hagamablabla Posted May 4, 2015 Share Posted May 4, 2015 Here's my log, in case you still need it. http://pastebin.com/Yyya7Tvz I got the latest Steam version now, but I'm also getting the duplicate buildings. I have the Lore+, Hold The Line!, and No Hidden Movement mods installed. I still have to test for the enhanced jackal armor. Quote Link to comment Share on other sites More sharing options...
hagamablabla Posted May 5, 2015 Share Posted May 5, 2015 Still testing, but I did find another odd thing in research. http://i.imgur.com/8KvNnsF.jpg I'm not sure who's mod is causing this, but this screenshot was right after my first scout UFO mission. Quote Link to comment Share on other sites More sharing options...
hagamablabla Posted May 5, 2015 Share Posted May 5, 2015 (edited) Alright, I've managed to isolate the problem. It's actually the Enhanced Construction research that's corrupting the saves. I'm guessing it has to do with the duplicate building problem. Edited May 5, 2015 by hagamablabla Quote Link to comment Share on other sites More sharing options...
Bobbus Posted May 6, 2015 Share Posted May 6, 2015 Hey there, just discovered something myself. At first i had the same problems like the others. 1."#####" in the buildings list. After quitting the game and restart i had the proper names and the new buildings were available from the start. This always happens when starting a new game. The #####-problem seems to be gone. 2. Today i loaded an older savegame and i didnt have the duplicate entries in the build list. After going on a mission and recovering a scout datacore, the enhanced construction became available. Working as intended so far. All this was done on the CE branch on steam with all mods from the CE activated + Fire in the hole mod. Quote Link to comment Share on other sites More sharing options...
hagamablabla Posted May 6, 2015 Share Posted May 6, 2015 (edited) Max, I have a solution to the double building problem. In the buildings.xml, the last line for each building determines whether it is a starter building or not. Changing it from 1 to 0 removed the duplicate buildings and stopped corrupting my saves. Edited May 6, 2015 by hagamablabla Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted May 6, 2015 Author Share Posted May 6, 2015 (edited) Thanks. I didn't see that. *le sigh* EDIT: I'll update the main mod, and put out a separate file for the affected buildings.xml file. EDIT 2: But it will be tomorrow - I have to go to bed to get to work for 04:30. EDIT 3: Many thanks again hagmablabla. If you see any other problems, please call out! Edited May 6, 2015 by Max_Caine Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted May 8, 2015 Author Share Posted May 8, 2015 Hello guys, I am very sorry I haven't put an update up. A combination of sickness and holidays at work has meant I have been working 12-hour shifts for the last two weeks and it looks like I'll be putting in more time over the next week as well. If you want to do the fix yourself, all you have to do as hagmablahblah pointed out is to adjust one value. Open up buildings.xml in /mods/Garrison Duty and adjust the last value in each set of information for each building from "1" to "0". Like this: <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">EnhancedStoreroom</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">25000</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">10000</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">uitextures/buildings/storeroom</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">5</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">1;1</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">-1</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">-1</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">-1</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">10000</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="Number">[b]0[/b]</Data></Cell> </Row> You can keep in touch with me as I will be haunting the forums and please poke me with sticks to make sure I get the update out. I've got Sunday off so I may spend the day just doing the fix, testing it and uploading it but right now no meme can adequately express just how tired I am. Quote Link to comment Share on other sites More sharing options...
Sanpaolo Posted May 9, 2015 Share Posted May 9, 2015 hi all i ve found another issue, advanced ballistic research causes crash it's xce32hf3 claudio.sav claudio.sav Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted May 10, 2015 Author Share Posted May 10, 2015 Hi all, I've made the fix, and it's been uploading for the past few hours now... >_<. I have a really slow connection at the moment. The full zip will be updated by tomorrow. The single file should be uploaded a little quicker. Sanpaolo, I will take a look at your problem tomorrow. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted May 11, 2015 Author Share Posted May 11, 2015 Hi Guys. Another update. For some reason, my connection is unreasonably slow. I am currently uploading my mod at a steady 27 KB/sec. It's been uploading all day. And all day yesterday. I'm not experienced in these matters - I don't know what to investigate to try and find out why it's uploading so slowly when it wasn't previously. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted May 13, 2015 Author Share Posted May 13, 2015 Hi Sanpaolo. Other than missing faces (which I guess is because you have another mod running) I was able to complete the research: Quote Link to comment Share on other sites More sharing options...
Kontaro Posted May 22, 2015 Share Posted May 22, 2015 Did the new version get posted? I dled it a bit ago and it was still version 1.0 Quote Link to comment Share on other sites More sharing options...
Sanpaolo Posted May 24, 2015 Share Posted May 24, 2015 Hi Sanpaolo. Other than missing faces (which I guess is because you have another mod running) I was able to complete the research:[ATTACH=CONFIG]6324[/ATTACH] Hi Max, thanks for trying my saved game, i completed the advanced armor, but mine are light brown not blue and the face are missing (not all, so i think is due to 'More Portraits' mod); when i finish the weapon research nothing appear in spite of the xenopedia and ESC button doesn't work anymore. I will try disabling some mods and let you know! thanks again Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted May 25, 2015 Author Share Posted May 25, 2015 Hi Kontaro. That's odd - it took almost a week to upload, but it should have uploaded. I'll go and check to see what's happened. @Sanpaulo, so if I understand you correctly, the game crashes if enhanced jackal armour is researched then advanced ballistic weapons are researched? I'll try your save again and make sure the research is carried out in that order. Quote Link to comment Share on other sites More sharing options...
Kontaro Posted May 28, 2015 Share Posted May 28, 2015 Still showing 1.0 for me after just barely dling and installing(as in, a few minutes ago) Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted May 29, 2015 Author Share Posted May 29, 2015 I've updated the link.... but.... I forgot to update the version number. (d'oh!) Quote Link to comment Share on other sites More sharing options...
Kontaro Posted May 30, 2015 Share Posted May 30, 2015 Ah, so my recent download actually has the fix then, ok. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted May 30, 2015 Author Share Posted May 30, 2015 It would be a good idea to check - I re-uploaded shortly before making that post with the fixed file. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted May 30, 2015 Author Share Posted May 30, 2015 Okay, apart form Sanpaulo's problem (which I can't seem to replicate) is the mod working for everyone now? Quote Link to comment Share on other sites More sharing options...
Sanpaolo Posted May 31, 2015 Share Posted May 31, 2015 Sorry Max, i had another problem, so sadly i had to disable, when aliens attacks my base, the facilities concerned by the mod was black..... i will retry another game disabling the italian translation, maybe it's just this mod you all miss inspite of me Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted May 31, 2015 Author Share Posted May 31, 2015 ... *sigh* Okay, I'll experiment with different submaps to see if I can get it to work. In the meanwhile, I'll change it so you no longer research improved buildings - the basic buildings will be as cheap as the researched ones. Quote Link to comment Share on other sites More sharing options...
Mustang Shooting Stars Posted June 14, 2015 Share Posted June 14, 2015 I'm getting a crash to desktop as soon as the initial research completes. If I reload and remove the research - and therefore stop it completing - the game continues as normal. I'm playing V1.59 (not CE) with various mods such as the instant grenade, no hidden turns etc. I have verified files etc. I'm using steam, on windows 7 64-bit using bootcamp on my iMac. Game very stable other than this CTD. Shame because this mod looks essential if I'm ever to prosper on veteran level. I just find base defence impossible with 'normal weapons'. Anyone working on a base defence mod to make it better (easier?) by any chance? just too many strong aliens coming at you from too many directions against rubbish troops with rubbish weapons. Anything I can do to workaround the crash? Or more info I can give you? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 18, 2015 Author Share Posted June 18, 2015 Hi! I'm sorry to hear you're having trouble with the mod. Could you tell me what you mean by "inital reasearch?". There are several independant lines of research in GD. Which one did you try out? Regarding fixes: I haven't been able to get in front of my home computer for over a week now. Travel time + work time + sleep and other necessary maintenance = no time for computer. I honestly don't know when I will have the time to run through the mod again and try some things to fix the mod. Perhaps next week? Quote Link to comment Share on other sites More sharing options...
Mustang Shooting Stars Posted June 22, 2015 Share Posted June 22, 2015 Hi Max, I totally understand. My life sounds similar to be honest! Don't want to add to your stress. I am about to try the mod again with a completely fresh install of the game so maybe I will have more luck. The research that seemed to cause the crash was the enhanced ballistics one. If it crashes again I will try and copy and past the crash log here or something. I wonder if one of the other mods isn't compatible with it as this doesn't sound like a common crash having read through this thread. Quote Link to comment Share on other sites More sharing options...
Ajaxial Posted June 22, 2015 Share Posted June 22, 2015 Elements of this sort of hit upon an idea I had when I first played the game. Which was to make the technology as you went along more of an intergration over each tier, rather than it to entirely overtake and force the previous tier to become obsolete. I love the direction this is going. IE the intergration of alien engine tech to be infused into the engines of Xenonauts aircraft, increasing their topspeed and using alien alloys and hydraulics (Or similar alien tech) to achieve better turning circles and survivability for Air Combat. Rather than just designing an entirely new craft and making one obsolete in such a short time period I find the concept of pushing a craft to it's absolute limits by pouring new technology into it and maxing it out until it can no longer be made better unless you built a purposefully new craft made from the ground up to best it. Certainly gonna have to give this mod a run through. I love your ideas. Quote Link to comment Share on other sites More sharing options...
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