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Ragefury

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Everything posted by Ragefury

  1. Game keeps freezing or crashing in GC on this save. This is a clean install of game and mod. [ATTACH]5108[/ATTACH] When I spin to look at a viper to kill them it crashes, when I kill a viper it freezes. Aut.sav Aut.sav
  2. 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?
  3. I changed the research value to 1.5 in buildings file but nothing changes in game? Is there another file to modify as well?
  4. I'm just going to improve the value of the regular buildings and 0% chance air superiority missions for now.
  5. 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
  6. 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)
  7. ***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.
  8. 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
  9. 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
  10. 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.
  11. 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.
  12. Is the maximum number of aircraft per squadron hard coded or can we modify that? I'd like more chaotic higher casualty air battles.
  13. 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.
  14. 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?
  15. Just wondering if Solvers Hotfix was for v1.08 and people hadn't signed up for Experimental Version v1.08 in Steam Beta with the code, could that be the problem. If we use Solvers .exe but don't have the other current files and we're using v1.07 files but v1.08 .exe?
  16. Is there a reason you can't demolish buildings in your starting base?
  17. Is there a reason you can't demolish buildings in your starting base?
  18. 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.
  19. Is this just happening to XNT to players since CE was included in the new version or folks playing CE mod only as well?
  20. 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.
  21. 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
  22. 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
  23. 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
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