Mr. Rotch Posted July 15, 2014 Share Posted July 15, 2014 (edited) When I install this mod after I install the XNT mod, it crashes my game if I try going to the soldier's screen. Don't know why this is. I had it working before when I installed Xenophobia and XNT, but when I try installing just the Economy Restored mod it crashes. I think it has something to do with the manufactures.xml Edited July 15, 2014 by Mr. Rotch Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted July 15, 2014 Author Share Posted July 15, 2014 When I install this mod after I install the XNT mod, it crashes my game if I try going to the soldier's screen. Don't know why this is.I had it working before when I installed Xenophobia and XNT, but when I try installing just the Economy Restored mod it crashes. I think it has something to do with the manufactures.xml This is the VANILLIA version of the mod. OF course its going to crash when you overwrite XNT files with this. Again, these files are ONLY for the un-modded version of the game. These changes are already IN Xenophobia. You do not need this if you use my Xenophobia mod. Quote Link to comment Share on other sites More sharing options...
axiar Posted July 17, 2014 Share Posted July 17, 2014 If anything, the game needs more of it, not less. When you strip out the good things you are left with an empty husk called Xcom: Enemy Unknown....lol all praise this guy. please. Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted July 17, 2014 Author Share Posted July 17, 2014 I'll be rolling out an update v2.0.0 soonish. This will have major changes that will drastically effect the balance of the game, so be warned. Proposed changes vor v2.0.0: All aircraft cannot be recovered, if destroyed during air combat they are gone for good, requiring you to rebuild it! All aircraft and vehicle weapons will have a balanced and fair price and require to be manufactured. Aircraft/vehicle weapons no longer "auto-upgrade" when research for Lasers/Plasma/MAG are completed. If you want new weapons you're gonna have to build them and equip them. Other than that, I need to look into aircraft ammo and if that can be made purchasable. (such as restocking missles...etc). Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted August 10, 2014 Share Posted August 10, 2014 Sorry to bother you, but I'm messing around with combining this mod and some others (strictly for personal use; I would never distribute your work), and I wanted to know what you altered in researches.xml, if you don't mind telling me. Quote Link to comment Share on other sites More sharing options...
Bombrik Posted August 10, 2014 Share Posted August 10, 2014 I'm curious if 'looting' actually is of benefit in this mod. In a battle, you will run into killed civilians/officials and sometimes pick their weapons up. Do those weapons go to inventory/storehouse and have a sale value? Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted August 10, 2014 Author Share Posted August 10, 2014 Sorry to bother you, but I'm messing around with combining this mod and some others (strictly for personal use; I would never distribute your work), and I wanted to know what you altered in researches.xml, if you don't mind telling me. I dont care if you redistrubute the XMLs, go for it. As for researches.xml, I honestly dont think I actually changed anything for this mod. I might have included it by mistake. Looking at it again (its been a while) and doesnt look like I changed anything. I'm curious if 'looting' actually is of benefit in this mod. In a battle, you will run into killed civilians/officials and sometimes pick their weapons up. Do those weapons go to inventory/storehouse and have a sale value? No, not really in this mod. Although I believe if you loot in combat a AK47, it will show up in your base inventory and can be sold. As for the alien weapons...etc, not in this mod, but looting is a major part of my main Xenophobia mod. Keep what you kill Quote Link to comment Share on other sites More sharing options...
podbelski Posted August 13, 2014 Share Posted August 13, 2014 hi & BIG thanks for the mod! in GC, the weapon with partially used ammo is automatically reloaded for free upon mission end. How can this be changed? in X-COM, the ammo clip was wasted even if just one bullet is spent. It's not great as well, but for me seems better (I can adjust cost/time for ammo manufacture to compensate) Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted August 14, 2014 Author Share Posted August 14, 2014 hi & BIG thanks for the mod!in GC, the weapon with partially used ammo is automatically reloaded for free upon mission end. How can this be changed? in X-COM, the ammo clip was wasted even if just one bullet is spent. It's not great as well, but for me seems better (I can adjust cost/time for ammo manufacture to compensate) Game engine doesnt allow for this, an ammo clip is only expended when its empty in the game right now and I cannot change this. Quote Link to comment Share on other sites More sharing options...
Balabhadradas Posted January 9, 2015 Share Posted January 9, 2015 Link to mod on dropbox has been deleted. Please could you re-upload this? Thanks. Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted January 9, 2015 Share Posted January 9, 2015 A while back I altered the files for this mod to work with the Modular Modding System. If Slayerjerman approves, I could upload that for you. Quote Link to comment Share on other sites More sharing options...
Balabhadradas Posted January 9, 2015 Share Posted January 9, 2015 A while back I altered the files for this mod to work with the Modular Modding System. If Slayerjerman approves, I could upload that for you. That would be great if he agrees I would really appreciate it. A few posts back he said also that he was updating the version to 2.0. I hope this sees further development outside of the Xenophobia mod. Thanks for the offer of the upload. Quote Link to comment Share on other sites More sharing options...
drages Posted January 9, 2015 Share Posted January 9, 2015 Slayerjerman left the forums ad he comes sometimes and leaves.. so dont expect any ver.2. or an answer for your permission questions.. i dont think there will be any problem about a new version release of this mod. Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted January 9, 2015 Share Posted January 9, 2015 I remember PMing him a few months ago and getting his permission then, so I'll upload it later tonight when I get home. Quote Link to comment Share on other sites More sharing options...
Balabhadradas Posted January 9, 2015 Share Posted January 9, 2015 Sweet. Where will you upload the file? Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted January 10, 2015 Share Posted January 10, 2015 Here's the file. It contains: -scripts>basebuilt.lua (grants access to items/manufactures upon construction of first base) -items.xml (changes several items from "unlimited" to "normal") -manufactures.xml (adds workshop projects for ballistic weapons, grenades, etc.) -researches.xml (alters the techs that unlock new items that previously replaced generic ones, such as Alenium Explosives and Sebillian Analysis. High tech grenades now exist alongside basic ones, rather than replacing them) -strings.xml (does as you'd expect, adding strings for the various new workshop projects) Back when modularised this mod, I ran into some trouble (solved by Kabill, shout out to that cool dude) caused by the Plasma Rocket and Singularity Cannon Ammo, so I had to replace those two workshop projects (ManTech.PlasRock and ManTech.ParticleAmmo in manufactures.xml). This has no effect in game, but you'll notice it if you dig through the files. Economy Restored Modular.zip Economy Restored Modular.zip Quote Link to comment Share on other sites More sharing options...
Balabhadradas Posted January 10, 2015 Share Posted January 10, 2015 Great. Thank you so much. Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted January 10, 2015 Share Posted January 10, 2015 No worries. Have fun building rifle bullets forever. Quote Link to comment Share on other sites More sharing options...
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