scatter laser is overpowered, same plasma caster.
I never got to MAG weapons and also almost did not use any plasma at all. Was fun - yes. But too easy to beat aliens with these two guns (especially given their range).
I think it'd better to get rid of advanced ballistics and just rebalance main game weapons better so it's not boring as in vanilla version but also not too easy as with your modification.
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Yeah, that's supposed to be it. I tested it and it worked just fine, but it seems I'll have to double-check things. I'll try to fix it as soon as possible. In the meanwhile you could double check that you have the strings.xml from the mod in your assets folder. It might be that the research will unlock fine, but there certainly should be a description.
or better yet, open both researches.xml and strings.xml and find (ctrl+f) the string "Researches.AdvancedConventional" without the quotes. If you can't find it in either file, then replace that again from the zip. I just checked and it should be in the zip and should be valid.
It's about strings.xml. I have same issue. Checked and I have different size of this file because of my community edition.
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FIXED with 1.04 hot fix. Thanks
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Ok,
So I was in a middle of terror mission. 3 of my soldiers left, I think 2 aliens as well. Over 20 turns now so map is revealed - "air surveillance". First it crashed when I approached one alien during enemy movement, load, end turn crash again. Now it goes CTD even during loading the save! Attaching it.
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I tried to replicate a problem but now it started to work.
Steam Game Festival Demo Released!
in Xenonauts-2 Releases & Patch Notes
Posted
Hey,
Just wanted to share my thoughts on the steam demo - last time I played tactical combat in Xenonauts 2 was like 2 yrs ago I think or even more (on GOG if I am not mistaken).
I got over 100 hrs on Xenonauts 1 and played all XCOM games from 90s and 2000s.
What I liked:
- camera rotation
- improved graphics
What I did not like:
- line of fire is still broken, I would say there is no improvement from Xenonauts 1 at all, the drawing of line of fire (still) resembles a line in paint on 400% zoom, why stick to these 90 degrees
rectangulars? Cannot a game engine just draw a straight line based on mouse pointer location? Sorry about complaint but it just feels strange. I remember you said the new Xenonauts is based on a completely
new engine so I was expecting something else I guess. Certainly not the glitchy system from part 1.
- game seems a bit slow (turns waiting times, movements etc, like in part 1) - some optimization would be certainly welcome
- some graphics (enemy movement) are taken from part 1 but I guess it will change in a final version?
Good luck on improving the game