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Slayerjerman

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Posts posted by Slayerjerman

  1. ※ I started this work. Because I found many weapon's description have difference

    with weapon_gc.xml. (from basic machinegun...)

    ※ I will really appreciate, If you apply this to next patch. (and more appreciate if you change weapon description in 'string.xml' when you do balance patch later)

    ★ This data is equal to Xenophobia v1.4.6. (I start this work on that version)

    ★ Work is done just up to Alenium Weapon. there is fix log in zip file

    Thanks man, I already packed up v1.4.8, but I'll get these fixes into the next patch.

  2. Are the Researches.drone and Researches.boomerang active? They didn't unlock for me after Corsair/Marauder. Probably also because I'm using not the latest Corsair/Marauder unlock path (the carrier-cruiser-battleship requirements), but not entirely sure.

    upd: Yup, I was right. Had to hack it in, using the item manufacture method...

    The X-25 Boomerang actually has no Xenopedia picture, no hangar model and it didn't even appear after building, like it never even existed...

    Fixed in next patch.

    Is there anyway to get a version without the Economy Restored mod? I can see why people would like it but it adds to much busy work for my tastes.

    Make one yourself, perhaps?

    Good night, Slayerjerman

    Thank you for your work and excellent сompilation Mods.

    Use your MOD version 1.16 has more than 2000 + edits in it. Encountered a problem please help.

    1. How to solve the problem with the invisibility of new types of aliens. (Egg, Viper).

    2. I have a constant problem with SU 27 when using auto battle getting a crash to the desktop.

    Sorry for my English, it's not native for me.

    You installed the mods wrong. Uninstall everything and start fresh. Follow the instructions on page 1.

  3. Bug maybe?: tactical battle sheild freshly manufactured has 0/135 hitpoints (same as the other ones unlocked with alien alloys.)

    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.

    Bug report this time:

    The US cooperation research doesn't seem to unlock the M61 vulcan autocanon for production.

    Fixed in the next patch.

    Mmmkay... Got few thigns to Ask... Why noone adding new weaps to aliens ... Rly quite much alrdy for xenonauts... And 2nd is it only armoured car cant drive&crash most obstacles? Or tank too ? If tank cant drive over pile of boxes or through walls too its epic =D can smone make mod for it to be possible? =_=

    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.

  4. Found a possible bug. When a base doesn't have a dropship, the soldier equipment screen will display a "no soldiers present at this base" message, even if there are soldiers there. This also occurred to me when I moved all of my soldiers from Charlie 1 to Strike 1, when Charlie 1 Became empty; however the problem went away once I moved the empty Charlie 1 to another base.

    Vanilla game bug. Cant fix.

  5. I don't know if it's a mod-exclusive bug, XNT bug, original game bug or a feature... But aliens never use up ammo. Not grenades either. This leads to ridiculously preposterous situations when one alien can just spam Plasma Cannon (the AOE ball thingy) THREE times in a turn. Which has ammo capacity of 1/1... Not to mention it has only one spare clip.

    So, yeah, balance issues. It has a lot, and probably not even purely the Xenophobia fault.

    As for the PlasmaTechnology, workaround had to be different from what I initially expected. Seems unlocking research, which leads to another unlocked research is not working, however if you add an item to the requirements in the .xml and then manufacture/get that item - then it will magically unlock the research. So, reference this workaround if you face same kind of bugs.

    With all that being said in the first paragraph though, I'm in no way disrespecting your work, Slayer, in fact - quite opposite. Since I'm planning to stay with the 1.4.5 (I've read about the crashes with old saves) - can you elaborate a bit what exactly was changed in the research tree? (Aircrafts unlocks, missiles and all that stuff) I'm planning to integrate that manually from the new file to my local one.

    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.

  6. How do I build a hangar, or a medbay, or a radar? All I can see is Storeroom Mk. 1, Laboratory Mk. 1, 2, 3, and the Workshop Mk. 1, 2, and 3. And Living quarters.

    Did you try scrolling down the list? Use the mouse wheel?

    Hi Slayerjerman by the way about the instructions maybe it need to be written in bold as i dont see that in first page but what about the game start setting, where you have to select "internal" in the mod settings ? first time i installed game i didnt find any of the mod new guns untill i play with this setting without knowing what this is doing

    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.

    Hello there good sir! i am loving this mod so far but i am having the problem 60-70 percent of the times when i open the soldier inventory in ground combat the game crashes. Is this just me? Also is there a fix for this? Thanks again for this awesome mod.

    No one has reported that issue before, so you must of installed everything badly. Uninstall your game, install it fresh and try again.

  7. This mod seems amazing and I installed, but I think I did something wrong. I kept updating and probably broke something.

    First, a lot of the missile description text in the aircraft and warehouse menus was cut in half.

    Second, a lot of the weapons seemed missing. There was no flame thrower, no ammo for the rail gun, no ammor for the multi ammo machinegun, ect.

    Do I need to install the individual mods this mod combines then install it? I see some of the individual ones have been updated, should I update as well?

    Basically, I'm looking for help understanding the way this modding system works, I think its ossballz but it looks like I'm doing something wrong. Idiot click by click guide anywhere? Thanks in advance yall.

    EDIT: also I never seemed to get the weapons from the ALien films, where are they? I researched a lot of stuff, put in about 8 hours into game with this mod.

    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.

  8. Same, dermal regen device or metabolism accelerator weren't unlocked, but getting that crash on load. I'm guessing it'd be better just to start a new game, as any future patches would have the same problem.

    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.

  9. ok but i didnt unlock regen device or metabolisim on older saves today and still crash so maybe something else in unlocked techs ?

    I beleive i have no way to have the savegame back but i am juste curious :P if i restore the 1.4.6 researches.xml it's ok so it's realy a change on the researches.

    Maybe something about the buildings ? as i put lots of level 2

    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.

  10. yes fast service and tons of stuffs to try :)

    edit : none of my 1.4.6 savegame works with 1.4.7 :( direct crash if i try to load, battle or main earth view, something to delete from previous patch ?

    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.

  11. 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.

  12. Hello there :)

    Anyway, this will be just a quick question. I was wondering if there was a way to make the economy system in Xenophobia revert to vanilla?

    If not, eh, I'll just live with rebuilding dropships and planes and enormous amounts of ammo lol

    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 ;)

  13. Found a bug with the UNSC weapons. When building a few of them, they actually build a different one, notably the MA5D Assault rifle actually makes the M45 Shotgun, the M45 Shotgun makes the M92 Marksman rifle, and the M92 Marksman Rifle makes the A-something Heavy Machine gun. I'm not sure if there are more than those issue.

    Also, question: Are the vehicles not supposed to have line of sight? Because my scout car doesn't seem to have it. Thanks.

    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.

    That's confirmed, encountered that too, however only for USNC stuff so far.

    Now my research seems to be bugged somehow. I've researched everything needed for the Researches.AlienPlasmaTechnology project, however it simply never appeared in the list for me. I tried bypassing it, by replacing other researches with the AlienPlasmaTechnology in the researches.xml, but that only gives me the xenopedia entry and that's it... Are there any reliable ways to "hack" this research in?

    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.

  14. I'm thinking modloader related mods should be skimmed through to make sure values aren't missing before replacing vanilla files in the future.
      Armors_gc.xml<VehicleArmour name="HUNTER_ARMOUR">   <Front>     <Resistance kinetic="55" energy="55" chemical="100" incendiary="55" />   </Front>   <Side>     <Resistance kinetic="40" energy="40" chemical="100" incendiary="40" />   </Side>   <Rear>     <Resistance kinetic="40" energy="40" chemical="100" incendiary="40" />   </Rear>Missing:	<VisualParams range="20" coneAngle="90" /> </VehicleArmour> <VehicleArmour name="SCIMITAR_ARMOUR">   <Front>     <Resistance kinetic="80" energy="80" chemical="100" incendiary="80" />   </Front>   <Side>     <Resistance kinetic="60" energy="60" chemical="100" incendiary="60" />   </Side>   <Rear>     <Resistance kinetic="60" energy="60" chemical="100" incendiary="60" />   </Rear>Missing:	<VisualParams range="20" coneAngle="90" /> </VehicleArmour> <VehicleArmour name="HYPERION_ARMOUR">   <Front>     <Resistance kinetic="80" energy="80" chemical="100" incendiary="80" />   </Front>   <Side>     <Resistance kinetic="60" energy="60" chemical="100" incendiary="60" />   </Side>   <Rear>     <Resistance kinetic="60" energy="60" chemical="100" incendiary="60" />   </Rear>missing: <VisualParams range="20" coneAngle="90" /><Special hovering="1" />  </VehicleArmour>

    I swear I know next to nothing about actual coding, you can thank my rudimentary stalker mod-tweak-fu skills for that one too.

    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.

  15. I'd have to agree after giving it a play, having all of the redundant ballistics (redundancy in general) is kind of a big turnoff and mostly just serves to clutter up the screen. Might be worth it to consolidate some of the vehicles/weaponry into the most noteworthy/interesting examples. Everything else is pretty rad. Was trying to find a way to at least disable Magnut-nauts, but I suppose there's no way to disable just one of the mods, eh.

    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".

  16. 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.

    Are those patches cumulative? Or we should do it the old-fashioned way, 1.4.4 first, then 1.4.5 ?

    1.4.5 contains all previous patches. just install 1.4.2 then 1.4.5 PATCH

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