kabill Posted July 24, 2014 Share Posted July 24, 2014 IIRC, when you started ECS, you also had the problem that fire wasn't updating in areas not visible to players, causing the aliens to eventually burn to death, right? Yes, that's right. This is why I want to be able to turn off the fire caused by the explosions. If the unseen fire bug got fixed, that would be even better, but I figured it would be easier to externalise the power core variables than hunt down a bug (don't let me stop you if you want to, though!) Quote Link to comment Share on other sites More sharing options...
llunak Posted July 24, 2014 Share Posted July 24, 2014 Yes, that's right. This is why I want to be able to turn off the fire caused by the explosions. If the unseen fire bug got fixed, that would be even better, but I figured it would be easier to externalise the power core variables than hunt down a bug (don't let me stop you if you want to, though!) Well, you think too much like a modder . It of course depends on the code, but if going to change the code because of such a problem, one might as well simply fix the problem rather than paper it over with an option to get around it. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 25, 2014 Share Posted July 25, 2014 Another feature thought: Would it be possible to make damage ranges specific to weapon/ammo type rather than a general +/-X%? In the best case scenario, this would allow for a range of mathematical operators, for example: - (15-45) would specify a random number between 15 and 45 - (10-20)+(10-20) would randomise two rolls between 10 and 20 and add them together - (5-15)*(3-5) would randomise one roll between 5 and 15 and multiply it by another random roll between 3 and 5 - (2-2)^(1-6) would multiply 2 to the power of a random number between 1 and 6. Simply being able to set the range (i.e. in the first example) would be pretty good, though. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted July 25, 2014 Share Posted July 25, 2014 That would be a nice change. I much prefer weapons to have as many individual properties as possible. I like the old AD&D method of critical chance and critical damage being separate as well but not sure how well that fits into Xenonauts. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 25, 2014 Share Posted July 25, 2014 That would be a nice change.I much prefer weapons to have as many individual properties as possible. I like the old AD&D method of critical chance and critical damage being separate as well but not sure how well that fits into Xenonauts. I love AD&D Critical hit based on accuracy could be a good solution. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted July 28, 2014 Share Posted July 28, 2014 Could someone better than me please help me with mission_researches. I'm trying again to make a CE-compliant version of Lore+, but I have zero idea of what I'm supposed to put in the prequisties field in researches. If I put something in the prequisite field, it overrides mission_researches. So that's NFG. If I make the field blank, the game crashes on startup. Xenonauts really doesn't like blank fields in researches.xml If I delete the prequisite field, Xenonauts ignores the whole entry So what do I do? I really want to make this work, but I don't have a scooby* what I have to put in the prequisite field to make mission_researches work. *Rhyming slang. scooby doo - clue Quote Link to comment Share on other sites More sharing options...
Solver Posted July 28, 2014 Author Share Posted July 28, 2014 The requisites field should not override anything. Here's what worked for me when testing: In researches.xml, any requisites you want, these will not affect anything. And a 0 day research time. Then put that corresponding research into mission_researches with the correct UFO/mission, and it works. I will almost certainly try this tomorrow unless you report this works Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted July 28, 2014 Share Posted July 28, 2014 (edited) Alright, I'll try it again. EDIT: 1 light scout mission later... and it hasn't worked. Here's the code I'm using: <Row ss:AutoFitHeight="0" ss:Height="51"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.ScoutingMission</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">UFOs</Data></Cell> <Cell ss:StyleID="s74"><Data ss:Type="String">Items.AlienCorvetteDatacore</Data></Cell> <Cell ss:StyleID="s72"/> <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.ScoutingMission" );</Data></Cell> <Cell ss:StyleID="s76"><Data ss:Type="String">Researches.ScoutingMission</Data></Cell> </Row> And <MissionResearch> <MissionName>ScoutMission</MissionName> <UfoType>airplane.alien.lightscout</UfoType> <Research>Researches.ScoutingMission</Research></MissionResearch> So, if I've got it right, on doing the light scout ufo I should have triggered the scouting research. But it hasn't. If I set the prereq to lightscoutdatacore that works. Have I put the entry in mission_researches incorrectly? If I haven't, then I don't know what's going on, other than something's up with the prereq. EDIT 2: Aaaand.... I'm out of time. I have to talk to some artists and do some more playtesting of drone strike, so this will have to wait until tomorow. Edited July 28, 2014 by Max_Caine Quote Link to comment Share on other sites More sharing options...
Solver Posted July 28, 2014 Author Share Posted July 28, 2014 That is helpful, Max, I think I may recognize the problem now and know why I missed it in testing. It's probably a bug that mission_researches triggers the research, but still also checks the requisites from researches.xml, which is why it only works with the light scout datacore. I presume it will likewise work if you set the requirement to Alien Invasion research, for instance. I'll need to fix it so that the mission_researches trigger override the requirements. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted July 30, 2014 Share Posted July 30, 2014 Can I make my CE version of Lore+ yet, or should I wait for 0.27? Quote Link to comment Share on other sites More sharing options...
Solver Posted July 30, 2014 Author Share Posted July 30, 2014 You can make it now the way it should work, it won't work well no, but will automagically start working once the bug is fixed. Quote Link to comment Share on other sites More sharing options...
silencer Posted July 30, 2014 Share Posted July 30, 2014 Is it possible to make a switch for aircraft reloading / refueling so that reloading will come first? Quote Link to comment Share on other sites More sharing options...
Solver Posted July 30, 2014 Author Share Posted July 30, 2014 What is the use for that? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted July 31, 2014 Share Posted July 31, 2014 (edited) So an aircraft which is relatively low on fuel but has full amo can fly out straight away. That's actually one of the reasons refuelling takes place first - to prevent the same aircraft making all the sorties (as, say, a Maurauder can). @Solver, okay dokey it's already done then. When I get home I'll make sure it's up-to-date then upload it as a test file. Edited July 31, 2014 by Max_Caine Quote Link to comment Share on other sites More sharing options...
silencer Posted July 31, 2014 Share Posted July 31, 2014 What is the use for that? It's for when an aircraft with lots of fuel can go up in the air faster, rather than waiting twice the time it needs to. Quote Link to comment Share on other sites More sharing options...
silencer Posted August 2, 2014 Share Posted August 2, 2014 How can I revert saves from 0.26 to be visible in 0.25? Quote Link to comment Share on other sites More sharing options...
Solver Posted August 3, 2014 Author Share Posted August 3, 2014 You can't really go back like that. You could load up the save in 0.26, save it in Goldhawk format, then install 0.25 and load the save from there. Quote Link to comment Share on other sites More sharing options...
silencer Posted August 3, 2014 Share Posted August 3, 2014 And how do you save in Goldhawk format? Quote Link to comment Share on other sites More sharing options...
kabill Posted August 3, 2014 Share Posted August 3, 2014 If you look in gameconfig.xml, near the bottom there's a variable you can change (instructions commented with the variable). Quote Link to comment Share on other sites More sharing options...
silencer Posted August 3, 2014 Share Posted August 3, 2014 Thanks, found it. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 3, 2014 Share Posted August 3, 2014 @Solver, llunak et al.: Do you guys have a rough ETA on the next X:CE build? I don't mean this in a hurrying way; I'm asking only to check whether it's worth releasing some updates in the next few days or whether I should hold off. Quote Link to comment Share on other sites More sharing options...
Solver Posted August 3, 2014 Author Share Posted August 3, 2014 Well, on the upside, the modular system should mean that your mods should be much less likely to be affected by an update of X:CE. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 3, 2014 Share Posted August 3, 2014 Its some small wrinkles with the modular system that have been the reason for me holding off, though. Eg. ufocontents and script overwrites (actually, that might be the only things). They're not barriers, but it's pointless me putting an update out if a new version of X:CE is soon to be released which fixes them. Quote Link to comment Share on other sites More sharing options...
silencer Posted August 5, 2014 Share Posted August 5, 2014 <!-- Allowed values are "xce" for Community Edition and "gh107" for official release 1.07 and up. --> <saveCompatibility value="xce" comment="The version of game for which to write save files." /> Ok, this does not work at all. I've changed the value from XCE to gh108 loaded XCE 0.26 save and saved on different name. Reinstalled Xenonauts and the save is not visible. Quote Link to comment Share on other sites More sharing options...
Solver Posted August 5, 2014 Author Share Posted August 5, 2014 gh108? It is supposed to be 107. Quote Link to comment Share on other sites More sharing options...
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