TacticalDragon Posted August 29, 2014 Author Share Posted August 29, 2014 Let me take a look at Alien composition and stats, I think that we can make something. ^^ Multiple users found similar issues, I take note of some changes that can make the game more reliable. Quote Link to comment Share on other sites More sharing options...
blackwolf Posted August 29, 2014 Share Posted August 29, 2014 I dont know why but i got nearly none problems with the difficult, off course i got a lot of cassualties,retreat like one fourth(1/4) even one third(1/3) of ground combats missions,and lost like 5 missions . With maybe 3 or 4 cassualties per mission,most of the times with only 1 KIA(but that was a sort of "vainilla bug" when even if your soldier dies by a c4 explosion and he could ramdonly survive and. Thankfully this was resolved with XCE 0.27 that will be included in the next release of the mod). yes, i have to say that more than soldiers...my squad is like a demolition squad , i use ballistic of course,but early is just grenades and rockets,i need to keep my soldiers alive,but i just get used to kill even DELTAS with a zephyr rifle(but shooting almost 70-80 bullets to him with barely the half of bullets hit the target). And i have to say that my fav weapon is the zhepyr..i really love the g36c and for me,it proved to be really usefull so thats a plus . My squad are 90% of the time composed by: -one demolisher with c4,breachings charge,grenades and maybe a shotgun or an ak -one rocketeer,armed with a rpg(orly? ) -a pyro soldier -a COMBAT MEDIC (one soldier armed with a rifle and three medikits...four and pistol when advaced weapons make aviable -the rest are just rifleman, with at least three mags,a medikit and grenades,LOTS OF GRENADES(and a c4 if the soldier is strong enough). 5.4 will be mostly a bugsplatting release,being directed to make the mod more modular...updated a couple of things ..applied all the new XCE features and so on. Quote Link to comment Share on other sites More sharing options...
podbelski Posted August 30, 2014 Share Posted August 30, 2014 (edited) 95% accuracy single SNAPshots seem to miss _much_ more than 5%, like you can easily miss 3 out of 4 pistol shots from very close distance with top accuracy... a bug or what? ...re UFO contents: still have to adjust some ships... eg I'm in mid-November, a terror landingship assaults the city. Two "Deltas" and an "Omega" with lots of smaller bastards makes this totally impossible to win. Maybe I don't grasp the idea of this mod, though UPD one more question: what is the prerequisite to laser weapons? They are still unavailable for me, looks like my installation is somehow glitched/broken (I use Xenophobia mod pack) Edited August 30, 2014 by podbelski Quote Link to comment Share on other sites More sharing options...
radek Posted August 30, 2014 Share Posted August 30, 2014 Accuracy bug comes from Vanilla. Quote Link to comment Share on other sites More sharing options...
podbelski Posted August 30, 2014 Share Posted August 30, 2014 Accuracy bug comes from Vanilla. is there a workaround or something to compensate? Quote Link to comment Share on other sites More sharing options...
radek Posted August 30, 2014 Share Posted August 30, 2014 Never heard about any. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 30, 2014 Share Posted August 30, 2014 is there a workaround or something to compensate? You can set the maximum hit chance to 100 in config.xml. It's not a workaround per se, but at least you'll know if its a bug or just severe bad luck. Quote Link to comment Share on other sites More sharing options...
radek Posted August 30, 2014 Share Posted August 30, 2014 But what for? We all know for months that this bug exist and the only hope we have got is the Community Edition. Quote Link to comment Share on other sites More sharing options...
podbelski Posted August 30, 2014 Share Posted August 30, 2014 it's not bad luck... I thought that might be a strange feature but radek sounds pretty convincing Quote Link to comment Share on other sites More sharing options...
kabill Posted August 30, 2014 Share Posted August 30, 2014 But what for? We all know for months that this bug exist and the only hope we have got is the Community Edition. Because it can't be solved without some indication of when/why it's occurring (and it's still plausible it's bad look/poor RNG about which nothing can be done). At least with the hit chance up to 100, you know that it's a bug if you miss a 100% shot. It would help mitigate any chance of people hunting around for a ghost. (To the best of my knowledge, no accuracy bug has ever actually been proven, so being able to do so would be really useful). Quote Link to comment Share on other sites More sharing options...
podbelski Posted August 30, 2014 Share Posted August 30, 2014 ok, I'll try to nail it then Quote Link to comment Share on other sites More sharing options...
podbelski Posted August 30, 2014 Share Posted August 30, 2014 that was quick: standing 1 tile away from Delta, no obstacles, 100% snapshot using WarHawk revolver from knees: easily getting 1-2 misses out of 4 shots Quote Link to comment Share on other sites More sharing options...
kabill Posted August 30, 2014 Share Posted August 30, 2014 Do you have a save? I might be able to check it out in the debugger. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted August 30, 2014 Author Share Posted August 30, 2014 This is a miscalculation of the xenonauts engine, this happens for long time ago. Quote Link to comment Share on other sites More sharing options...
podbelski Posted August 30, 2014 Share Posted August 30, 2014 aren't you guys modifying the engine? I thought this kind of bug is in scope of XNT... @kabill savegame is attached... it's from XNT5.3.1 + Xenophopia v.1.3.9 [ATTACH]5441[/ATTACH] 100acc_miss_test.sav 100acc_miss_test.sav Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted August 30, 2014 Author Share Posted August 30, 2014 We dont support xenophobia, that "add-on" includes multiple bugs and senseless addition of content that gets the player confused. We choose and test carefully each addition over the calculations of the system. I was unable to test the saved game. Quote Link to comment Share on other sites More sharing options...
Sentelin Posted August 30, 2014 Share Posted August 30, 2014 aren't you guys modifying the engine? I thought this kind of bug is in scope of XNT...@kabill savegame is attached... it's from XNT5.3.1 + Xenophopia v.1.3.9 [ATTACH]5441[/ATTACH] No one can modify engine since it's not open source and devs drop support for it ages ago.However if you mean on Xenonauts source code..... well no.We never have found suitable C++ programmer. Quote Link to comment Share on other sites More sharing options...
podbelski Posted August 30, 2014 Share Posted August 30, 2014 We dont support xenophobia, that "add-on" includes multiple bugs and senseless addition of content that gets the player confused. sadly, that's correct. It was my 1st try of the game. Now I'm waiting for the next XNT version to make a new installation and restart the game Quote Link to comment Share on other sites More sharing options...
podbelski Posted August 30, 2014 Share Posted August 30, 2014 No one can modify engine since it's not open source and devs drop support for it ages ago.However if you mean on Xenonauts source code..... well no.We never have found suitable C++ programmer. hmm... I thought the engine is inside "xenonauts.exe", which is included as part of the XNT distributive but whatever, I've got the situation just can't wait for the next XNT version Quote Link to comment Share on other sites More sharing options...
kabill Posted August 30, 2014 Share Posted August 30, 2014 hmm... I thought the engine is inside "xenonauts.exe", which is included as part of the XNT distributivebut whatever, I've got the situation just can't wait for the next XNT version That's just a copy of the community edition mod. Quote Link to comment Share on other sites More sharing options...
podbelski Posted August 30, 2014 Share Posted August 30, 2014 don't want to be annoying... but what is "community edition" then? Isn't it about modding the engine? Quote Link to comment Share on other sites More sharing options...
kabill Posted August 30, 2014 Share Posted August 30, 2014 Yes it is. But the folks who have made XNT aren't the same folks working on the community edition mod and as such it's not in their power to do anything about source-code related bugs. Quote Link to comment Share on other sites More sharing options...
podbelski Posted August 30, 2014 Share Posted August 30, 2014 ok hope they fix all the engine bugs, eventually)) Quote Link to comment Share on other sites More sharing options...
radek Posted August 30, 2014 Share Posted August 30, 2014 Just to make it clear. Game is made of 3 layers: 1 engine - which code is abandoned, partially bugged and not open, so any modifications are impossible. 2 game source code - which is open and is being currently modified by community coders. 3 all modable things like assets config files and so on (and this is layer where XNT team do their stuff). In my opinion bug is located at the first layer (ofc not because I said so, but as far I remeber someone said that ) so forget about it. But I may be wrong. Honestly if you are really interested in this, you should talk with community coders Quote Link to comment Share on other sites More sharing options...
podbelski Posted August 30, 2014 Share Posted August 30, 2014 do I get it right - the guys who developed the vanilla game used 3rd party pre-built engine? Then it's clear... 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.