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andqui

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Everything posted by andqui

  1. I fixed the male Coyote armor issue in the equipment screen by copying the file from the female soldier folder. However, there's still a problem in the 3D combat world, where any soldier with Coyote armor and a flame thrower is invisible. Jackal + flamethrower works fine, using the heavy MG model/sprite; coyote + HMG also works fine, so how do I clone this for the coyote+flamethrower combination?
  2. One of the biggest things I have difficulty with is managing my progression/research in the campaign and deciding when to build bases, what to research, etc. This mod, while very interesting and rewarding, is also very difficult, and as such I've never been able to finish a playthrough. Could someone who knows a lot about the mod take a look at the save (late December) I've attached, and tell me if I'm doing ok or if I am behind in some areas? I feel like I am way ahead in the air, I am pretty much able to shoot down any UFO I've met at will. I am just beginning to construct my first Saracen, and I'm about to unlock the upgraded dropship. On the ground, I think I'm doing ok with armor, the Jackal armor is standard equipment and I've manufactured the first few sets of Coyote armor. I tried to go down the advanced ballistic weapons route, and haven't done much research into energy weapons. The problem is that now I'm starting to see some more capable enemy ground units. I discovered the alien fortress about a week ago (game time), and haven't been able to take it, whatever shows up there is just too strong. The elite androns/ceasians/sibelians basically need the whole firepower of my squad to go down, and their big area effect weapons just cut my guys down. I'm stumped and don't know what to do. If I somehow screwed up my progression, what did I do wrong? Camp 1.sav Camp 1.sav
  3. Sorry if this is more to do with vanilla than XNT, but how do I equip the hunter with the rocket launcher? I've researched the rocket turret, then built one in the workshop, but in the garage screen I only see the .30 cal MG, I can't see anywhere to use the rocket launcher instead. thanks
  4. The farm and desert links in the first post seem to link to old versions. They both say updated July 11, but the farm's last update on dropbox says 6 weeks ago and the desert is three months ago and is only v0.2.
  5. Here is a save with the countdown timer explosive CTD. The assault trooper at the side of the vessel is holding a breaching charge. Arm the explosive, drop it on the ground, position troops around it, and at the end of the alien turn when the charge is supposed to explode, the game crashes. This is with a clean install of 1.08HF and XNT 5.3 plus the new hotfix. THere's a similar post over in the community edition thread, but it hasn't gotten any responses. With this CTD, my only option for taking UFO's is to storm the front door which leads to lots of casualties. batt 1.sav batt 1.sav
  6. At the top of this page here, someone else has the same problem. Maybe something to do with community edition instead of this? Anyways, I'll try the new tiles and see if that works.
  7. Thanks for the upcoming hotfix. Any word on the timer explosive CTD? I came across one of the large, scary vipers that just gets angry when you hit it with the precision rifle and regular grenades. I tried to run away and lay a C4 trap, but the game CTD's when they explode. EDIT: Also, is there any way to limit what type of structures the large aliens like these can enter? This massive viper chased me through a doorway the size of a person. I suppose something that big could just go through the wall if it wanted to, but it did look odd.
  8. For the aircraft RTB issue, if I use just the exe from this, will that cause problems with this mod? Replacing the exe fixes the aircraft RTB issue, but does that breat anything within XNT?
  9. I've only been playing for a few days- but I usually do ok until I get to the point where I need to capture an enemy officer. Fighting the scouts, I can get through a mission with max 1-2 casualties. After that, you basically need to attack a corvette/medium sized vessel to find an officer to capture, right? In the air, 2 x Mirage and 1 x Sukhoi only gives me a ~33% autoresolve against a corvette, And if I do manage to shoot one down or surprise on while it's on the ground, I'm having trouble doing anything against the crew of a corvette. My unarmored soldiers get ripped to shreds against the super robot aliens (the green ones are tough but maneagable, but the blue ones need me to bring a rocket launcher around). I do really like the grim early atmosphere, but do you have any suggestions of what I do at this point? I have 3 labs cranking away at research, and just got to the point where I can research improved combat armor, but for the near future I'm pretty much stuck with the Mirage/Sukhoi fighter combinations and the regular guns. I'm sure once I get better weapons and armor they will be less challenging, but getting over that barrier is proving tough. Should I just avoid the medium UFO's entirely? Is it worth my time to attack the small ones in the meantime (will they contain officers?)
  10. Here is the link. Again, this is using the xenophobia mod on top of yours, but the issue is still there without it.
  11. Sure, I have a save from the turn where I got the crash. How should I get it to you? The save file I have now is also using Xenophobia, but I can confirm that it also happens with straight 1.08+XNT.
  12. I'm having a problem where I get a CTD whenever I try to use an explosive with a time delay, such as C4 or the breaching charge. At the end of the Alien turn, when the charge is supposed to explode, xenonauts crashes. I arm the explosive, run up and drop it on the ground against a wall/target and then I get the crash when the detonation is supposed to happen. I tried using the breaching charge on the wall of a light scout, and dropping a C4 in front of the door of that light scout. I'm using 5.3+hotfix, and 1.08. I'm new to this game- is there some sort of crash log I can look at. thanks
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