Alienkiller Posted December 12, 2014 Share Posted December 12, 2014 This is an Alternative too if its not coded. Quote Link to comment Share on other sites More sharing options...
hakimio Posted December 12, 2014 Share Posted December 12, 2014 Just started playing with this mod. Everything worked fine until I tried reloading a ground mission. Now it doesn't show the evil eggs and when one of my soldiers tries to throw a grenade at the egg on the left side of the UFO the game freezes. Only added Skitsos Ultimate Megamix Map pack and Fire in the Hole maps. The save: [ATTACH]5922[/ATTACH] MIP.zip MIP.zip Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 13, 2014 Share Posted December 13, 2014 disappearing eggs/purple xenomorphs is a known glitch. AFAIK nothing can be done and no plans to fix this Quote Link to comment Share on other sites More sharing options...
hakimio Posted December 13, 2014 Share Posted December 13, 2014 disappearing eggs/purple xenomorphs is a known glitch. AFAIK nothing can be done and no plans to fix this Well, if I can't reload a save in ground combat and continue playing, then this mod is useless. Maybe if those egg things are so glitchy, they should be just removed. Quote Link to comment Share on other sites More sharing options...
hakimio Posted December 13, 2014 Share Posted December 13, 2014 Quote from AND_GREAT's completely stable Xenophobia: Fixed an animation which led to the invisibility of Viper and egg. Maybe you should also incorporate at least this particular fix? Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted December 13, 2014 Share Posted December 13, 2014 This is not easy to fix, maybe never. But we dont know that, because most of us are no Modder. I have the Problem with unvisible Units too, but that dosent matter. Your Solders see all unvisible units (like the Eggs). You only have to move the Target system a little bit on the Thing he/she can see. If its going red like normaly (every unit which was invisible i could destroy). Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 13, 2014 Share Posted December 13, 2014 Well, if I can't reload a save in ground combat and continue playing, then this mod is useless.Maybe if those egg things are so glitchy, they should be just removed. I think the freeze and invisibility are not related. Explosions sometimes lead to freezes and I guess it's not an XNT bug. If you don't throw the grenade at this egg, can you continue the combat? If yes, whats the problem then Quote Link to comment Share on other sites More sharing options...
drages Posted December 13, 2014 Share Posted December 13, 2014 Well, if I can't reload a save in ground combat and continue playing, then this mod is useless.Maybe if those egg things are so glitchy, they should be just removed. At next version there wont be any alien for now.. Quote Link to comment Share on other sites More sharing options...
hakimio Posted December 13, 2014 Share Posted December 13, 2014 I think the freeze and invisibility are not related. Explosions sometimes lead to freezes and I guess it's not an XNT bug. If you don't throw the grenade at this egg, can you continue the combat? If yes, whats the problem then I've finished vanilla game without a single freeze even I used grenades quite a lot. I really don't think it's a vanilla bug. If I try to shoot those eggs with rifles, my soldiers are instantly killed. [Pretty tough enemy for the first ground combat... don't you think so?] Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted December 13, 2014 Share Posted December 13, 2014 I've finished vanilla game without a single freeze even I used grenades quite a lot. I really don't think it's a vanilla bug.If I try to shoot those eggs with rifles, my soldiers are instantly killed. [Pretty tough enemy for the first ground combat... don't you think so?] They only have a range of 6-7 tiles at most. And most of the time the soldier is merely going to be stunned. Besides; You should really be using Sniper Rifles, Machine Guns, or Frag Grenades against them. Quote Link to comment Share on other sites More sharing options...
hakimio Posted December 13, 2014 Share Posted December 13, 2014 They only have a range of 6-7 tiles at most. And most of the time the soldier is merely going to be stunned. Besides; You should really be using Sniper Rifles, Machine Guns, or Frag Grenades against them. My heavy machine guy and sniper is lying unconscious because some alien threw stunning smoke grenade from the other end of the map and, as I have already mentioned, throwing [frag] grenade at the egg makes the game freeze. And no, the eggs don't stun my soldiers, they just die on the spot and the eggs seem to cover pretty huge area (in some tests 4 soldiers died at once). Anyway, just try the save game I posted yourself and see how it goes for you. Also, remember that it's the FIRST ground mission in the game. This mod seriously lacks balance... I appreciate good AI but definitely don't appreciate aliens throwing grenades from the other end of the map, hell hounds (or whatever they are called) being super resistive to normal rifle fire and one stupid egg killing my whole squad on the spot... Quote Link to comment Share on other sites More sharing options...
hakimio Posted December 13, 2014 Share Posted December 13, 2014 Just tried the save game again: it seems the game freezes not only when the soldier throws the grenade but also when he just opens the left door in the UFO and tries to go back to hide from the egg collateral damage... Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 14, 2014 Share Posted December 14, 2014 I also find default XNT eggs too frustrating, and nerfed their stats quite a bit if you are still interested in playing XNT, hakimio, I can share Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 14, 2014 Share Posted December 14, 2014 ...I've checked your save, it's a known and discussed bug, here you can see it: [ATTACH=CONFIG]5923[/ATTACH] the viper behind the eggs reacts on your action trying to find a path to you but it blocked, hence the infinite freezing loop. Really annoying thing, and I don't remember was there any workaround/solution out there. I can give you my folder with UFO crews, I haven't put the vipers inside the UFO for this exact reason so you won't experience this bug anymore. This is in addition to the egg patch, just ask... Quote Link to comment Share on other sites More sharing options...
hakimio Posted December 14, 2014 Share Posted December 14, 2014 ...I've checked your save, it's a known and discussed bug, here you can see it:[ATTACH=CONFIG]5923[/ATTACH] the viper behind the eggs reacts on your action trying to find a path to you but it blocked, hence the infinite freezing loop. Really annoying thing, and I don't remember was there any workaround/solution out there. I can give you my folder with UFO crews, I haven't put the vipers inside the UFO for this exact reason so you won't experience this bug anymore. This is in addition to the egg patch, just ask... Thanks, but I've already started playing AND_GREAT's stable Xenophobia version. It's balanced, they are using the same AI as in XNT, but they didn't put eggs inside UFOs, eggs don't disappear on reload, they don't have area effect attacks, vipers don't come for at least two months, also there aren't so many aliens in the beginning. Much better. The only thing I don't like about Xenophobia is the economy mod, but I've found here how to edit researches.xml & items.xml to get rid of it. Quote Link to comment Share on other sites More sharing options...
Ahriman953 Posted December 14, 2014 Share Posted December 14, 2014 ...I've checked your save, it's a known and discussed bug, here you can see it:[ATTACH=CONFIG]5923[/ATTACH] the viper behind the eggs reacts on your action trying to find a path to you but it blocked, hence the infinite freezing loop. Really annoying thing, and I don't remember was there any workaround/solution out there. I can give you my folder with UFO crews, I haven't put the vipers inside the UFO for this exact reason so you won't experience this bug anymore. This is in addition to the egg patch, just ask... I think I had this bug before, with an egg thrower trapping a viper(?) inside a scout ship and permafreezing the game, and disappearing upon reloading. Multiple reloads, no luck. Finally I decided F*** it, took my Hunter equipped with Rockets, and blew a hole in the side of the ship, chucked a nade in, end of story. Extremely annoying, but you can workaround it if you don't mind blowing things up. Quote Link to comment Share on other sites More sharing options...
hakimio Posted December 14, 2014 Share Posted December 14, 2014 Finally I decided F*** it, took my Hunter equipped with Rockets, and blew a hole in the side of the ship, chucked a nade in, end of story. Extremely annoying, but you can workaround it if you don't mind blowing things up. Well, if you don't install "Fire in the Hole" mod in addition to XNT, you can't make holes in UFOs. Also, you have to know why it's freezing. Imho, it would be best if they wouldn't put so much stuff in such a tiny space. Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted December 15, 2014 Share Posted December 15, 2014 I like this Mod, because it is my first one I play. I´m End Dezember in the first year and I played it with upgraded Standard-Balistics. The new Rockets and Grenades (Alenium), Coyote Armor I have. As well as the next Fighter which is coming I have got now. But I can´t reaserch Lasers. I know that a Special Reaserch is needed, but that what I need didn´t come again. The new CE-Version installed automaticlly (Steam Version) and the Mod is running normal. But Lasers are not reserachable about the reason I told. Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted December 26, 2014 Share Posted December 26, 2014 An issue with the ModMerging of the Rocket Launcher Ammo which caused an incompatibility with XCE 0.31 has been resolved. Several strings have been fixed and the ModInfo.xml file has been updated accordingly. Patch Download: XNT v6.0 Patch for X:CE 0.31 Patch Installation Instructions: Step 1 - Update X:CE to v0.31 Step 2 - Goto your Xenonauts Mod Folder and extract the patch. (For Steam Users: "C:\Program Files (x86)\Steam\SteamApps\common\Xenonauts\assets\mods\") Step 3 - Accept all Overwrites. Quote Link to comment Share on other sites More sharing options...
Ruggerman Posted March 3, 2015 Share Posted March 3, 2015 I have tried your installation procedure, but it can not find the zip file it need to active XNT V6.0. Please advise as to the correct procedure. This mod looks great but I can not get it up and running. Quote Link to comment Share on other sites More sharing options...
podbelski Posted March 3, 2015 Share Posted March 3, 2015 I have tried your installation procedure, but it can not find the zip file it need to active XNT V6.0.Please advise as to the correct procedure. This mod looks great but I can not get it up and running. you can get already patched XNT here, with or without the additional OOS mod Quote Link to comment Share on other sites More sharing options...
Crave Posted April 23, 2015 Share Posted April 23, 2015 Hey guys, i'm having a possible bug with technology unlocks - specifically the foxtrot. See i thought it would unlock once you researched the corvette (downed about 12 of them, captured 7 and airstriked the rest), but nothing is happening. Am i missing some sort of research prerequisite or do i just fail? I'm running Xenonauts (Legacy), XCE 0.31 and XNT 6.0 (patched by podbelski/no OOS) Quote Link to comment Share on other sites More sharing options...
podbelski Posted April 23, 2015 Share Posted April 23, 2015 in addition to shooting down, you also have to complete: - a lab research of the corvette - after the above, manufacture the Corvette dissemble project (requires another corvette datacore) Quote Link to comment Share on other sites More sharing options...
Larry Burstyn Posted April 23, 2015 Share Posted April 23, 2015 (edited) I also have a problem researching Landing Ships...how long after you capture one do you get to start disassembling them...I've captured about 7 now and still no results in being able to disassemble them. I've already finished researching enriched Alien alloy and enriched Alenium. And plenty of advanced weapons...but still no sign that Landing Ships research will ever finish. Landing Ship research is not something I can give to my scientist to research it is suppose to be automatically researched. Ops WRONG forum topic...sorry. Edited April 23, 2015 by Larry Burstyn Quote Link to comment Share on other sites More sharing options...
podbelski Posted April 23, 2015 Share Posted April 23, 2015 enriched alenium? Haven't seen this in XNT. Looks like you have other mods active and this can be the cause of problems. again, once you capture a ufo you get the datacore which opens the research project. After the research, you can use another datacore for a manufacture project. If you don't see these projects something terrible has happened to your installation, IMO Quote Link to comment Share on other sites More sharing options...
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