Model ig Awesome! Only wish i can add a grenade launcher to it...
There is also a problem: no firing sounds (with or without supressor)
Model ig Awesome! Only wish i can add a grenade launcher to it...
There is also a problem: no firing sounds (with or without supressor)
Hi again
Got another problem. When trying to open properties on Archangel ODST armor game crashes
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 257
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ...l.k.e.r anomaly 1.5.2\gamedata\scripts\utils_item.script(198) : get_cond_static
LUA error: ...l.k.e.r anomaly 1.5.2\gamedata\scripts\utils_item.script:198: attempt to compare nil with number
Found the sollution to the problem: in configs/gameplay i've created profiles folder (which the game was looking for) and sent all 5 of the "characer" files into it... That fixed the problem
Tryed to launch DLTX, KVMAS, Azerix pack and the ODST only...
Load order:
Azrix pack/KVMAS (also tryed to switch their order of loading)
DLTX
ODST armor
It only CRASHES when i try to add ODST armor
P.S. When I try to open "gameplay" folder - it's empty.
Reinstalled Anomaly (up to version 1.5.2), reinstalled DLTX (up to latest), Installed both "KVMAS And Azetrix model merge" packs...
Yet - the game Crashes:
FATAL ERROR
[error]Expression : false
[error]Function : ParseFile
[error]File : D:\a\xray-monolith\xray-monolith\src\xrXMLParser\xrXMLParser.cpp
[error]Line : 99
[error]Description : XML file[$game_config$] parsing failed. Can't find include file:[gameplay\profiles\character_desc_army_5.xml]
Got a problem
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 789
[error]Description : fatal error
[error]Arguments : Attemped to override section 'legs_protections', which doesn't exist. Ensure that a base section with the same name is loaded first.
Uploaded and installed the latest version of DLTX - result:
FATAL ERROR
[error]Expression : false
[error]Function : ParseFile
[error]File : D:\a\xray-monolith\xray-monolith\src\xrXMLParser\xrXMLParser.cpp
[error]Line : 99
[error]Description : XML file[$game_config$] parsing failed. Can't find include file:[gameplay\profiles\character_desc_army_5.xml]
Had the same issue. Go to mod's folder, open file gamedata/configs/items/settings/mod_npc_loadouts_mjolnir, find the line "isg_experienced_primary", highlight the line itself and one line above and one line below, delete em, save the file and close it. After that you can activate the mod - this should do the trick.
Well - you OVERDID with human numbers: it's good for the first movie's first battle scene (assault on Klendathu: where MI just rushed on bugs in "Wall-on-wall" style) - where there are "100 000 dead in one hour!"... But the first movie is Paul Verhoeven's parody (as well as most of Paul Verhoeven's moovies) on "Starship Troopers" book.
It's not my first time to evaluate "Starship Troopers" technologies by the real-life physics and logick's: as such I've criticized the Morita MK I-III rifle my it's design - it's back... sucks!!!
As for your example (Morita Carbine with stungun): we haven't changed it in basic rifle squad... Because war science in "Starship Tropers Terran Command" is a mix of WW I, WW II and modern warfare: as such - basic infantry squads (such as Rifle squads and Combat Engineers) are closer to WW I - They are purposed to hold the line (so their weapons are designed for the purpose), Support squads (such as Radio Operator and Fleet Liason): are the same as the second-line squads of US military had during the WW II (shorter, easier to carry arround while taking care of the main duties: such as M1 Carbine or M3 Grease Gun... instead of full-cized M1 Thompson, M1 Garand or BAR), Assault troops (such as: MK II Rifle's, Marines and Powered-suited Troops) are closer to modern warfare - they're equipped for the maximum firepower and mobility... So the basic arsenal Is qite adequate for the war against the Bugs.
We're trying to make the armaments closer to physical accuracy
As well we were trying to add some tactical flexibility (which is shown if the "Starship Troopers" animated moovies)... On that point we've failed so far... Until I've noticed your work)))
Hey man) We're trying to remake the game for the best ballance between the: challenge, realism and player-frienly gameplay (mods: "Are YOU doing Your Part?!" and "New Bug War")... Your system of "different units with different weapons in one squad" is a Must for that! If you have a discord account we'll gladly invite you)))
P.S. Dicord chat is on English and Russian
Проблема в файлах из папки trade
скорее всего с предметом hamr
Удалил файлы mod_trade_stalker_flea_market_hamr.ltx и mod_trade_stalker_flea_market_night_hamr.ltx - все загрузилось без вылетов (там только этот предмет и есть)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 789
[error]Description : fatal error
[error]Arguments : Attemped to override section 'supplies_1', which doesn't exist. Ensure that a base section with the same name is loaded first.
При переходе на свалку вот такой вылет.
Got a problem: every time i try to start a new game with this pistol - the game crashes.
DLTX and BaS are installed.
Is it possible to exchange weapons within the game with NPC (marines)?
Привет, давно не был на сайте... Кинул тебе запрос дружбы в дискорде... мой ник LeoLaski#7829
Lan/Net-coop would do great!!! - mod looks WAYS better than official Anniversary edition (Yeah! Compared to your mod, guys - 343 SUCKS!!!)... Can't wait to play in on legendary with my friends...
I may've asked it before, but - are there any plans to make the gameplay cooperative (by LAN)?
За концепцию развертывания базы (через инженеров - в линейке consctruction) - твердая 4 с +... Было бы 5, но концепция явно не доработана: Нет лимитов никаких, из-за чего концепция превращается в чистую Имбу...
В 6-й миссии (Power Struggle) Мне достаточно очистить 1 улей, после чего включается (через инженеров) эта самая Имбовая стратегия
+ Изменить в ОБЯЗАТЕЛЬНОМ порядке дистанцию "Dropship Strike" у радиста (с 6 на 32)... А то что за фигня?! В реальной жизни такие удары наносятся на средней дистанции от дружественных войск. А, в игре, по-дефолту - удар приходится в 6-8 метрах от своих... Это даже не Danger Close (опасно близко к своим), Это Broken Arrow - удар по своей позиции.
++ Изменить вооружение морпехов... а то - Morita Carbine - НЕСЕРЬЕЗНО от слова ВАЩЕ!!! (Я, лично, поменял на Morita MK I (Не путать с Morita 1!!!) - в Light комплектации: PS_Light_AR)
Чуть позже займусь и Вооружением и Статами юнитов....
Для примера: Morita Mk II должна иметь тот же урон за выстрел (что и Morita Mk III, при том же патроне - 10x50 caseless) но несколько меньший темп огня и Намного (в 3-4 раза) меньший темп запуска подствольных гранат (так как каждую нужно заряжать отдельно, а не магазинами, как в Mk III)... Это даст смысл в Морпехах: Они буду вооружены Mk III (а не Mk II)... Потому как, пока что - в плане физики и баллистики игра из себя представляет форменное извращение...
Сделай Все турели (про бункеры я молчу) более живучими: А то у них живучесть такая, будто старые Максимы обстреливают из СВД бронебойными патронами...
+Калибр таких пулеметов (по виду: ДШК - 12.5х108мм)... а урон они наносят всего лишь раза в 2 больше, чем стандартные винтовки Morita (стреляющие патронами 5.56х45)... Вообще в игре, неплохо бы, пересмотреть ВЕСЬ арсенал Федерации в соответствии с калибром...
Made some changes to my version:
1) Radio squad now have "Calll Marines" Ability
2) Heavy rifle squad now wields Morita MK I wihth grenade launchers (do not mistake wth Morita 1 - wielded by rifle squads)
3) Fleet Liason now have anability (on level 3 - unlockable) to deploy Powered-Armor Trooper squad
4) Increased Steel Bunker's HP and Armor
This did not changed gameplay in "Challenging" or "Brutal", but it made it more accurate
Hello.
Even with my "Weapons" correction (yeah: not an Upgrade, but Correction) on "Challenging" (not tot mention - "BRUTAL") difficulty it takes a LOT of micro-control to win... All I did with my correction - I've made it more physically accurate. (Never liked the Morita PS Rifle's design's (Morita MK I Rifle: Starshiptroopers.fandom.com ) cause of it's magazine: it is said to house 30 .338 Lapua rounds... BUT (By it's looks): standart mag should house 3-4 .339 Lapua rounds TOPS!!!)
To be precise - allways keep 2-3 rifle squads on the main Wall!!! Fortify em with HMG's and dont forget to reiforce em!!! + Keep ALL of sniper teams you can spare on the wall just up north of em...
As such - place HMG turrets IN FRONT of your squads: so the bugs target the turrets instead of men - so your men could gather Experience and become More efficient...
Try to maximise using of Snipers and engineers in offencive operations (2-6 Sniper squads to supress Bug Hive units and 1 Engineer squad to lure out bugs out of the hives (DO NOT UPGRADE THEM, when they become LV3!!! - upgraded engineers are Loosing the ability to clean up the Hives!)): HMG's and Rifle squads will hold the central bace (add My "Weapons" file to make the gameplay more accurate on Hardened)
Here - i've made some adjustments for Weapons
Now it should be more phisically-accurate:
1) Long-barelled rifles (Morita Mk I rifle, Morita Mk I Sniper) now has better piersing: as they shold!!!
2) Medium-barelled rifles (Morita Mk I Carbine) has lower piersing, but better Rate of Fire
3) Morita Mk III rifles are using better rounds than standart Mk I: they cause better damage while providing quite the same piersing (slightly better)
4) Fixed Morita 3X Sniper rifles: fixed it's Rate of Fire (1.8 instead of 3) and fixed it's piersing (70 instead of 0!!!!... 0! - REALLY?!)
Got one suggestion - add more rate of fire to Powered Suit Sniper team... I mean - come on! There 7!!! of em but even experienced (LV 3) PS Snipers are firing slower than 3 men standart Sniper Team!!!
Wish there would be some kind of "Target Prioritising" system (like one for banelings in Starcraft 2: prioritise closest target/prioritise buildings) for some units like sniper team or rocket squad... Like in mission, where you defend Fort Meru - Scorpion bugs are ANIHILATING your defences, but rocket squads are attacking the closest warrior bugs... instead of prioritising Scorpions...
I mean - thats just STUPID!!! It's like nowadays you'd use expencive rockets on simple coscript squad, ignoring the TANK regiment 10 meters behind them
LeoLaski
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