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[v19.3 Air Combat] - CTD v 3 Fighters


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From my experience, it only happens with certain groups, but for that group no matter how often you reload or with what you attack it, it happens each time. I think it does not necessary have to be a 3 fighter group, i think the same thing happened for a 2 f + corvette group. Though i think both groups were on air superiority.

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Same thing here with 19.3 experimental, CTD when successfully shooting down an air superiority flight of three ufo fighters.

Here a savegame just prior to the engagement:

https://dl.dropboxusercontent.com/u/32762861/2013-07-06_21.01.36.sav

edit:

shooting down just one of them and then disengaging causes the remaining two planes to disappear from the geoscope. Trying to intercept another ufo flight then leads to an instant CTD on the geoscope, when clicking the "intercept" button.

Guess I am waiting for 19.4 as well now.

Edited by ImPeRaToR
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I've got a work-around. It's not a good one. It's definitely a "work-around", not a "fix", but if you are desperate to keep playing, it might do until this particular game-killing bug gets fixed.

Go to your Xenonauts\assets directory and open all the files beginning AM_ in your favorite .xml editor. Now, look for all of the lines beginning "e:" (without the "s) and delete those lines. You may want to back-up the files before doing this.

Now reload your game and abort any pending intercepts you had on 3x UFO groups. Any future groups that show up will not have escorts.

Yes, this is cheating and disabling a bit part of the air combat game. But for now, it's the only way to keep playing on the "unstable" build through this bug.

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Hi everyone. Loving the game and it's development, on to the topic in hand.......

Yes happens to me too, hugely frustrating and suprised that it's happening (after previous builds didn't have this problem. The annoying amount of fighters I'll leave for another thread :D).

A quick fix would be hugely appreciated, the game is pretty much unplayable atm without modding.

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Same issue here, I removed escorts from the files as suggested here but then had a subsequent dry spell of craft that result in a ground mission. Not sure if removing the escorts stopped craft that would have had an escort from appearing or not but it at least made the game playable again.

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Same issue here, I removed escorts from the files as suggested here but then had a subsequent dry spell of craft that result in a ground mission. Not sure if removing the escorts stopped craft that would have had an escort from appearing or not but it at least made the game playable again.

So far as I can tell, that seems to be a "working as intended" feature of this build. I tried fast-forwarding a bit with the escorts back in to see what happened (if I just didn't actually go into any 3-fight combats). The ratio of shoot-down-able UFOs to destroyable UFOs seems much lower in this build.

If this is indeed deliberate, the plus side is that you need to grind rather fewer tactical missions per advancement level. The downside is that with current manufacturing balance, you just can't get enough alien alloys/alienium to keep your squads and interceptors updated.

We are playing "unstable" builds here, so some of this is to be expected - but while 19.2 felt like a fairly optimised and playable build, 19.3 feels much rougher. There's actually quite a bit here that's moved on behind the scenes, but the flipside of this is a big hit to playability and balance compared to 19.2.

Happy to be told by a dev that I'm talking complete crap (which I might well be).

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