Alienkiller Posted January 20, 2015 Share Posted January 20, 2015 Have you the latest Version of X-Devision installed? Version 0.97.1 HF2? If there the Problem actually exists Drages will look for it. But it should be solved there, because the failure was mentioned often. I dind´t found fighters / heavy fighters by now so I can´t say more to that Problem. Quote Link to comment Share on other sites More sharing options...
asierus24 Posted January 20, 2015 Share Posted January 20, 2015 (edited) Have you the latest Version of X-Devision installed? Version 0.97.1 HF2? If there the Problem actually exists Drages will look for it.But it should be solved there, because the failure was mentioned often. I dind´t found fighters / heavy fighters by now so I can´t say more to that Problem. yep latest one used. i want to add that opening inventory of a doggy xenomorph (i think its the drone one) insta crash game. i think someone already reported but just to remind. Edited January 20, 2015 by asierus24 Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted January 20, 2015 Share Posted January 20, 2015 (edited) I think you installed it like on first Page instructed. Deleted previous Version and then installed the new one with Patches. If you done so as mentioned above and the failure is still there then Drages will try to find it. The Invisible Bug I know from XNT to. Maybe a Problem that comes from the Main Data. I think other Mods will have that Problem too. The Reason is easy: If 2 Mods have that Problem all Mods have it. A Solution is not found yet. I read that on one of the XNT-Site. Edited January 20, 2015 by Alienkiller Quote Link to comment Share on other sites More sharing options...
drages Posted January 20, 2015 Author Share Posted January 20, 2015 Invisible xeno is cool. Thé issue was mostly repaired but sometimes it occurs. I will look for corpse crush. But why do u check dead aliens? Quote Link to comment Share on other sites More sharing options...
ventuswings Posted January 20, 2015 Share Posted January 20, 2015 (edited) Does trying to look at the Reaper corpse (the second smallest one standing upright at XNT mod) on the ground crash the game for anyone else? Actually, just found the comment above and tested for the smallest "doggy" one as well, also crashes. So I assume the problem is present for all the new aliens you added. I want to pick up the corpse and flee for research. First battle on this mod at scout, woooo these things are much tougher. Edit: Had another crash because troll Xenomorph moved on the same tile as its victim, rendering whole item he was holding un-salvageable, which I forgot to realize.... Edited January 20, 2015 by ventuswings Quote Link to comment Share on other sites More sharing options...
asierus24 Posted January 20, 2015 Share Posted January 20, 2015 Invisible xeno is cool. Thé issue was mostly repaired but sometimes it occurs.I will look for corpse crush. But why do u check dead aliens? my snipers was on top of one and i hit inventory to equip medipack:) Quote Link to comment Share on other sites More sharing options...
asierus24 Posted January 20, 2015 Share Posted January 20, 2015 I think you installed it like on first Page instructed. Deleted previous Version and then installed the new one with Patches. yes i did it with fix 2 Quote Link to comment Share on other sites More sharing options...
asierus24 Posted January 20, 2015 Share Posted January 20, 2015 DSo I assume the problem is present for all the new aliens you added. actually the green reaper dont crash Quote Link to comment Share on other sites More sharing options...
drages Posted January 20, 2015 Author Share Posted January 20, 2015 (edited) HOTFIX 3 is up.. Corpses and fighter core drops handled.. I need confirmation about those.. Edited January 20, 2015 by drages Quote Link to comment Share on other sites More sharing options...
asierus24 Posted January 20, 2015 Share Posted January 20, 2015 (edited) HOTFIX 3 is up..Corpses and fighter core drops handled.. I need confirmation about those.. drone warrior and paetorian xenomorphs don't crash anymore. these are all those i saw to this time . cores drop now works too. i think you lleft debug mode activated Edited January 20, 2015 by asierus24 Quote Link to comment Share on other sites More sharing options...
JD809 Posted January 20, 2015 Share Posted January 20, 2015 All buildings now take 1 day to construct, I don't know if this is a bug or not? Quote Link to comment Share on other sites More sharing options...
drages Posted January 20, 2015 Author Share Posted January 20, 2015 All buildings now take 1 day to construct, I don't know if this is a bug or not? Not bug but i again forgot the debug mod on. You can download hotfix again to fix it! Quote Link to comment Share on other sites More sharing options...
asierus24 Posted January 20, 2015 Share Posted January 20, 2015 (edited) small bug: scimitar tank with emp shell has no image on garage other weps work well. missing gun model for the sp lance heavy scatter laser as well for scatter laser . (predator armor) (fixed drages look your inbox ) Edited January 20, 2015 by asierus24 Quote Link to comment Share on other sites More sharing options...
Paulo14 Posted January 20, 2015 Share Posted January 20, 2015 Drages, i got Some questions, Question: How am i supposed to get the torpedo launchers for the foxtrot? None of the UFOs have them. (Not the early ones at least[scouts and light scouts], my force is not good enough for a corvette with fraggin' Androns.) Also, i want to add Jsleezy's Real Fighter Sounds to my game pack, but it does not work, is there any way for you to add it in the modpack? P.S: I don't know if it's just me, but i can't download the Hotfix 3 from MEGA. P.S.S: I never got a fighter crashsite, is this supposed to happen or not? Quote Link to comment Share on other sites More sharing options...
drages Posted January 21, 2015 Author Share Posted January 21, 2015 Welcome Paulo. U need to disassemble the ufo cores u get from downed ufos. Fighters don't have crash sites. There should be no problem about sound mods. Maybe that mod got problem. But I can put it into my mod at next version. Why can't u download the file? What is the error? Quote Link to comment Share on other sites More sharing options...
Paulo14 Posted January 21, 2015 Share Posted January 21, 2015 Welcome Paulo. U need to disassemble the ufo cores u get from downed ufos.Fighters don't have crash sites. There should be no problem about sound mods. Maybe that mod got problem. But I can put it into my mod at next version. Why can't u download the file? What is the error? That's a good question, it simply doesn't start downloading, maybe it's something about downloads here in brazil. Oh and, after disassembling the UFOs i get Recovered <UFO Class> Equipment. Can i sell it or will it be used later? Quote Link to comment Share on other sites More sharing options...
drages Posted January 21, 2015 Author Share Posted January 21, 2015 U should sell it yes. Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted January 21, 2015 Share Posted January 21, 2015 (edited) Hi all. Before you ask: I play 0.97.1 HF 3. I downloaded the Patch too and I had the building construction of 1 day too, as well as the full inventory in Storeroom. I chanced this to normal mode again (only to this I have atm). So I found 2 bugs anymore: 1. the green Reaper (Reaper Bull?) has as Research text ####. Evtl. a normal Research without Infotext or a Bug because its Autoresearch. 2. No AP Shell researchable: Sebillian Autopsie -> Alien Materials for new Vehicles/Armors etc. (forgot the Name) -> Alien Balistic Weapons researched. But there is no AP Shell reaserch. Evtl. I have not researched all yet. I need Alien balistic Tech for that. I thougt if you reaserched the weapons the Tech is autoresearching or have to come in research screen. But nothing there atm. I will play today evening a litte bit more, maybe I oversaw something to get beter balistic Weapons. But positive Things I found too. The Idea to make a cheap torpedo carrier is very impressive as well as the upgraded Scout Vehicle. I build one and transfer it to Main Base because I build a second as producing Base and the first one will be a Reaserch and Soldier Base with 2 Transports and 2 Groups of Soldiers. So I get my Baracks full. Edited January 21, 2015 by Alienkiller Quote Link to comment Share on other sites More sharing options...
drages Posted January 21, 2015 Author Share Posted January 21, 2015 If ts auto research it's normal to be ####. I hate tooth and dentists. Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted January 21, 2015 Share Posted January 21, 2015 (edited) But why is it (the green Reaper Bull) in the normal research list if it should be autoresearch. If I can I make a picture when I´m back home and play today. Hope there is an integreatet key in the Game to make one for my both questions. @drages: You were by the dentist today. Yea I don´t like that too, so I only make the normal checks every 1/2 year and the tooth cleaning. Only if its emergency I go there. Edited January 21, 2015 by Alienkiller Quote Link to comment Share on other sites More sharing options...
drages Posted January 21, 2015 Author Share Posted January 21, 2015 I blame dentists for all bugs in x division. . My mouth Fucked up again.. 1. Problem is easy but 2. Problem is important. It's hard to fix something with tooth pain.. with that pain I can't even test the fix properly. I will look for it today. Maybe it needs a restart but not sure. I will start ver. 0.98 too. I am planning new drone variations for Andron pets. Any creative idea? Quote Link to comment Share on other sites More sharing options...
Paulo14 Posted January 21, 2015 Share Posted January 21, 2015 So, i'm supposed to get only one fighter datacore? They're so valuable D: Quote Link to comment Share on other sites More sharing options...
Sentelin Posted January 21, 2015 Share Posted January 21, 2015 By the way we had a practice of making experimental builds which we then released in public for testing purposes.We did this whenever new XCE version was released or new game update and if everything was alright we would pushed it to stable release.So you might want to consider this approach with XCE 0.32 experimental.Advantage of this is that you will know conflicts in front and have them resolved before stable version of XCE is released and this way you can help illunak,not to mention benefits: By Illunak X:CE 0.32 should contain all Xenonauts 1.5x fixes and new features. Quote Link to comment Share on other sites More sharing options...
drages Posted January 21, 2015 Author Share Posted January 21, 2015 By the way we had a practice of making experimental builds which we then released in public for testing purposes.We did this whenever new XCE version was released or new game update and if everything was alright we would pushed it to stable release.So you might want to consider this approach with XCE 0.32 experimental.Advantage of this is that you will know conflicts in front and have them resolved before stable version of XCE is released and this way you can help illunak,not to mention benefits:By Illunak I am waiting 0.32 stable. I am hands full with this mod and i try to finish it for steam workshop launch.. I dont have time eve to test my own mod Quote Link to comment Share on other sites More sharing options...
Sentelin Posted January 21, 2015 Share Posted January 21, 2015 If I make mini compatibility patch for myself I can send you copy if you are interested.Anyway regarding workshop I think that size of mod is going to be a problem.So you might want to consider and algorithm for compressing png files.Oh and unless something changed steam workshop has nasty policy where it doesn't allow other mods to be merged in original (meaning third-party mods that are included in original mod). Quote Link to comment Share on other sites More sharing options...
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