Ragefury
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Xenonauts: Community Edition discussion
Ragefury replied to Solver's topic in X:CE General Discussion
Anyone know why when playing CE .26 that my game stops responding and I have to ctrl alt delete and shut down the program when in GC and I kill aliens? Some are fine but usually one per map can't be killed without locking the game up? -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Ragefury replied to Slayerjerman's topic in Completed Game Mods
I changed the research value to 1.5 in buildings file but nothing changes in game? Is there another file to modify as well? -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Ragefury replied to Slayerjerman's topic in Completed Game Mods
I'm just going to improve the value of the regular buildings and 0% chance air superiority missions for now. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Ragefury replied to Slayerjerman's topic in Completed Game Mods
Ok here is the save file, choose Base Upgrade and it completes but then you can't click to exit the Xenopedia, if you hit ESC it goes away but then you're stuck at the Go To Base popup and clicking doesn't do anything. [ATTACH]5065[/ATTACH] During.sav During.sav -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Ragefury replied to Slayerjerman's topic in Completed Game Mods
I checked further into the Base Upgrade thing, if I delete: SetCurrentLaboratoryLevel(1); SetCurrentWorkshopLevel(1); from the researches file, then it successfully completes the research, but then I can either build Regular or Upgraded (with upgraded not having room for Scientists/Engineers) -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Ragefury replied to Slayerjerman's topic in Completed Game Mods
***Update 3*** I just found out that if the Bomber is alone it does not crash, only when there is a Bomber & 2 Fighters, or 3 Fighters/Heavy/Interceptor does it crash on me if I auto resolve and win. On the Base Upgrade Research bug, I've tried unlocking everything else including Quantum etc before I finish research on Base Upgrade. Not sure why its not letting me click etc when upgrade is complete. I have even tried having it not show anything on the Xenopedia, then it lets me click off but then crashes. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Ragefury replied to Slayerjerman's topic in Completed Game Mods
Also just completed the Base Upgrade and could not click go to Go to Base, Cancel or Close out the Xenopedia on that research completion. All others prior to Base Upgrade have proven no problem. [ATTACH]5054[/ATTACH][ATTACH]5053[/ATTACH] During save just hit fast forward and unlock research for it to lock up. Autosave was a save following the research that happened in middle of lock up. During.sav Aut.sav During.sav Aut.sav -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Ragefury replied to Slayerjerman's topic in Completed Game Mods
Slayer take a look at this save. I'm crashing every time I engage a squadron of 3 fighters/interceptors. I've run it a couple hundred times in different scenarios, nothing seems to get me past them. When I engage, then click following the completion it freezes and crashes. [ATTACH]5052[/ATTACH] *Update* The game only crashes when I autoresolve the air combat against 3 fighters/heavy fighters/ or interceptors. if I actually control the fight myself, it does not crash when I beat them. **Update 2** It also crashes with Bomber & 2 Fighters. All others seem to work fine. During.sav During.sav -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Ragefury replied to Slayerjerman's topic in Completed Game Mods
Yes I cheated so I could actually get them built. Not to play that way. I was just pointing out that was the most efficient base layout I could come up with. Had I not modified it to do the layout the bases would have been invaded before I could have gotten them built. I did not touch the range on the radars, just the number of days to build. I was more interested in feedback if someone else had found a more efficient layout with less than 9 bases covering all cities on the map. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Ragefury replied to Slayerjerman's topic in Completed Game Mods
Oh that's just for research purposes, doubt I could afford it. Just trying to Min/Max the game a bit to see whats the best I could accomplish by games end. I changed the build times to 1 day to make it happen fast so I could avoid losing bases while figuring it out. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Ragefury replied to Slayerjerman's topic in Completed Game Mods
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Personally I have always thought the radar ranges to be too low. Since in a real global conflict we would have more bases, larger squads, more planes and armor divisions, etc. I have always thought the resources we do have i.e. radar ranges, base troop capacity, etc should be increased to account for scaling down the size of the conflict. My solution was to scale the radars from 800-1200-1600. This allows 3 bases to nearly cover the inhabited portions of the planet while still requiring local air bases in regions to respond to alien aircraft threats.
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[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Ragefury replied to Slayerjerman's topic in Completed Game Mods
Its very odd, but changing the numbers that Living Quarters, Workshop, or Laboratory in the buildings.xml file does not translate into a change in game? -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Ragefury replied to Slayerjerman's topic in Completed Game Mods
Is there a reason you can't demolish buildings in your starting base? -
Xenonauts: Community Edition discussion
Ragefury replied to Solver's topic in X:CE General Discussion
Also on a side note, is it possible to increase the number of aliens that spawn in ground combat and increase the number of xenonauts you can field? I'd like to begin working on a more epic battle style mod. Where every fight has significant losses for both sides unless you ambush etc. Is it possible to increase the number of planes from the 3 per side now? Would be nice to have some epic air combat encounters with 10+ bogeys. Would need to increase the amount of ammo on the cannons for longer dogfighting capability. -
Xenonauts: Community Edition discussion
Ragefury replied to Solver's topic in X:CE General Discussion
Is this just happening to XNT to players since CE was included in the new version or folks playing CE mod only as well? -
Xenonauts: Community Edition discussion
Ragefury replied to Solver's topic in X:CE General Discussion
I was able to get your Shrike to land. The marauders are greyed out like my issue above, so couldn't get them to land. -
Xenonauts: Community Edition discussion
Ragefury replied to Solver's topic in X:CE General Discussion
The patch doesn't fix all the aircraft bugs. I downloaded it and still losing control of planes in the Geoscape, they stop following targets and then get stuck at the base when they run low on fuel. When you click on them , indicates they are returning to base but options to have them return are greyed out. This happened right after they located an alien base. This is my save: [ATTACH]4958[/ATTACH] BTW I also tried the Hotfix and it fixed one of the broken squadrons but not the one going to Jamaican base messed up planes.sav messed up planes.sav -
The patch doesn't fix all the aircraft bugs. I downloaded it and still losing control of planes in the Geoscape, they stop following targets and then get stuck at the base when they run low on fuel. When you click on them , indicates they are returning to base but options to have them return are greyed out. This happened right after they located an alien base. The following is my save file: [ATTACH]4957[/ATTACH] messed up planes.sav messed up planes.sav
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I worked this up to see if I could come up with the most efficient global coverage. Anyone have something more efficient? Alpha 0 radars X2325 Y1663 Bravo 0 radars X4810 Y1252 Charlie 2 radars X7972 Y0663 NA 3 radars X1762 Y0983 SA 3 radars X2845 Y2191 Euro 3 radars X3927 Y0931 Africa 3 radars X5096 Y2009 Australia 3 radars X7364 Y2321 Asia 3 radars X6221 Y0754