Jump to content

Slayerjerman

Members
  • Posts

    325
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Slayerjerman

  1. First of all, the frag rocket that loads into the Multi-Ammo weapons sometimes is a bug with how multi-ammo weapons work in general because they are based on the rocket launcher that is hardcoded to accept all rockets. YES. You can load a frag rocket into the rifles. BUT it will treat it as a standard ammo magazine.... so don't do that unless you want to use basic standard rifle rounds. Secondly, EDIT: I just tested Acid Sprayer and Stun Sprayers and they worked 100%. Sounds to me like you need to try to reinstall the game and mod.... Thirdly, if you see weapons that are fully loaded read 20/24, you need to change the CLIPSIZE in both weapons_gc & weapons.xml...if they dont match, the ammo capacities will have that bug. Lastly - balance - ALL the weapons (including the early beginner ones) are already pretty damn powerful, even for Veteran/Insane difficulty. If you feel the weapons are still too weak, by all means mod them as you feel necessary. I bet you are using the wrong type (or early tech) weapon against the certain aliens that have immunities and high armor. If a weapon feels too weak, I would advise doing some research to unlock the higher-tier weapons.
  2. Its a false positive because of the EXE thats included. But any wise man on the internet will tell you to scan first if you dont believe it....
  3. I would ideally. If you're too far along chances are that you wont unlock everything properly (like if you researched Plasma Weaponry before this patch and it did not unlock the ammo). I know its a pain, this is like my 20th restart too....thus why im gonna take a break.
  4. v1.3.8 patch is up with more more more fixes. I think thats gonna be it for the weekend. I need a break >____<
  5. On the Solder Equip screen, did you press the button on the left-bottom to select the "Unassigned" group of soldiers after unassigning them from the dropship? Because there's several "groups" listed there: Charlie-1, Charlie-2, Unassigned...etc, the game typically defaults to those assigned onto the first ship to show on the equip screen, so if you take them all off you will not see anyone there by default until you click one of the other groups.... Go ahead, try it, take everyone off Charlie-1, then look in the lower-left corner and you should see a label that says "Unassigned (8)" or whatever. Click that. Also this is not a bug with this mod, I do not change any files related to the solider equip screen layout. Only in-combat inventory to add the additional kill/mission info.
  6. Many thanks Sentelin, I will make this fix as well. Installation cant be any simpler. Literally follow the instructions written on the main page. 1. Install vanilla v1.08 or v1.09 (I use 109 myself) 2. Download the latest XNT 5.31 Firebat and apply any hotfixes they have. 3. Unzip Xenophobia files and copy the EXE and /assets/ folder into your Xenonauts folder. Overwrite everything when prompted. Done.
  7. Its a vanilla game bug that causes these ammos to duplicate themselves. It's a known issue that you'll end a mission with tons more of the Alien Plasma Batteries (Alien Plasma Cell ammo) also. Unfortunately, I don't have a fix other than to make them sell for less...
  8. What are you fighting that the damage is too low? I can nearly one-hit stun most aliens that are not Androns or those zombie-things with the STUN ammo in a shotgun, IMHO its maybe too powerful. I use INC for pretty much breaching walls and killing egg sacs and melee-based aliens. AP is meant to be a starting ammo type, the mitigation on it is pretty good, almost as good as plasma rifles...making that stronger would might make it too good. ZAP is meant to be used against Androns and Drones, but yeah its generally an all-around-good ammo type, but it is the last type you unlock. BTW - some aliens are immune to STUN. Androns are and I believe those zombie-things too...thats why you gotta switch. I am considering adding in something like "Alenium Alloy Ammo", which would basically be the same as depleted uranium, something that would be as powerful as MAG weapons, but require alenium/alloys to create. This new ammo could make these multi-ammo guns usable at end-game fights. I also need to get off my butt and get Toxic ammo finished. Which is meant to be high damge with no mitigation (chemical), so it'd good for low-level targets and such....anyway, more stuff to finish, heh.
  9. Plasma ammo or do you mean ALIEN plasma ammo? I just tried to figure this issue out, but wasnt able. So I did a work around. v1.3.7 patch is ready and fixes the crashes in the "Energy" tab and the stun ammo for the multi-ammo shotgun and some more text fixes. Thanks for being patient with the bugs guys, I know they suck and finding them is annoying, but without you guys posting I wouldnt know of them. So thanks for that!
  10. I am planning to do this with pretty much all the items recovered from crashsites. I have other plans that involve being able to disassemble stuff to recover Alenium and Alloys. Such as taking apart recovered reactors to salvage the Alenium....etc. Of course, this means that you will have to micromanage selling this junk off too. BUT that is how it was in XCOM, it was up to you to sell the corpses and recovered artifacts... I'm looking into the shock grenade crash to see if I can get it to happen.
  11. What do you mean "goto aircraft"? Do you mean when you completed the manufacturing of the Corvette Disassembly then press the button "Goto Aircraft" when it pops up the message? I just did that last night and had no problems, thats strange. I'll make adjustments to the sledge time too.
  12. Its not just you mate, I've noticed this as well that for some reason the shotgun's stun rounds just "dont hurt" when the pellets hit a target. ALL other ammos work fine. I'm gonna try a few adjustments to see perhaps if it's a mitigation issue with armor, but it should work just fine, which is also kinda weird that Dapper is actually not having an issue. Hah. EDIT: I found the issue with STUN ammo for the shotty, its fixed in the next update. But to fix it yourself, just open weapons_gc.xml and put 5 normal damage on the stun ammo type for the shotgun stun ammo.
  13. And thanks to all the original mod authors too. While some of this stuff is my own, many cool features and such came from others as well.
  14. Flamer is still in the mod, there's two in fact and a acid sprayer.... you'll see.
  15. Nope, Could never get the animation XMLs to work with armour.basicred. I gave up on it after spending several days. Perhaps someday I'll go back and try again.
  16. v1.3.5 is up. Lots of fixes and junk. EDIT: Be sure to use the HOTFIX also. I found a silly issue with weapons.xml just after I uploaded everything that was crashing when you clicked "Energy" in the equipment screen.
  17. Follow the installation instructions, else you are going to have issues. v1.09 vanilla game are fine to install over (I use v109). Don't expect your old save games to work and when installing mods of this size, you should expect to start a new game.
  18. Vanilla v1.08, then ALL of XNT files, THEN lastly all of Xenophobia files. Lastly, you will want to use the EXE that is included with XNT (don't overwrite with the one from Xenophobia as its too unstable).
  19. He should be fine just swapping the EXEs. I used just the UFOcontents from XNT, so there shouldnt be any need to mess with those.
  20. Same stuff going on here, but for me it seems to be when I shoot a rocket/explosive off-view into the blackness and/or directly hit an alien in the face whom cannot return reaction fire (blocked melee units from XNT from what I can tell). Turning off skiphiddenanimation in 0.26 sometimes helps to avoid the freeze, but not entirely. Its definitely 0.26HF as this is the first CE EXE that I and I think all of you have found this issue in, yeah? Anyone able to get this in 0.25?
  21. Yeah, I agree there, 0.25 is more stable for sure, I should probably downgrade the EXE included in the mod too since this is a common issue that nobody seems to be able to search the forums for. Heh. I rarely get this bug, but I do feel the pain when it happens. Pretty damn irritating.
  22. I'm ONE person, so I'm going to miss entries. Pointing out factual data like this helps me to fix these things, thank you. I've got a new version with re-balance and these kinds of fixes coming in a few days. NOW is the time to post oddities like this so I can work them into the new update. Secondly, I've lowered all the manufacturing times a lot, but trying to stay close to their vanilla counterparts. I've also FIXED the new aircraft weapons, they were horribly underpowered due to insane lock times and rates of fire, so those had to get fixed badly. Theres some new stuff in this next update too as well as more research trees for the cool stuff. And of course a fist full of bug fixes.
  23. Disable skiphiddenanimations inside config.xml and try again. See above. Also it is safe to do *minor* edits then reload into combat. Such as tweak numbers. But if you try and mess with major stuff, expect it to crash.
  24. Are you trying to load a game in v1.3.2? I would highly advise against that. Secondly, saves from CE 0.26 (which Xenophobia runs) do not work with any earlier EXEs. Thirdly, please define "unplayable". Thanks!
×
×
  • Create New...