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Found 15 results

  1. Hello, I'm playing Xenonauts Community Edition with almost no mods (only the base ones enabled automatically, plus Ambiant Sounds). I was recording live on Twitch and for a Youtube Let's play, so that's quite unfortunate if I can't deliver the content of endgame. The crash occurs during a mission with a Praetor. This is the only time I've had the game freeze like this, so it's probably either linked to the Praetor himself or Psy powers. The first the issue didn't occur at this point but 5 turns later while inside the ship. I reloaded this save, and never managed to go further : It always freezes at the end of this turn. I even tried to not move at all, but no luck. After about 8 retries, I gave up. You can download the save below. Thanks, all help is appreciated. Oz_encours.7z
  2. Hello. 1 out of 4 maps that I play have a weird bug when, at some part of the round, the alien turn never ends. I restart the game, load the same game and it happens again. I simply abort the mission when it happens, but it´s really annoying. And yeah, I´ve been fighting against passive wraiths a few times. I feel sadness when it happens If there is a way for me to help you find out what´s wrong (like a debugger or something) please let me know.
  3. Skitso's removal of the hidden movement image led me to want to mod this minor aspect of the game myself. I always love the suspense of the hidden movement and alien turn in general but the image flashing up was a bit obtrusive. - I have changed the alien turn to now be dimmed slightly in general (the same level throughout). The only exception to this is if you're fired upon by visible aliens and your troops have their reaction fire - I think this is working as intended and it's not distracting. - When there is hidden movement, the darkness encroaches around the edges of the screen, and there is a printed text telling as much. I have designed it to avoid screen flicker (originally I tried dimming the screen only during Hidden Movement but the flashing was annoying) and I think I have succeeded. - I moved the text to the top left of the screen, and changed alien turn to say 'Stand by...' (since the alien turn also includes neutral movement). Preview: note that this was a terror mission so the screen may be darker than usual How to install: Download the file attached to this post 1. Back up the relevant original .lua files in assets\scripts, and your assets\strings.xml file. 2. Extract blackhiddenmove.png to Xenonauts\assets\uitextures 3. Extract hiddenmove.lua and hiddenmove_large.lua to Xenonauts\assets\scripts 4. Add some lines to your assets\strings.xml file: You can CTRL+F and find 'hiddenmove.text', now select that entire block enclosed between <Row ss:AutoFitHeight="0"> .... </Row> and replace it with these lines: <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">hiddenmove1.text</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Hidden Movement</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">hiddenmove2.text</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Stand by...</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> In order to do this, I recommend using an editor like Notepad++ since this is a long file, or you may be able to use Wordpad. Notepad is generally not recommended since it handles larger files poorly (and files in general). notes If anyone has any problems installing this or during use, please post and I'll try to help! If you don't want the 'Hidden Movement' or 'Stand by...' text, you can of course change those lines to read whatever you want (if you leave them blank that would probably work as well - but I haven't tested this). I intend to perhaps mod the battle screen more thoroughly in future so I may revise this mod as well. darkened_alien_turn 1.01 - Harmonica.zip darkened_alien_turn 1.01 - Harmonica.zip
  4. During the enemy turn, I had a couple of soldiers shot at. They did not turn to face the incoming fire. They did not have enough TUs to reaction fire, but they did have a couple left for turning.
  5. This is one of my most favorite games of 2013 and I don't even mind the occasional crashes and little bugs, but I can't cope with these impossible turn lengths. I get only slightly annoyed by it during the first 5 hours into a new game, but once the aliens come in larger numbers, it gets infuriating rather quickly. Let's take this example: in one of my saves, my base is under attack. It takes the aliens on average between 1.20 to 2 minutes to finish their turn. Maybe it's just me, but this is way too annoying for me to put up with that. Assumption: Each unit, hidden or not, moves tile by tile, thus each move is drawn out fully. If a unit takes about 3 seconds to finish its turn (regardless of whether the unit is hidden or not), it will take 20 aliens about a minute to finish their turn. Quick fix: If an alien or a civilian moves during its turn and its movement is hidden during the whole duration of the turn, then multiply the unit's movement speed by a large number. It basically just 'teleports' the unit to where it would be after having finished its turn by moving x amount of tiles, reducing the amount of time it takes the NPCs to finish their turn by a large portion. Final note: I realize I'm not entitled to anything, but if you guess could fix that, I'd throw a thousand thanks your way. I don't know how your code is laid out and stuff, but I would assume said solution would be rather easy to implement. I just don't want to be the guy who complains without offering something to resolve the problem.
  6. Actually he more like passes through it, doing some glitched walking animation, and then the game just freezes forever. I can alt-f4 out of it though. Should happen after finishing the turn in this savegame: http://share.cx.com/GzMh6v I'm not sure if it's his fault, might be aliens getting confused about what I've been doing in this mission... Anyhow the first image is where I found him, he then ran to where he's in the next image (animation was fine when crossing the coupler).
  7. Like title says. Don't get me wrong i love this game to a 100% 1 suggestion i have is to reduce alien phase, it is taking to damn long time sometimes like up to 2 mins attacked a base today and took me 2 hours to complete it since it was more then 40 aliens and took long time between phases. wonder if it is something i can mix in files to skip or reduce the phase time otherwise make this an option if not. Best regards Aceor =)
  8. Hi, I'm eagerly awaiting the Steam version to pre-order Xenonauts. Looks great so far, guys. I actually have a small(?) request, which I suspect will be shot down. I would ask only that it be an optional setting, as I never want to suggest changing/removing/adding something that may affect other people's enjoyment of the game. Simply put, I was wondering if it would be possible to have an on screen 'Hidden Movement' text over the play area (big text superimposed over the existing play area), rather than cutting to the existing 'hidden movement' image/text. The reason being, I personally find the jumping back and forth between the play area and that graphic a bit... jarring?.... annoying... I fully get why it's there (hidden movement, afterall!), but I personally think the same thing can be achieved by simply freezing the gaming area (rather than cutting away from it), and just putting the text 'HIDDEN MOVEMENT' superimposed over it. Again, make it optional, so those who want it (or want to be fully faithful to the original X-Com) can have it, obviously. I just personally find it kind of throws me out of the moment, and subconsciously almost feels like a 'Footage Missing' kind of graphic! Besides, having the gaming area still visible would not only be less jarring (at least to me!), but would allow you to still ponder the tactics/area, and might even add some paranoia, as you view the buildings, etc, wondering where that movement is happening. But, ya, mostly because I just personally find the switch to the graphic a bit intrusive. Please don't bash me on this, fellow gamers! I just was wondering if this could be an optional thing. I can't imagine it would be hard to do, and wouldn't mess up/compromise anything, as far as I can see. Just my two cents... Thanks!
  9. Missions 2 & 3 Both UFO sustained Minor damage Both Desert Maps Mission 2 Aliens - Sebillians Mission 3 Aliens - Unknown Mission 2 - Hang up on alien movement. On alt+tab out and back in single footfall heard Mission 3 - Hang Up on alien turn. Just after firing from UFO on replaying mission 2 no hang up.
  10. Hi, I've tried the 17.1 release and I do like what I see, except one thing. The the hidden movement takes to long. I have a fairly new computer i5 2500 8gb ram with ssd. But the loading times still takes a very long time. What I want to know is if the loading time during hidden movment will be reduced in the complete game? Does the AI take advantage of todays dual-cores and quad-core cpus? Other ways to reduce the time would be for the AI to compute during players turn like in Age of Wonders.
  11. I'm not sure if this should go into the bug reports forum but the hidden movement screen also hides hidden aliens shooting at my guys which has caused me on more than one occasion to run off into the wrong direction. If this is intentional please rethink it as it is neither realistic nor fun to not know even the direction a shot came from. (unless maybe it hits the soldier in the back of the head and kills him) if it is not intentional i'm confident you'll fix it before long. :-)
  12. (Warning: Idea blatantly stolen from a more creative forum member.) If I can hear a shot go off, I should be able to hear from which direction, and relative to my closest soldier. Keep in mind, please, that Chris will not actually start working on anything like this until the beta, but also that, unless I'm reading him wrong, he will be, as always, very open to ideas. Ready ... set ... riff!
  13. I have not played since v8.6 or smth like that. One small note is: i would like alien fire to have no delay. It is like piu - zZzz - piu - zZzz - and that's all it must be piu piu rip, change position, piu piu-piu-piu rip
  14. The camera works! It's grand! However, a suggestion; Instead of centring on an unit's movement every tile, maybe make it centre every five tiles? Right now it "stutters" when all those civilians are moving about. (They look very nice now btw, not spinning around five times before moving)
  15. Chris, Wondered if it would be possible to have the screen aligned according to the enemy's directional facing during a firing action. This way you can see where the enemy is shooting (instead of the current experience when it often has aliens firing at your men who are off screen). Cheers Mike
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