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  1. INTRODUCTION Hello everyone. Let my first briefly introduce myself since this is my first post on these forums. I’m nearing my mid-forties, I live in Slovenia, and I like to play strategy (and other) games. I have played X-COM and UFO Enemy Unknown over and over as a kid and discovered it again some 4-5 years ago. I have just completed my first and only vanilla X:CE playthrough on normal difficulty without ironman. From the outset I planned to play Xenonauts with X-Division mod since I like modded games and reading about X-Division mod I’m led to expect much higher difficulty and much deeper gameplay. I thought it would be a good idea to get myself somewhat acquainted with vanilla gameplay first – hence one vanilla playthrough. This will be my first attempt at writing an AAR of any kind. It will also be my very first attempt at X-Division playthrough apart from a short sniff of 3-4 in-game days of gameplay. For this new game I have chosen NG (standard?) difficulty with Ironman, and I think all options as set by X-Division installer. X:CE version is 1.65/0.35.1 and X-Division 1.00.11c New Dawn. What about your motivation for writing an AAR, you might ask? Well, when I played another game a couple of years ago read some AARs from various players and it was great fun reading them, especially when the player/writer had an interesting story to tell. IMHO what makes a good are somewhat developed characters and story plots, so I will try (and probably fail) to write up something in that vein. I don’t know if this kind of a written AAR thing is even interesting to anyone anymore because of YT, but it doesn’t hurt anyone so why not... I have an excuse to learn something new and write in English. Regarding the additional lore, research, weapons and new mechanics of X-Division mod I have absolutely zero prior knowledge of it apart from reading some of the spoilers in mod descriptions. No videos about X-Division were viewed, so anything I write will be my fresh view of the game developments as they occur. Finally, I’ve taken the liberty to name some characters that will be “contributing” to the story. The names might or might not resemble actual national/ethnical naming conventions and I apologise to anyone that might find my made-up names inappropriate in that regard. As final disclaimers, English is not my primary language, and I could be using some other language expressions wrong, so please bear with me on this… Without further ado, lets dive in. We start with... THE CHARACTERS Military non-combat personnel: General Hugh-Trevor Rhys-Martins 59, British General, X-Division Commander-in-Chief (C-in-C) calm, sophisticated and charmless with a rare spark of charisma Yevgeny Klimentovich Voroshilov 51, Russian Senior Officer, Executive officer to C-in-C and Chief of Operations (X-O/C-Ops) son of a retired Soviet Union marshal; temperamental and loud Kurt Reynalds 54, american Senior Officer, Air Detachment Commander (ADC) WW2 pilot (4 kills) and cereer officer; an Air Force man through and through Luciano (Loukianos) “Lucky” Corelli 39, Italo-Greek Junior Officer, Quick Reaction Force Commander (C-QRF) believes in his soldiers, can get emotional (inherited this from his papa) Andy MacGuinnes 36, Irish NCO, Recruitment & Drill Officer recruits tremble when he is around, but otherwise he is a fine fella' Petra Horachkova 33, Chech NCO, Communications Liaison Officer (CLO) new face in X-Division, brought in to ease communications with outside world Knut Mathiessen 47, Danish NCO, Quartermaster seldom seen outside stores and never without a cigarette (he makes certain nobody sees what he hides in his desk drawer) Pedro de Gini 48, Spanish NCO, senior radar operator reliable and experienced Anatoly Arkadyevich Shvetsov 33, Russian NCO, Interceptor pilot distrusts all western equipment Junichi Akamatsu 34, Japanese NCO, Interceptor pilot son of a WW2 Japanese fighter ace Horatio Gisbergh 23, American enlisted, junior communications operator off-duty he is seen around wearing headphones, listening to casettes on his brand new Walkman, or writing something in his notebook. Combat personnel - soldiers: Civilian personnel: Dr. Amalric Dreyfuss 41, French Lead X-Division Scientist brilliant scientist and a pain to work with Diego Vasco da Silva Magan 35, Brasilian Junior Scientist Silent, keeps to himself Vitaly Kaganov 38, Ukrainian Lead engineer dislikes intellectuals Veronika “Verka” Burszinska 47, Polish Officer’s mess & kitchen assistant a loving mother and wife, loves a good gossip
  2. Version 0.34.2HF has been released - this is a very small update to 0.34.2, mostly for the needs of X-Division. Installation (Windows Steam users): Switch to the Community branch in Steam by right-clicking on Xenonauts, selecting Properties, going to the Betas tab and selecting Community. No access code is needed. You can enable/disable mods in "Modding Tools" in the game launcher. You can revert to the standard official game by switching back to the NONE branch in Steam. Installation (other users): 1. Download the base mod and the mod package. If upgrading from 0.34.2, you only need the base mod - there have been no changes in the mod package. 2. Launch the old version of the game, install the base mod using Modding Tools. Alternatively: extract the base mod into assets/mods/xce, overwriting everything. 3. Exit the game launcher. 4. Run the new executable from assets/mods/xce. It should display the version 0.34.2 HF 23/02/17. Using this launcher, go to Modding Tools and install the mod pack. Say Yes when asked about overwriting mods. 5. You can now play from assets/mods/xce, or optionally copy the files to the main game installation folder. What is the relation between X:CE 0.34.2 and Xenonauts 1.6x? The official Xenonauts releases incorporate some features/fixes from an older X:CE version, and some have intentionally not been included. X:CE 0.34.2 should contain all relevant Xenonauts 1.6x fixes and new features. If you already play X:CE, there should be no advantage to switching to Xenonauts 1.6x. X:CE 0.34 can read saved games from Xenonauts 1.5x or Xenonauts 1.6x, but Xenonauts 1.6x cannot read normal X:CE 0.34.2 saved games. Switching option saveCompatibility in assets/gameconfig.xml to "gh15x" before running X:CE should produce saves in a format that Xenonauts 1.5x or 1.6x can read (keep the option as "xce" for normal play, otherwise some new X:CE values may not be kept in save files). Note that Xenonauts 1.6x may still be unable to load such a saved game if it includes objects it doesn't know (e.g. researches from the Lore+ mod, or incendiary grenades from X:CE). Changes from 0.34.2: Mod feature: If Xenonauts retake a previously captured base from the aliens, the scientists and engineers will have been killed, as intended. Mod feature: fixes to country retaking code. Mod feature: For retaking Xenonaut bases, the ticker value of the alien base that spawns is now customizable. Crash fix: game will no longer crash if a stunned soldier gets blown up. Crash fix: game will no longer crash after a chain explosion that involves grenades on the ground. Bug fix: planes will not lose weapons if an upgrade is researched while they are in the air. Bug fix: fixed a calculation problem where crouching would be less effective for soldiers with 84+ accuracy, and harmful for soldiers with 100+ accuracy.
  3. Version 0.34.2 of Xenonauts: Community Edition has been released. Installation (Windows Steam users): Switch to the Community branch in Steam by right-clicking on Xenonauts, selecting Properties, going to the Betas tab and selecting Community. No access code is needed. You can enable/disable mods in "Modding Tools" in the game launcher. You can revert to the standard official game by switching back to the NONE branch in Steam. Installation (other users): 1. Download the base mod and the mod package. 2. Launch the old version of the game, install the base mod using Modding Tools. Alternatively: extract the base mod into assets/mods/xce, overwriting everything. 3. Exit the game launcher. 4. Run the new executable from assets/mods/xce. It should display the version 0.34.2. Using this launcher, go to Modding Tools and install the mod pack. Say Yes when asked about overwriting mods. 5. You can now play from assets/mods/xce, or optionally copy the files to the main game installation folder. What is the relation between X:CE 0.34.2 and Xenonauts 1.6x? The official Xenonauts releases incorporate some features/fixes from an older X:CE version, and some have intentionally not been included. X:CE 0.34.2 should contain all relevant Xenonauts 1.6x fixes and new features. If you already play X:CE, there should be no advantage to switching to Xenonauts 1.6x. X:CE 0.34 can read saved games from Xenonauts 1.5x or Xenonauts 1.6x, but Xenonauts 1.6x cannot read normal X:CE 0.34.2 saved games. Switching option saveCompatibility in assets/gameconfig.xml to "gh15x" before running X:CE should produce saves in a format that Xenonauts 1.5x or 1.6x can read (keep the option as "xce" for normal play, otherwise some new X:CE values may not be kept in save files). Note that Xenonauts 1.6x may still be unable to load such a saved game if it includes objects it doesn't know (e.g. researches from the Lore+ mod, or incendiary grenades from X:CE). Changes from 0.34.1: This is a version that mostly focuses on modding, bringing numerous new options for mod creators to take advantage of. There are also bug fixes and mapping fixes in this version. Crash fixes Fixed a rare crash when an alien would attempt to mind control multiple enemies. Fixed a rare crash with air superiority missions. Bug fixes AP-damaging weapons should now work even if the weapon does 0 normal damage. Airplanes that have 4 weapons, of which 1 is a cannon, will correctly show all 4 slots in the air combat UI. Vehicles can now take EMP damage. This should not affect the base game, only some mods. Fixed Saviour Medal / Crux Solaris display (from 1.65). Loading a saved game will no longer reset the minimum cooldown of Terror or Base Attack missions. Quantum radars will now properly identify the city targeted by a Terror mission. Fixed the text shown if an alien base is detected by an airplane. Avoided duplication of alien base if detected by several airplanes. Balance Reapers will now attack vehicles as they were intended to (change in the X:CE Balance mod). Modding Melee aliens can now be allowed to attack vehicles, on a race/rank basis. A LockManufactures command has been added, which will remove the ability to manufacture an item. Added ability to add custom categories to the Manufacturing UI. Allowed control over zombification and Reaper spawning. Aliens can now turn enemies into any race/rank type. Such zombies can now also spawn any alien, and with a customizable timer. Allowed a configuration where lost continents can be retaken. If enabled, lost continents will automatically spawn one alien base, and the player has to kill that base (and any others on the continent) to regain it. Descriptions for manufacture projects can now be added. Add a new string with the ID ManTech.X.Description, for instance, ManTech.MiG32.Description. It will be shown in the workshop screen. Custom sort order for the stores screen can be provided in items.xml in the "Sort order" column. More building sizes now supported for base buildings, such as 3x2 and all the way to 6x1. Extra sizes for alien bases that can be used to create custom missions. Allowed creation of new gas types that can do damage multiple times per turn, that is, for each tile passed with that gas. UI In the Stores screen, items are now sorted. Players can sort by a column, by clicking on it. Categories in the Manufacture UI are now sorted. Xenonaut soldiers holding a medkit and a weapon (the usual being medkit + pistol) will now appear with the weapon in their hands instead of empty-handed. Maps Included a fix for many bookshelf tiles across different maps. It was previously impossible to stand next to them. Updated maps in Skitso's Ultimate Megamix pack, fixing issues with stairs in desert scrap yards. Included the Xenonauts Fix Pack mod by Policenaut that fixes many small issues in various maps. Included Tropical and Swamp maps as an optional mod. Included Mods Xenonauts Fix Pack - new mod by Policenaut, on by default, fixes many small mapping issues across the game. Tropical and Swamp tileset - new mod by Policenaut based on work of Khall, TT3, Frankel and others. Adds new tropical and swamp maps to the game.
  4. I did everything explained by solver and i get this error. Help would be greatly appreciated
  5. Hello, I'm a complete newcomer to the forum. For a bit of background, I have played vanilla Xenonauts and loved it. I was thrilled to discover mods for it. I managed to set up xce (0.31 and the mods from the mod package) and had fun with noting the casulaty list, the faster turns, the absence of the "hidden move" picture, the soldier's role icon being displayed next to their number in ground combat, incendiary grenades and rockets. I have now moved to the latest version of xce (0.34.3 though X:CE Base Mod gives me 0.35 UNSTABLE ?) and mod package (discovering the latest version after my version basically stopped working of some sort? the game always crashed when I clicked on the equipment tab in the soldiers loadout menu) and noticed that several of the mentioned functions are not in effect: no incendiary grenades/rockets, "hidden move" pic back, no soldier role icon in ground combat. Were these removed from XCE and associated mods or am i missing something else completely ? Please advise. edit: Additionally, if those functions are to be activated by the user by changing values in various xml files, could someone be nice enough to pinpoint me which files and lines in said files should i look for in order to access (for example) retaking lost bases ?
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