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Slayerjerman

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Everything posted by Slayerjerman

  1. Edit: damn beaten by a few mins There are several places you need to ensure they appear, then you need to "unlock" them for use: items.xml is just for setting the sell price and act as items that can be collected after a ground combat mission (like useless alien junk, corpses...etc). These dont have actual use in the equip screen(s).. weapons.xml controls all the items you see on the equip screen in the base. If its not listed here AND in the proper category, the game may either not display the weapon OR even crash. From the code above, it looks like its all good to go. weapons_gc.xml controls the weapon data in combat, but you'll want to make sure the stats match that of weapons.xml, otherwise you'll get odd bugs. Next, you need to also unlock your items for use with a new base/new game: The fastest way for testing your new weapons is to goto /scripts/_basebuilt.lua Goto a blank line and add this: UnlockItem( "weapon.alienpistol" ); If you dont unlock the item, it wont appear in the equip screen, even if its set to unlimited...etc. Manufactured/Researched items unlock for you, thats why you see them on the base and why you never see alien weapons there even after you get some from a mission, because they never unlock for use.
  2. Correct, this is a known issue with all melee aliens that if they arent able to perform a reaction attack, they cause the game to freeze. I've also noted that the crash with explosives does seem to be semi-random on large city maps. Some maps I have this happen to me, but most maps, it doesnt happen at all. Best guess is that the map pack files from the merged map pack mod isnt fully working with v109 or CE 026, but I have yet to see an update for the map packs lately. Hopefully when they do an update, I can get them remerged with whatever fixes they make. Well, I'm glad its not the weapon, but sad that you discovered the other uncommon crash.
  3. Eh, everyone has different views of what "balance" is and I've been fighting to stay out of that and failing. Most of the mods in this compilation are merged with their original values intact. As such, when combined with the higher XNT difficulty gameplay causes them to feel weaker than they were intended. For those sorts of things I'd be happy to try to sort out. But simply posting "zomg no guns/gunz suk" is neither positive nor helpful. I've asked for more information and if provided, chances are always very likely that I will remedy the issue.... And Dapper's correct, I'd prefer to focus right now on bugs and getting caught up on the various text entries. I've put out a lot of updates and want to give people time to also catch up.
  4. Feedback is always welcome if its not given in the form of a complaint. Again, files are right there for you to change if you dislike something and I always offer help to modify the mod to your liking. I am just not going to go and do it for you, so I'm not sure what your looking for here, sympathy because you wont find that on any forum
  5. Dont like it? Change the starting gear in /scripts/_basebuilt.lua Seriously, it does not take that much effort to make a few machine guns/shotguns before you go sprinting off to the first UFO. Its a strategy game after all. I mean, who expects to buy a fighter jet for 100k? LOL. The squad starts with a FAIR set of gear, even for veteran difficulty for the first UFO or two. You're not preparing your squad for the first encounter with armed alien invaders, so its your fault, commander for being too trigger happy to shoot some ETs. Side rant: I was sorely tempted to make everything cost real-world equivalent, but then you'd never have any aircraft and nothing but pistols... So next time someone wants to talk about "fairness", just keep that in mind that the game isn't exactly true to "real life", so to speak.
  6. Yeah, like I said, i need a FAQ, heh. I already changed the AK47 to do exactly as you stated, it now has a bit more "punch" to it with less accuracy than the standard rifle. I need to sit down and test the animation issues, since i honestly never use the AK47, im not sure of the issue, but I have seen others say the same thing. The AK47 i believe was brought in by XNT AND Asymmetrical Weapons, so its probably got a conflict of sorts. Yet another item to add to the bug list.
  7. I really need to write a known issues post and FAQ someday...lol As explained before, just put a wrench in your inventory and make sure your shield is in the left hand slot to repair with the quick-slot in combat. They work fine and are fully repaired once you repair them atleast once during combat and while I can fix them by moving them to the "melee" category, to do so means to really clutter up that menu, so for now they are staying put under "equipment/other"... And while I am balancing some of the weapons still (its an ongoing process), they are balanced around vanilla weapons. I do not know what weapons you feel are underpowered, give me a list and I can look into this to make sure they are not bugged. I already feel that the LasTek, multi-ammo, sprayer/flamer and melee weapons are somewhat over powered. It could be that the new "ballistic" weapons added are not properly tuned and causing the problem of being too wimpy. If you are saying that the Metalstorm or Mars MfG weapons are weak, then that's another matter because it was intentional and needs to be re-tuned. As for the AK47, not sure what the issue is there, I have not looked at the stats in some time so it could be that needs to be made to be closer to the standard assault rifle or maybe its bugged, who knows, but I'll look later on. Also, if your expecting all guns to have the same damage output of a plasma rifle, you'll be disappointed with the "beginner" stuff you unlock. Go try some of the other weapons in the later research trees, I think you'll find there are plenty of ones that offer the kind of punch you are looking for. Also note that with the XNT gameplay changes, a lot of aliens have high armor values & health, so guns with zero or low mitigation will feel weak too. Again, list the weapons that you feel are out of whack and what aliens you were trying to murder and I'll have a look and see if there's something that needs fixing.
  8. Changes Added a new research entry to unlock "Light Interceptors" for the beginner current-timeline aircrafts. Added a new research entry for "Standard aircraft cannons" so you can unlock and manufacture them correctly. Added a new research entry for "Standard aircraft air-to-air missiles" so you can unlock and manufacture them correctly. Fixed some names and strings/texts for aircrafts to make them easier to identify and read. Because of the changes to researches.xml, it is advised that you should start a new game otherwise these items will not unlock for manufacture properly, you can continue on playing saves from 1.3.0 if you want. Sorry , had to be done to fix some of these bugs.
  9. For the missiles, I looked and found the issue. I'll issue an update shortly. Also, for the multi-ammo types, they unlock later on. INC unlocks with Alenium explosives research, Stun unlocks with Stun weapons and ZAP unlocks with the shock baton.
  10. This mod changes ALOT of the strings & texts. The default XNT translation will not likely work and if you copy over strings.xml with it, you will break the mod.
  11. Well the stock missiles on the planes aren't always available to manufacture...even though they are on the plane. I think you need to research advanced USSR rockets. I looked at the aircraft equips view file and its the original script from v1.09... really weird about the UI. Ill have to try a different/older script, maybe its a new but to v1.09....bleh EDIT: Aircraft equip screens are fixed, v1.3.1. The issue was that all the new aircrafts were set as "buyable" when infact they are not. This caused the UI to try and scale to fit all the new entries. Anyway, its fixed now.
  12. Yeah I dont know whats up with that odd equip screen issue. I just noticed that recently too. I'll need to dig into the files and see whats going on there. Is the plane you are trying to equip have the right hardpoints? Trying to put missiles into a cannon slot perhaps?
  13. First of all, the manufacturing time for ammo is almost entirely negligible. In a period of like 2days you can pump out 99 of any ammo just about and covers all your needs... Anyway, here is how to go about changing this to cheat: 1. Open Items.xml and set any thing you want to change *ahem* cheat *ahem* from "Normal" to "Unlimited". I would recommend only changing the starting weapons to "Unlimited" and set all the others to "UnlimitedOnResearch", so you have to research them first.
  14. Glad it fixed it, thats an experimental setting that the CE guys recently added. While I have no issues with it personally, its definitely not for everyone it seems. Shame too, its an amazing setting that makes GC much better, IMHO.
  15. Could be the EXE version. 0.26HF is what is included. Try removing the 0.26 feature for "skiphidden animation" inside the config.XML, its under "CombatWindow" heading: <CombatWindow> <SkipHiddenAnimations>1</SkipHiddenAnimations>delete <SkipHiddenAnimations>1</SkipHiddenAnimations>or set the variable to 0 to disable. if that doesnt work, You could try grabbing an older EXE from the CE thread and see if that helps. I know I sometimes get a hardlock/freeze whenever I shoot a melee-only alien and they have no means to return reaction fire (like if they are stuck somewhere). I save every round during battle for issues like this specifically. Be sure to report back if you are able to solve it.
  16. Dont tempt me. And sadly content is mostly all integrated. To do so would mean more optional patch files that I really dont have time to maintain. This being said, nothing is stopping you from removing these items yourself, here is how (the short and easy way)! Open researches.xml - Enter the cells and delete the lines for "UnlockManufacture" for the items you no longer want. Do not delete the entire cell as it will crash the game. Just remove the bits you dont want. This will stop them from unlocking during research and consequently prevents these from being available to build or access. For example, removing the M41A Pulse Rifle:1. Make a backup copy of researches.xml, just in case.2. Open researches.xml (i recommend Excel for this).3. Press F3 and search for "m41a", lowercase ideally.4. Enter the cell and delete the line [b]"UnlockManufacture("ManTech.m41a");[/b]5. Also remove any entry for [b]UnlockItem("weapon.m41a");[/b] also, if present.6. Save & Play
  17. OK so I ended up using a work around. Basically what I did was go into the strings.xml and add a second line to the weapon's name like so. Sadly it looks wonky in the item stores listing because of the second line and when you roll-over the weapon slot on the aircraft, its also impossible to read the top line, but its acceptable mostly. Definitely better than *nothing* at all, atleast this way you can see the stats since these weapon slots dont have tool tips. Cannon - IS-58 VulcanDMG: 6 | RNG: 2000 | RoF: 0.1
  18. Hi. First of all, apologies all around for kicking up this dust storm, thankfully this situation will strengthen the community, so it wasn't entirely bad ordeal. Secondly, it's my fault for not calling out more clearly that Xenophobia was a compilation mod. I had used the term "add-on" (I dont believe I never called it a "sub-mod") during the early versions and that definitely confused people, including the XNT team. For that, I am sorry. Thirdly, consider this my formal apology to the XNT team for being brash and knee-jerk reacting to their requests. Both them and I could have been more civil, but what is done is done. Yes, I should of directly asked for permission, but by allowing me nearly 4 weeks without denying permission it seemed reasonable to assume that permission had been indirectly given... I also have permission from XNT, btw. I'm not trying to be a dick by posting this, but this is to cover my butt if they come asking to remove XML data or their text content: https://dl.dropboxusercontent.com/u/20763616/Xeno/XNT_permission.jpg I deleted my post stating that the XNT team was very helpful and kind up until I released v1.2.2, I have always been a fan of XNT and wanted to help them succeed, so to have this conflict with them definitely made me sad, especially with how it spiraled downward. I hope that in the future we can ALL get along, make great mods and have fun. Thank you. Slayerjerman
  19. Yeah, my eyes started going cross after staring at the descriptions to do the stats and junk. Data entry sucks, but Im used to it. Im going to be using my "condensed" descriptions format for all the weapons as I for one like the data to be concise and tight for easy reading, but that means either removing the story fluff or condensing that as well. I found the vanilla description formatting to be rather...well...too big. Heh.
  20. Ok this update was a huge one, thanks to SoloA for allowing inclusion of his aircrafts mod and I finally got around to making some new gun art, fixing some more bugs & finally writing a BOAT LOAD of weapon descriptions with stats...etc. Changes Fixed crash when clicking on empty aircraft weapon slot for the SU. Fixed 3 research entries for alien UFO aircraft weapons. New! Realistic Aircrafts mod v1.1 by SoloA New! Added Aircraft weapon stats displayed on the weapon slot of the aircraft now! New! Begun adding weapon descriptions with stats for all new items (melee complete, guns at about 25% complete). New! Unique artwork for Multi-ammo rifle & shotgun New! Better artwork for all LasTek weapons! New! 20 new real planes. New! 18 new real missiles. New! 7 new real aircraft's cannons. New! New balanced base structures! 2 New living quarters, 1 New laboratory ,1 New workshop Removed all XNT assets (art and audio) from Xenophobia's archive. Now all these files must come from having XNT installed before Xenophobia.
  21. Interesting changes, sounds to me like you generally made everything do more damage. Melee weapons in my testing already did a TON of damage, especially the two-handers like the Volt Bat. Generally its not really the damage you do but rather the number of times you get to attack with melee when your up close was my thinking for one-handers and of course two-handers being devastating if you can close to melee range. I was playing insane difficulty and took down a Lizardman commander with two hits with the Volt Bat, dealing two hits, each above 180 stun damage. Maybe I got lucky rolls on the damage, who knows...but i was like "LOL HELL YEAH" when it happened.... Corp weapons I balanced to have strengths and weaknesses based around vanilla guns. Metalstorm guns deal low damage but spray lots of rounds inaccurately (just for fun really) LasTek guns are basically just 20% better versions of the vanilla Laser weapons. Kas guns are just 20% better versions of the vanilla Plasma weapons. Mars guns are just supposed to be "cheaply made" knockoffs, they have low damage/high weight but are cheap to build than full Plasma guns. Core Tech guns are supposed to be end-game murder machines that are insanely expensive and difficult to build. Anyway, just explaining the madness behind the mayhem
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