kabill Posted September 1, 2014 Author Share Posted September 1, 2014 I suspect you've installed the mod wrong. Did you install it by overwriting files? Quote Link to comment Share on other sites More sharing options...
Renvolt Posted September 1, 2014 Share Posted September 1, 2014 Yes, should I not? Quote Link to comment Share on other sites More sharing options...
kabill Posted September 1, 2014 Author Share Posted September 1, 2014 No. With the XCE version, you just unpack the mod in assets/mods instead and that's it. Quote Link to comment Share on other sites More sharing options...
Renvolt Posted September 1, 2014 Share Posted September 1, 2014 oooooh, I am silly and didn't notice the /mods folder. sorry I just started using CE and foolishly assumed from skimming the instructions it was the same as installing it with vanilla. thank you! Quote Link to comment Share on other sites More sharing options...
kabill Posted September 1, 2014 Author Share Posted September 1, 2014 No trouble. You'll need to revalidate your game files first to replace the ones you overwrote. In fact, while you're at it, delete the UFOs folder in both assets/tiles and assets/maps before revalidating as it might otherwise cause some problems. Quote Link to comment Share on other sites More sharing options...
Wolfenswan Posted September 2, 2014 Share Posted September 2, 2014 I've been noticing that since the update to CE 0.28 corvettes (not sure about the name - the medium sized ones with the 2-tiles wide entrance and a long floor, followed by a broad room) don't seem to have a destructible side. I started playing with 0.27 and FitH. Did I miss something (maybe need to reinstall?) or is it a bug? Quote Link to comment Share on other sites More sharing options...
kabill Posted September 2, 2014 Author Share Posted September 2, 2014 Can I get you to post a savegame? Quote Link to comment Share on other sites More sharing options...
Knobby Posted September 4, 2014 Share Posted September 4, 2014 I've been noticing that since the update to CE 0.28 corvettes (not sure about the name - the medium sized ones with the 2-tiles wide entrance and a long floor, followed by a broad room) don't seem to have a destructible side. I started playing with 0.27 and FitH. Did I miss something (maybe need to reinstall?) or is it a bug? I'm having the same problem, i prime the breaching charge and when i hover the cursor over different parts of the corvette they light up, but the cursor is showing the crossed out icon. As this is my first playthrough with FitH, i thought i just didn't know how to use it, but i've tried everything i could come up with and no luck. Also, i think i couldn't breach scouts either, but i'm no longer sure if i tried it or just assumed they were to small to breach. save game: https://dl.dropboxusercontent.com/u/11702530/assault%202.sav Quote Link to comment Share on other sites More sharing options...
kabill Posted September 4, 2014 Author Share Posted September 4, 2014 I'm having the same problem, i prime the breaching charge and when i hover the cursor over different parts of the corvette they light up, but the cursor is showing the crossed out icon.As this is my first playthrough with FitH, i thought i just didn't know how to use it, but i've tried everything i could come up with and no luck. Also, i think i couldn't breach scouts either, but i'm no longer sure if i tried it or just assumed they were to small to breach. save game: https://dl.dropboxusercontent.com/u/11702530/assault%202.sav Sounds like you're possibly trying to throw the breaching charge at the hull. To use the charge, you should drop it next to the vulnerable section instead. Quote Link to comment Share on other sites More sharing options...
radek Posted September 4, 2014 Share Posted September 4, 2014 How can we recognize vulnerable sections? Quote Link to comment Share on other sites More sharing options...
Knobby Posted September 4, 2014 Share Posted September 4, 2014 (edited) ahh, didn't think about dropping them on the ground. Yup! that works Edit: And of course now i realize you wrote all this in the Xenopedia... sorry for being dumb Edited September 4, 2014 by Knobby Quote Link to comment Share on other sites More sharing options...
kabill Posted September 4, 2014 Author Share Posted September 4, 2014 How can we recognize vulnerable sections? Best bet is to free-target over the hull and they will light up. If you're using XCE 0.28, merely passing the cursor over a NE facing section will cause it to turn transparent. On the SW facing segments (and when the UFO hull isn't displaying), you can also look at the ground 'shadow': there's some slightly lighter areas which indicate where you can breach. Hopefully a combination of those methods will help! @Knobby: No problem. Quote Link to comment Share on other sites More sharing options...
silencer Posted September 4, 2014 Share Posted September 4, 2014 I don't know if I should report it as a bug, or rather strange oddity. The engine explosions passes over the black wall. Maybe you could reduce the explosions of the engines a little bit? The soldier is standing on the first tile of the breach. there are 2 tiles of UFO hull between the second gap and the soldier. The explosion in theory should not pass the UFO hull. Quote Link to comment Share on other sites More sharing options...
podbelski Posted September 9, 2014 Share Posted September 9, 2014 re Open Doors - Exterior/Interior, will they work within XNT 5.4? And I'm a bit lost in the installation process - some files overlap Quote Link to comment Share on other sites More sharing options...
kabill Posted September 9, 2014 Author Share Posted September 9, 2014 The exterior ones will probably work. Don't think the internal ones will though as XNT changes the interior door spectres too (so it's one or the other on those). Really, they need modularising in any case. It's plausible I will do that in the not-immediate-future. Quote Link to comment Share on other sites More sharing options...
thixotrop Posted September 13, 2014 Share Posted September 13, 2014 Hmm, using your mod with XCE 0.28 and I can't break the UFO hulls. I had a scout as in your video (post #2) and did exactly the same thing at the same spot on the ground. Explosion but no breach. I even repeated the blast with up to 4 charges, no luck. What am I doing wrong? Is there a random damage generator that just don't like me? Otherwise, fire, smoke and damage are really nice. Also, in the beginning I was sceptic about your dynamic UFO spawns as I though it will change it drastically. But no, it is just a slight chnage that fits really good. Can't play without anymore. Quote Link to comment Share on other sites More sharing options...
blackwolf Posted September 14, 2014 Share Posted September 14, 2014 i can break trough scout and coverttes (im in the 2nd month ), but all the small scouts cant be breached . Quote Link to comment Share on other sites More sharing options...
silencer Posted September 14, 2014 Share Posted September 14, 2014 (edited) There is a critical hole in the Carrier UFO. You can shoot and see through second floor wall. At least aliens could fire at me. Either that or it's a bug from XCE. EDIT: Found better position, also this UFO seems to have glitch problems. Save: [ATTACH]5504[/ATTACH] s7.sav s7.sav Edited September 14, 2014 by silencer Quote Link to comment Share on other sites More sharing options...
silencer Posted September 14, 2014 Share Posted September 14, 2014 I found another issue with balconies. When using rockets for example on the upper floor or at least it detonates in near vicinity of balcony. The soldiers on lower floor will get hit by explosion. Don't know if should be addressed in XCE or your mod tough. In this image I have "planted" a rocket between those two tiles on fire. The soldiers that were beneath, face hugging the wall that separates teleporter room with cargo room, where hit by explosion. Same applies to balcony in Carrier. Quote Link to comment Share on other sites More sharing options...
silencer Posted September 14, 2014 Share Posted September 14, 2014 Another bug in second layout of Carrier UFO. On top floor the right entrance to the command room has two doors. The left one has one. Quote Link to comment Share on other sites More sharing options...
kabill Posted September 14, 2014 Author Share Posted September 14, 2014 WILL NO ONE RID ME OF THIS TURBULENT MOD! Ahem. By which I mean: thanks for this. I'll have a look at it when I am not being overwhelmed with work. In the mean time, since they appear to be pretty buggy, it might be worth reverting to the old Carrier maps until I can get around to fixing the issues. This shouldn't be too much of a problem gameplay wise as I don't think the designs for these were as problematic as some of the smaller UFOs, and will allow you to continue playing without bugs (hopefully; I never found any with the tests I did of them). To do this, delete the carrier maps in the mods/FitH folder and copy-paste the alternative carrier UFOs into the vanilla directory (not modularised unfortunately) and it should work fine. Quote Link to comment Share on other sites More sharing options...
silencer Posted September 25, 2014 Share Posted September 25, 2014 (edited) Got more bad news about the carrier UFO. Got my soldier stuck inside a wall. Was trying to blow up the ramp - It didn't get destroyed and if I land on the doorstep above the doors (or whatever you call it), the soldier gets stuck inside UFO wall. Did I drop the charge on right elevation? (that read ramp sort on 3rd level? Edited September 25, 2014 by silencer Quote Link to comment Share on other sites More sharing options...
kabill Posted September 25, 2014 Author Share Posted September 25, 2014 Yes, the charge should go on level 3 (on the right hand side, where the damaged bit is on the second picture) I suspect the getting stuck thing will be something to do with flying down into UFO wall tiles which should be (but isn't) blocked for some reason. Should be possible to work around though by blocking off all such tiles from above. Quote Link to comment Share on other sites More sharing options...
silencer Posted September 25, 2014 Share Posted September 25, 2014 Ah, the right one. The description in Xenopedia didn't mention that. And yes this was by flying down. Quote Link to comment Share on other sites More sharing options...
kabill Posted September 25, 2014 Author Share Posted September 25, 2014 Ah, the right one. The description in Xenopedia didn't mention that. And yes this was by flying down. I'll try and make that more clear in the entry. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.