Jump to content

Slayerjerman

Members
  • Posts

    325
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Slayerjerman

  1. Old games may work. As always I advise a new game when ever changes are made. The sad nature of being a work in progress mod.
  2. You will need to be patient and wait. The nexus servers are still populating the data through their network. Try again in about an hour...
  3. Thanks man, I already packed up v1.4.8, but I'll get these fixes into the next patch.
  4. Ive been making progress on the next patch, more importantly, I am working on building an installer package for the mod. Next update will be packed that way.
  5. Fixed in next patch. Make one yourself, perhaps? You installed the mods wrong. Uninstall everything and start fresh. Follow the instructions on page 1.
  6. Known issue - A workaround for 0/100 Shields is to save in the Geoscape and reload, that should reset the Shield to 100/100. They work just fine if you also take a wrench into combat, put the shield in your main hand and repair it with the wrench. Fixed in the next patch. 1. No one wants to fight against aliens with better weaponry.... Have enough people complaining the aliens are too hard already, which I think is just silly. 2. Game engine does not support physics or that kind of behavior for vehicles.
  7. I dont remember honestly, so you'll need to use WinMerge to find the differences, but in 1.4.7 I corrected a typo that lead to previously saved games crashing Also - I have no clue if aliens ever used ammo when they fired..... could be a vanilla bug....might not be....i havent the slightest clue.
  8. Did you try scrolling down the list? Use the mouse wheel? I don't follow. What "setting" are you talking about? The installation instructions are super simple that I'm getting irritated explaining it over and over. You copy files into the game directory, its as simple as that. No one has reported that issue before, so you must of installed everything badly. Uninstall your game, install it fresh and try again.
  9. The install instructions couldn't be simpler unless i flew to your house and did it for you... Install vanilla v1.08 or v1.09, copy XNT 5.31 files into /assets/ and overwrite, then do the same and overwrite everything with Xenophobia last. DO NOT use the "mod tools" on the game launcher...make damn sure you start the game with the EXE provided by Xenophobia........... does anyone not read the install instructions on the main page???? Colonial Marine weapons are end game state-of-the-badass-art guns, you're not gonna unlock them until after you've researched MAG weapons. I've put 40+ hours into a single playthrough and STILL havent unlocked them normally, so be patient.
  10. I've narrowed down the issue, it IS researches.xml....because i had to fix a string problem with Researches.AircraftMissiles entries. Had a typo in the researches rows.....ugh. Apologies for all the game restarts, I too lost a couple 20 and 40 hour saved games. So I totally am feeling the pain which is probably why I'm going to take a long break from modding once we hit v1.5.0, which means I've got about 3 more versions/patches to go. So get in your bug reports and requests now.
  11. Its probably safe for you to revert back to the 1.4.6 researches.xml, that might fix your old saved game. I wouldnt advise it of course, but its up to you.
  12. Ah yes. My bad - I forgot to mention that any saves that had unlocked the dermal regen device or metabolisim accelerator will crash. Start a new game, sorry ....it is a work in progress mod, so these things are going to happen from time to time.
  13. ALL previous patches included. Fixed a bunch more missing animation files for pistol weapons + shields. Fixed more missing animations for "checked" alien weapons that you can manufacture. Fixed crash when clicking AMMO tab after unlocking Mag weaponry/multi-ammo ALLOY magazine. Fixed USSR aircraft unlocking problem, now it properly unlocks all 5 USSR aircrafts. (fix is not retroactive, so if you've researched USSR aircraft already, only fix is a new game, sorry). Researches.xml changes to make advanced aircrafts unlockable through other means, including no longer requiring alien aircraft "hull" items. Removed dermal regenerator and metabolism accelerator items. Fixed UNSC manufacturing to give proper weapons (minor text fix). Shock rockets no longer leave toxic gas when they explode. Base buildings for LV.3 are 2x1 in size now, no longer have any 2x2 buildings other than the command center. This was to fix the black zones in base defense missions maps.
  14. You dont have to rebuild any aircraft.... they are recovered like vanilla when shot down, so I think you are confused, sir. As for unlimited ammo/weapons, its possible if you learn to mod
  15. I gave him credit for the expanded personnel view, in which helped me learn how to edit the UI screens to expand the various lists and junk.
  16. XNT requires for you to have a items.corvettehull to unlock it..... something I am going to be changing in the next patch.
  17. Are you using v 1.4.6? I just fixed the vehicles. UNSC weapons are fixed in next patch. Was just a simple text issue. Have you started a new game? And in what version did you start your present game? Again, this is a common bug with changing researches.xml while in the midst's of an already game-in-progress. If you had researched any of the requirements and the researches.xml for that tech was changed (which it was back in 1.4.2) then it'll mess up the unlock. Goto some tech you have on your list and inside researches.xml put UnlockKnowledge( "Researches.AlienPlasmaTechnology" ); there as a temporary hack.
  18. I do skim them, but again, when merging hundreds of files and lines of code.....*something* is gonna get missed. I also found that the new T-80 tank armor was missing from the file too, so this is two fixes with a single stone! Thanks again for digging into this again man, its really appreciated.
  19. Xenophobia does not contain Magnum-nauts. I believe you confused. And no, I do not offer optional files to disable any particular content, its a huge hassle to maintain already without having more files to update. Furthermore, if you dislike ballistics, simply dont research them and they wont appear in your equipment/manufacturing lists. Its not like you are forced to research them, so.... I dont know what your issue is with it being a "turn off".
  20. As for the new weapons, this is a compilation mod and those weapons came from another mod with the author's permission and are un-modified when added into Xenophobia. Because this mod uses XNT for re-balance, a lot of aliens have higher armor/health and I suspect that these weapons dont damage or penetrate enough. I do attempt to solve some of these things as players come across them. 1.4.5 contains all previous patches. just install 1.4.2 then 1.4.5 PATCH
  21. New, improved larger UI for all of you! Merry early XMAS See change log post on page 1 for download link if you want screenshots. Screenshot bundle also available in downloads section on the Nexus mod page too.
×
×
  • Create New...