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Jace11

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Everything posted by Jace11

  1. Nice, I will use this instead of what I was using before.
  2. New 0.25HF2 seem good to me, not having the stability issues or bugs that were introduced in 0.25
  3. Yes, seen this two or three times since I've had the game. I thought maybe it was something to do hallucinating soldiers at first.
  4. After 0.25HF, my saves now load, but now getting crashes when autoresolving air combat against groups of alien interceptors only. Seems replicable for me, but I can't say how valid this is seeing as I have no idea if my old saves are "corrupted" or not (whats the definition in this case?). I mean, they load. Anyway, look out for it please. Think Ill go back to 0.24 for a while...
  5. There are no sprites for xenonauts armed with farmers shotgun, but if you use the standard xeno-shotgun sprites to replace it, it looks ok I think. Can't help with your second point, that's more like a mod. There are plenty of weapon mods around. Quick fix for farmer shotgun animations: assets.zip assets.zip
  6. Nvm, ill start a new campaign I suppose. XC EUROPE.sav XC EUROPE2.sav XC EUROPE.sav XC EUROPE2.sav
  7. Sorry, think 0.25 save / loads broken. Would load pre-patch games from 0.24 but any saves made in 0.25 (GC or geoscape) will not load again once saved. New game saves seem ok in 0.25 they load, its the saves upgraded from 0.24 that once saved, dont load again. Maybe my end, I have a couple of mods, nothing significant though or that I thought would conflict with XCE.
  8. If you set the xenopoints to 1 you can indeed extract, however the area of extraction is not marked in any way. If you just alter the maps original xenopoints, its a 6x6 area, you can of course increase this. I believe the Valkyrie submap is a 10x10. I have tried making all these tiles extract, and its fine, but then you can deploy anywhere in that area also. Which doesnt make sense when you have a green deploy area. that I was able to deploy outside of. Ideally I suppose you would limit it to the 6x6 but mark the zone so the player knows where it is, maybe with 4 flares or markers to higlight the 6x6 extraction zone, but that would require props and map editing. - Not my strong point. But yeah, in general, the top tier dropship cannot extract, seems like this is very bad for a potential upgrade also when you consider the lack of cover it provides at the mission start.
  9. Very nice thanks, was using another mod that did something similar, but I prefer the dark feel of this one, very nice.
  10. Yup this is missing, if it was never made or erroneously deleted it may be possible to make one by cannabilising the laser.precision burst animation for NW. Weird that it even has that set seeing as the weapon cannot burst fire, but that is some work, would require a significant understanding of spectres, and how the sprites are called etc.
  11. Is this with assault shield? I think it is missing hover animations in the soldier_spectre. They are correct for the combat shield. Also worth checking sentinel armor as ive seen similar, again probably just assault shield, but will look. EDIT: Try this, some new soldier_spectres for assault shield units in buzzard and sentinel armor with the standard hover animations added. If you see any problems or you notice any others missing can you say which armor and what the soldier is equipped with. [ATTACH]4804[/ATTACH] Assault Shield Flying Anim Fix.zip Assault Shield Flying Anim Fix.zip
  12. <baseDetailZoom value="0.5" comment="Detail text appears for cities and aircrafts above this zoom level." /> ??? Has this been disabled or altered, cause the geoscape is nowfull of labels at max zoom? Fine when one or two but merge and they all become unreadable. Devs incorporated a zoom limit for labels for a reason I think. This isn't documented in 0.24 changes either. EDIT: Ignore this bull, my bad, sorry.
  13. run it from shortcut with -quickbattle Go new game, Place base Quickbattle should start at this point.... Even then there are issues, sometimes the aliens I entered into levelsetupquick. dont load, map is correct though.
  14. Base reveal is pretty broken, I had an Andron base today. 2 or 3 turns in shot a small drone and got complete base reveal. I'd only advanced to first corridor from deploy. What's more, the reveal, while it doesn't reveal unknown enemies, once they have been detected, if they move out of view you can click the little yellow alien icons on the right and it will move to where they are, though you can't actually see them in fog.
  15. I don't know if other sound files are read. The .ogg format is quite old, but used in alot of games. You can convert other formats to .ogg with sound editors. I've used an old program called goldwave to convert mp3s to ogg for use in Xenonauts (have the music from PS remake of XCOM on my geoscape). Vorbis 44100Hz, 128kbps, (0.4q), stereo is the format I converted it to, works fine.
  16. Is the new kills counter from 1.07 or the community patch? I think I read someone asking for it here. Its nice, but with long names it gives over lapping text fields with rank gains. Could go on row below next to */*HP I dont think anything appears there. [ATTACH=CONFIG]4705[/ATTACH] Also, its 1 KILL, 2 KILLS etc, or you could use KILLS: # instead. Also, you default loadout for scout class has 2 pistols, 1 is occupy same slots as some other items.
  17. Just lost a base to a base attack in Nov, so 3rd month. Veteran difficulty, sent my F17 and a MIG to intercept a medium + 2 escorts cause that's all I had at my fledgling American base. Figured it was a terror mission or bombing raid and needed to try and do something. Went for the corvette, but the escorts got in the way, took them out, but lost my planes to the corvettes guns. Lost my base about an hour later. Great, that was a huge investment lost.... Hub + 2 hangers + 2 planes + 2 radars. It was one of the first spawns in that wave. Now a few days later, its December and I got notified of an alien base I need to take out. Most my guys only just got armour / energy weapons. We are dooommed ! On my previous play through on normal had several alien bases I located and no base assaults. I did save scum a bit though, this time I am not - effectively ironman (though I wont risk the in game option for that until a few more bug fixes come out), and have gone up a difficulty level. While the probabilities of these missions may be the same, the extra stress on finances means I suppose, that these alien missions are more likely to succeed early game, eg I'd just transferred a fighter from the base I lost to help out another region where I'm about to lose funding. I'm certain a third interceptor would have done it. BTW it didnt go straight for my base, it was heading elsewhere I think, why I assumed it was a terror mission. Anyhow, my advice would be not to save scum (at all!!! - unless its a game bug your correcting) and play on higher diff levels.
  18. Harridans and small drones might be able to do this too as flying units.
  19. Wall sections allow flying movement along their length, you cant pass across walls, but you can move inside from end to end with jetpacks.
  20. Have several bugs I noticed actually, but didn't want to flood forum. 1. Cannot target Wraith after it teleports to different level on next turn Had a wraith teleport next to my soldier but on a roof 1 level higher (small shed - farm map) it took no further action. On my next turn, I was unable to target it from below with any unit even though it should have been clear line of sight. When I put the crosshair over the wraith the line of sight indicator went straight across the map to some unknown point. Targeting was possible after this bugged turn. Seemed to be only on arrival at teleport destination, only for 1 turn and only if on a different level to unit trying to target it. 2. Sentinal Armour lacks flying animation if soldier is equipped with advanced shield (and maybe basic one too - not tested sorry). Buzzard armour also lack flying animations for shields. I'm not sure how this affects facing when they land as the animation is effectively frozen till landing. 3. Base Construction screen typo: "Quantum Crytoptology Center" should be Cryptology, it also over overruns the rotate button btw, could use Quantum Crypto. Center instead. 4. Storeroom: Transfer button causes sale of any items that were previously queued on the sell screen.
  21. I have attached a save which reproduced for me this bug every time I autoresolve the next air combat. In this game, many squadrons are airborne, Squadron 4 (intercepting ufo468) has two planes, it will lose one of these to the bug (goes 0% airborne etc) after you autoresolve the next battle where a Fury on the other side of the map destroys its target. So the bugged plane doesn't even have to be in combat... weird... Hope this helps lock it down. TEST2.sav TEST2.sav
  22. I've lost about 4 or 5 Marauders to this bug. No other types, but I never produced as many of the others. At first I thought it was related to having other marauders under construction, being completed while a damaged Marauder is returning to base etc or relocating but its not. It can happen without any of these things. Almost random, can't see a pattern, send squadron, fight, return, 1 aircraft unavailable. Ill try a few more tests as I have a late game save with tonnes of these planes.
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