frank2368 Posted February 10, 2016 Share Posted February 10, 2016 Xpedia should work. I did all of them. It's very strange.It's not here to discuss 0.98... here is for .99 The __basebuilt.lua script needs to have Icelandic Incident lore unlocked before weapons or else the script wouldn't load at all. I've changed it and now all the lore loads. Quote Link to comment Share on other sites More sharing options...
Lament Posted March 15, 2016 Share Posted March 15, 2016 I'm just curious as to how things are progressing and if there are anything specific that need testing? Really excited to see more of this mod. Quote Link to comment Share on other sites More sharing options...
Squaddie Perseus Posted March 23, 2016 Share Posted March 23, 2016 It's been a long time since I checked on this mod (or Xenonauts in general), and I'm glad to see it's still being developed. That being said, I can't seem to get it to work properly. Whenever I install the mod, two things occur. 1) The main menu is some sort of Frankenstein of the vanilla main menu image and the new one included in your mod, Drages. 2) When I start a new game, the game starts me with infinite amounts of all weapons, ammo, and armor, (including the Archelon, three of them to be exact, with singularity missiles) but I don't actually have the tech for any of that. I'm not quite sure what I'm doing wrong as I'm simply extracting the files to their own folder and then copy-pasting the folder into the game's mod directory and then activating the mod via the mod tools. I'd really like to see what's changed and give feedback where I can, but as it is, I'd rather not fiddle when I having such strange problems. Is any one else having this problem? I looked through the thread and didn't see anything. Quote Link to comment Share on other sites More sharing options...
Lament Posted March 27, 2016 Share Posted March 27, 2016 Perseus, it is just an alpha so the game is just set up like that, just for testing out combat. Quote Link to comment Share on other sites More sharing options...
Charon Posted March 27, 2016 Share Posted March 27, 2016 @Perseus :D Everybody else is having this problem because thats what 0.99 is supposed to be. You would know that if you actually read the description. :D:D:D:D:D Quote Link to comment Share on other sites More sharing options...
Squaddie Perseus Posted March 27, 2016 Share Posted March 27, 2016 Ah, my apologies. I misunderstood that while reading the description and was expecting something more akin to what I had experienced with prior versions. That is my fault and I apologize for my silly question. Thank you. Quote Link to comment Share on other sites More sharing options...
Charon Posted April 10, 2016 Share Posted April 10, 2016 You should not have any crash at this version. Probably there is something wrong at install or there are other mods active.I am still working on 0.99... I am handling the manufacture/research tree.. sadly i don't have hope about another XCE version so i will try to do my best.. 0.99 will handle many many things in the game like the terror missions.. -.-´ I meant the 0.99 version since it was the version we talked about. This is why i continue this here. So may i now help you or not ? Quote Link to comment Share on other sites More sharing options...
drages Posted April 10, 2016 Author Share Posted April 10, 2016 Oww.. sorry.. i tough its at 0.98... but still it should be a working version. Just be sure that: Don't have 0.98 at your mod directory. They are somehow corrupt themselves.. I even don't have the version here, because there is so many things already changed and handled. If i could do something today, i will upload a new version here at night.. Quote Link to comment Share on other sites More sharing options...
Charon Posted April 10, 2016 Share Posted April 10, 2016 oh, ok. I do have the 0.98 and the 0.99 version but only one of them is active at a time (ofcourse). It escapes me what u want to say with that they corrupt themselves. In both i have made changes, which im certain shouldnt crash anything. Looking forward to it. I really want to see this mod out. I mean it doesnt have to be balanced. Someone else can do that. It doesnt have to be over the top polished. Someone else can do that. But i really would like to have a version other people can build upon. The best thing, ofcourse, would be to finish this as intended. Quote Link to comment Share on other sites More sharing options...
drages Posted April 10, 2016 Author Share Posted April 10, 2016 oh, ok. I do have the 0.98 and the 0.99 version but only one of them is active at a time (ofcourse). It escapes me what u want to say with that they corrupt themselves. In both i have made changes, which im certain shouldnt crash anything.Looking forward to it. I really want to see this mod out. I mean it doesnt have to be balanced. Someone else can do that. It doesnt have to be over the top polished. Someone else can do that. But i really would like to have a version other people can build upon. The best thing, ofcourse, would be to finish this as intended. If you got both mod at mod directory, there would be problems. Biggest problem is mod size. It's huge. So it's very hard to finish it as one man. All the visuals, all the weapon coding, sounds everything finished.. Just need to organize them.. Quote Link to comment Share on other sites More sharing options...
Charon Posted April 10, 2016 Share Posted April 10, 2016 If you got both mod at mod directory, there would be problems. Why? They are 2 completely different mods ... one is active the other is not. [quote name= Biggest problem is mod size. It's huge. So it's very hard to finish it as one man. All the visuals' date=' all the weapon coding, sounds everything finished.. Just need to organize them.. So in case you overlooked it: How can i help you ? Quote Link to comment Share on other sites More sharing options...
drages Posted April 10, 2016 Author Share Posted April 10, 2016 (edited) I can't say why, but when i got them both in mods directory even i don't activate one of them, they crash.. anyway.. A good tester would be enough.. and maybe some text help.. Edited April 10, 2016 by drages Quote Link to comment Share on other sites More sharing options...
Charon Posted April 10, 2016 Share Posted April 10, 2016 Well i have both of them for a long time now in the mods directory, frequently switching between them. I have 2 0.99 saves and 1 0.98 save at the same time. And nothing happened yet, except the 0.99 first turn crashes. I think i can provide both, but would rather help with the bug hunting, in order to ensure that X-Divison is playable from the beginning to the end. When thats finished ill text you whatever you want. Even poems and rhymes and songs and whatever you want . If its about the weapon descriptions i can do that too. Lore writing is something else but the simply weapon summary is something i can do too. Quote Link to comment Share on other sites More sharing options...
drages Posted April 10, 2016 Author Share Posted April 10, 2016 It would be a huge help.. i hope you don't disappear .. many ppl do that after offered help.. I don't blame anyone.. there is RL out there.. 0.99 here is working, so people already downloaded and made tests on it. I am working on manufacture file and i would need help to check and give the names at strings.xml.. after this i will work on research file. All the weapons got Xpedia and hint stats so you can check anything missing or you can add some words on them.. The help is limitless.. As you said first thing is a bug free, working mod.. some code checking, mostly about researches file because researches bugs force you restart game mostly.. others are easy to repair.. my mail is kinguard@gmail.com, if you got gmail, we can chat at hangout.. Quote Link to comment Share on other sites More sharing options...
Charon Posted April 10, 2016 Share Posted April 10, 2016 (edited) Real Life ? Whats that ? I hear people talking about it, but never encountered it. Where are the latest files ? So you said a new version will be available soon? Give a heads up when its ready. Where do i drop the changed files after i worked on them? And how do i know that someone isnt double working on the same thing ? Regarding the researches.xml - here are my conclusions: ...You know what let me astray? Someone in the X-Division thread mentioned that if you teched past the alenium grenade research you couldnt get it even if you apllied the hotfix drages provided, but he made it with the UnlockKnowledge (-) and UnlockManufacture (-) in the researchview.lua script. This was the reason why i thought UnlockKnowledge actually unlocks the research and led to this thread. But there is a way simpler solution to it: Set the Requirements for research to Items.Alienalloys. Like this: <Row ss:AutoFitHeight="0" ss:Height="39.45"> <Cell><Data ss:Type="String">Researches.AleniumExplosives</Data></Cell> <Cell><Data ss:Type="Number">60</Data></Cell> <Cell><Data ss:Type="String">Weaponary</Data></Cell> <Cell><Data ss:Type="String">[color=#FF0000]Items.Alienalloys[/color]</Data></Cell> <Cell ss:StyleID="s47"/> <Cell ss:StyleID="s37"><Data ss:Type="String">UnlockKnowledge( "Researches.AleniumExplosives" ); UnlockManufacture( "ManTech.grenade.alenium" ); UnlockManufacture( "ManTech.rocket.alenium" ); </Data></Cell> <Cell><Data ss:Type="String">Researches.AleniumExplosives</Data></Cell> </Row> Every time you get new alien alloys the game checks if new researches get available. So the next time you bring back some alloys from a ground mission the alenium explosives research gets available. Easy as that. All in all this teached me some rules with the researches.xml. Researches can only be researched once. Once it is flagged as done it cant be undone (Didnt test the cant be undone part) Since researches cant be researched more than once, it is impossible to fulfill the requirement for another research if u change the requirements to an already reesearched topic MIDGAME. HOWEVER, since the game ALWAYS checks the items you bring back from a ground mission ( and propably also from killed aircraft fighters ) it is possible to fulfill ANY Research by setting the Requirement to an item you can bring home EVEN MIDGAME, provided the research isnt already flagged as done (First Rule). See the example with Items.Alienalloys above. You can even PRODUCE the needed item, doesnt matter what item it is as long as you can produce it ( So no unlimited quantity items) The only way to get a research available is to fulfill the requirements. Well thats about it. I dont know about duplicating researches in the same file but i dont think it is necessary to look into that. Not at this point. So no need to restart anything if a tech goes wrong. Its an easy fix Here is the original link: http://www.goldhawkinteractive.com/forums/showthread.php/13643-Researches-Xml-X-Division-Mod I can check step by step if every research is working as intended if you want. I have some experience working with the researches.xml. I would rather talk with the inbuild steam chat. Ill send you the Steam ID. Tell me where you need my help the most. Ill be waiting until i get the latest files from you and than ill start working. Edit: But i guess we can also communicate via mail/Goldenhawk forum message system. Edited April 10, 2016 by Charon Quote Link to comment Share on other sites More sharing options...
drages Posted April 10, 2016 Author Share Posted April 10, 2016 I know a modder can handle this but i don't want normal players have this problem.. Checking research and manufacture line is important. Game mostly crashes at equipment scene if something wrong with equipments.. same as the ground combat. If they are working, there would be no game breaking bugs. just some missing things, maybe ufos with wrong crew, aliens without weapons.. they can be fixed easily when they pinpointed.. I am finishing manufacture file but will take tomorrow too. After that i will send you all the mod. I will ask you to create string.xml with new manufactures/researches/items.. Quote Link to comment Share on other sites More sharing options...
drages Posted April 13, 2016 Author Share Posted April 13, 2016 I finished the manufacture file, working on researches now. Quote Link to comment Share on other sites More sharing options...
FaultySanity Posted April 13, 2016 Share Posted April 13, 2016 I finished the manufacture file, working on researches now. thanks for all your hard work, i've been holding off on any xenonauts in anticipation for the mod. Quote Link to comment Share on other sites More sharing options...
drages Posted April 13, 2016 Author Share Posted April 13, 2016 For a modder, the best and only motivation is the users. If there is no user who interested, modder will just lose his faith against himself and his mod. There are many people out there who gave tons of their free times to make this game better and richer. Thanks for your support. Quote Link to comment Share on other sites More sharing options...
assasinwar9 Posted April 13, 2016 Share Posted April 13, 2016 just wanted to drop in and say thanks for the continued work on this amazing mod Quote Link to comment Share on other sites More sharing options...
drages Posted April 14, 2016 Author Share Posted April 14, 2016 just wanted to drop in and say thanks for the continued work on this amazing mod Thank you so much! At my side news: I cracked all the soldier weapon research tree idea. It looks simple but took my days to finish it.. For MK-1 weapons: - Basic alien weapons like pistol, rifle.. - Capture a normal guard So it's easy to get them.. For MK-2 weapons: - Capture Weapon specialist - Get advanced weapons and their tech, you got a chance with every adv weapon you find.. maybe at first one, maybe at last one.. - Get side-weapons and their tech after that, like flamethrowers, lightning guns.. Long but not hard. For Mk-3 weapons: - Get a leader unit, chieftain, officer or leader for that phase.. - Capture ufo operators and research datahacks - Capture special operators for terror/base assault/bomber/base attack missions. - Capture Terror units. Every operator will have a chance to give you any MK-3 weapon researches. Those missions will be very hard and tring to stun some of them will be pain. But MK-3 versions are deadly weapons.. and a side note.. you need to do that for both ballistic and energy weapon tree.. ;P This research tree would be the biggest and complex one at gaming history.. Quote Link to comment Share on other sites More sharing options...
XCOMJunkie Posted April 18, 2016 Share Posted April 18, 2016 Can't wait to help out with the xenopedia entries! Quote Link to comment Share on other sites More sharing options...
Charon Posted April 19, 2016 Share Posted April 19, 2016 @Drages At what Alien ticker values are each phases? And what Alien ticker value starts the endgame ? Need to know that for 0.98, 0.99, and what u plan to do in the 1.00 version. Thx Quote Link to comment Share on other sites More sharing options...
drages Posted April 19, 2016 Author Share Posted April 19, 2016 @DragesAt what Alien ticker values are each phases? And what Alien ticker value starts the endgame ? Need to know that for 0.98, 0.99, and what u plan to do in the 1.00 version. Thx Every phase should be 3-4 month as i remember at %100 speed. After 3. phase finished, end game starts. Quote Link to comment Share on other sites More sharing options...
Charon Posted April 19, 2016 Share Posted April 19, 2016 Nah, i m looking for the precise alien ticker values when the next UFOs start spawning to progress to the next phase. And can you help me here: http://www.goldhawkinteractive.com/forums/showthread.php/12560-Short-way-to-try-new-airplanes-at-battle ? Quote Link to comment Share on other sites More sharing options...
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