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[XCE 0.31 + XNT 6.0] Out of the Sun: geoscape overhaul for XNT


podbelski

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Ive always played on normal, not sure why, maybe a throwback from my enemy unknown days (was a youngster then).

But i cruised through a normal game and it was... boring. So low n behold a lightbulb moment hit me, 'play it on insane ya idiot' kind of thing :)

but had a few problems, no aircraft dissasembling etc (due to no hanger space duh!) but i had deleted my save games in frustration as well as reinstalling everythign so yeah, ive already struggled through 3 Insane starts, and i only have 1 more restart in me tbh :)

A few questions left to be answered ad then im right to start!..

ps: maybe someone here knows, how do i change the firing modes of my rifles (ak47 and m16) so theres ONLY burst fire? i tried removing the single shot options but that didnt do anything, they were still available in the game.

basically i want them to be like the machine gun (so the soldiers can only react with burst) and i dont have to go through each soldier changing firing modes at the start of each mission.

Thanks in advance for any help :D

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I beleive weapons_gc.xml is the right file. Just make the SingleShot tag empty, like this:

<Weapon name="weapon.ak47" bulletType="normal" emptySound="Empty Click 1">	<props range="18" hands="2" recoil="50" weight="5" isHeavy="0" clipSize="20" reloadAPCost="25" reloadSound="Weapon Ballistic Reload" reactionModifier="1" />	<SingleShot />	<BurstFire ap="31" accuracy="35" sound="Weapon Assault Rifle Burst" delay="0.6" burstdelay="0.1" shotCount="3" suppressionValue="60" suppressionRadius="3" />	<GUIImage name="gui/weapons/AK47.png"/>	<GroundImage name="grounditemimages/ballistic_ak.png"/>.....</Weapon>
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  • 5 weeks later...

Hi guys,

so i was after maybe 1 year ( :) ) wanted to try new XNT and unfortunately found a bug after few days of playing - i cannot open base vehicles garage, when i try it, game suddenly crashes.

I have last community branch revision on steam right now (0.34 unofficial) and i have these mods in modtable (all enabled) in this order:

1 1_OOS 1.0

2 2_XNTtweaks 1.0

3 3_SmokeFix4XNT 1.01

4 4_Pods morale and psionics6.0 1.0

5 XNT v6.0 (Hellgate) patched 6.0 (Patche...

6 X:CE Balance Adjustments 0.34

7 X:CE Settings 0.34

8 X:CE Base Mod 0.34

Here is zipped save game file with options XML file

Any help would be appreciated.

Thank you anyway for your mod!

Michal

Edited by palmic
typo
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I also started new game yesterday with similar setup, feels nice so far :)

With your save, the game crashes upon entering the garage. Within my own game, the garage works fine, at least w/o vehicles.

So it seems the problem is likely related to vehicles... I'll take closer look a bit later. Btw, what types of vehicles do you have in the garage?

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... with XCE .34 I recommend adding the following to gameconfig.xml of the OOS pack:

 <rearmBeforeRefuel value="false" comment="Whether airplane rearming is done before refuelling" />

it will be included in the next OOS update. This makes planes rearming happen after refuelling, as it was in older XCE versions but changed recently. I beleive older approach is just better for my mod.

Edited by podbelski
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Well I've built a garage in my playthrough, manufactured two Hunter cars, put rocket launchers on both of them, assigned them to the dropship, save-loaded, removed launchers back - no freezes or crashes.

Using your savegame, the crash always happens but the logfile looks fine. And I don't know if there is a way to debug the game out of GC...

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btw you seem to house too many interceptors instead of building a 2nd base. The result is more than 300k funding damage after just the 1st month.

Most of the UFOs will land so you just have to catch them while on the ground. Interceptors are better used for scouting and to take down UFO fighters/bombers. For the starting period, 2-3 jets per base might be enough. Apollo is also a handy craft.

Last thing - I don't recommend buying Condors, they are hardcoded to be sold at 0$. But you get 75% back for other planes.

Edited by podbelski
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hey I think I've found the problem: just don't visit the garage while the vehicle rocket launcher manufacture project is active :-)

it's essentially a workaround, I'll fix it completely in teh next release. Btw looks like original game bug, but I'm not sure.

Edited by podbelski
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  • 1 month later...

... small update to 1.13, a few changes while I was testing the mod along with XCE 0.34:

1. rolled back rearmBeforeRefuel flag that was changed by XCE.

2. radars can now be "upgraded" only once (further radars won't give you anything).

3. vehicle weapons fix (game was crashing if you come to garage while vehicle weapons manufacture was active).

4. kneeling now takes 6 AP instead of 3.

5. hunter vehicle and missiles research time reduced.

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  • 2 months later...

Just to verify if I messed something up or I'm just this bad at this game.

I play on normal, second month end, I get corvettes, bombers with escorts, three terror missions so far, tried the first one, I got mid/late game units in my face, practically one shot killed the whole landing squad in the chopper, after firing everything I had on it and not making a dent.. From the stuff I could get so far I have one jackal armour as tech goes, and advanced pistols. (all available tech researched for which I had the materials)

Is the pace meant to be this fast, or is it what you mentioned that its kind of random and I just got unlucky with the early game? Although If you guys beat the game by April It's probably my bad. I play XMC on the newest version, that's a bit too easy on normal, and progression is much much slower. Don't know how it is, compared to vanilla.

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it looks like a bad installation.

Mostly b/c you should not see a bomber earlier than mid Nov, often this happens in Dec first wave.

While the first terror mission can appear in mid Oct, I doubt you could already have 3 of them.

Regarding the mid/late game units, in Oct you can occassionally encounter the "Reaper Delta", big blueish monster from the "Alien" movie. It can be killed with advanced ballistics, even with normal guns and explosives it is doable. Anyway, the missions can be accomplished w/o killing all the monsters, and even if you lose some of them it will not make you lose the game.

Edited by podbelski
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Yeah that's what I thought. It wasn't the big alien, I met that one in xenophobia, but later, it was still troublesome, but kind of fit into everything still. :D

Maybe Ill keep trying, I wanted a challenge, well I got one now.. :D

Wish I could get the ai from this to the XMC..

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