The Xenoforce Reborn mod takes the classic Xenoforce mod from CNC Generals and re-invisions it on the CNC3 engine with new units and new designs. The new armies that are currently scheduled to be in the mod are the Earth Federation, ZEON, the Invid, and the Earth Robotech Defense Force. We also have heavily modified the original CNC3 armies, giving the GDI, NOD, and Scrin a much more dynamic gameplay experience. This mod is NOT FOR PROFIT and NON-commercial based.

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Xenoforce 0.9e bugs/issues (Games : C&C3: Tiberium Wars : Mods : Xenoforce Reborn : Forum : Xenoforce General Descussion : Xenoforce 0.9e bugs/issues) Locked
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Oct 9 2011 Anchor

While I was playing on XR 0.9e, there are some issues that I have found:

  1. Most of the descriptions was missing. : Missing:NAMEDomeDroping, Missing:NAMEEFAFGFalcon, etc and includes in EF.
  2. NewType Ability : I See You - The description has Missing: NAMEDomeDroping
  3. (loyalist Squad) Nod Militia keep spawning at the bottom-left corner of the mini map after the Nod Structures are destroyed. So Nod Militia number of unit per squad must be default at 9 due to the fact in the single game campaign. Solution: Build an Nod Airfield and use the transport pickup.
  4. Some Issues: EF Power Plant landing pad costs $2000, Refinery costs: $1000, Unit Facility: $1500, its kinda weird to put theses right.
  5. Some Unit Portrait were some likely messed up
  6. Newtype AirMasterBurst and Mass production AirMasterBurst must be limited built at 1. The same as Newtype, Mass Production Leopard, Gundam X Divider.
  7. While using GDI Airborne these 4 rocket squads always keep spawning at the bottom-left corner of the mini map. Solution: Recommend by building an GDI Airfield, and use the transport pickup.
  8. Using GDI Base Expansion Squad button, it is not working.
  9. When playing as a NOD faction or versing the NOD, the game crashes often, it may be an unknown, but a corrupted data in the beginning of the game.

I'll keep looking for other issues in the Game.

Release Candidate 2

Now there are some several unsolvable issues:

  1. Other Missing Description:

Missing, Name, Type, Description PlayerPowerEFRepairDrone
Missing, Name, Type, Description EFAlexExam
Missing, Name, Type, Description EFExplorer
Missing, Name, Type, Description EFSmallDS
Missing, Name, Type, Description EFMissleDS
Missing, Name, Type, Description AbilityGP02RocketPod
Missing, Name, Type, Description UpgradeName:EFNukeLoaded
Missing, Name, Type, Description AbilityGP02NukePod
Missing, Name, Type, Description EFGMCustomHazel
Missing, Name, Type, Description All "UpgradeName" that includes EF Missing Descriptions
Missing, Name, Type, Description All "Blank Descriptions" were not shown.

Other Issues:

  1. Pressing Templar Avatar "Upgrade (Flame Tank $600, Attack Bike $400, Stealth Tank $400, Beam Tank $1000)" button, it doubles up to (Flame Tank $1200, Attack Bike $800, Stealth Tank $800, Beam Tank $1000) after one click.
  2. Tiberium Chemical Missile and Nuclear Missile Control power's Image were likely switched with its down different description.
  3. Scrins portal Buzzer Hive always Regenerate, but cannot spawn Buzzers.
  4. EF Powers "Bit Reinforcement" button did not work and its useless.

Final Release of Xenoforce 0.9e bugs/issues:
All Issues has been solved, but with only a very few issues:

"Scrin defenses that deploy with structures " is not appear due to some issues. Or hence its balancing.

While I was reading some unit information, a few description were confused. And some missing descriptions what the player is trying to figure it out. Hints for modders: check every description carefully, if it is correct otherwise it goes wrong. Well just leave it here.

Edited by: KiroXeiApex

Oct 9 2011 Anchor

I will look into all issues you mentioned, thanks for posting them up.

Ok, I fixed the NOD Crashing issue (was linked to the NOD Crane) and I think I fixed the NOD Militia issue and the GDI Airborn issue.
EF's prices on their power plant/refinery/unit factory is correct, thats how I wanted it. The power plant is doing double duty as a power plant and a resource gatherer so its price to me makes since. The Unit Factory produces both infantry and vehicles so again it makes since. And the Refinery cost being cheaper is a bonus that EF gets.
Airmaster Burst/Leopard Destroy/X Divider are not going to be a limit one, they are mass production units.
I think I fixed GDI's base support problem.
Working on discriptions now, also looking at a different "notice" power to let you know when AW's in Sat Cannon mode.

Oct 9 2011 Anchor

Okay then, well done, now re-upload the download version. :)

Oct 9 2011 Anchor

leopard destroy and x divider are limited to one so they need to be uncapped also i noticed when the colonys drop the zakus attack eachother lol and 5 games ive played so far and all the colonys have fallen off the map and i havent been able to find out whats inside the colonys.

Oct 10 2011 Anchor

I'm working on comming up with a way so that the colony drop has one that will always drop closer to the main base, but the counter to that is it means the colony will drop closer to your base!
Also instead of the "flashy lights" around the base when you can fire the sat cannon on Gundam X now what happens is that when the lights around the Dome Uplink catch on fire all AW units and structures slowly turn red. They take 20 seconds to fade to red, stay a solid red for 20 seconds, then 20 seconds to fade back to normal. During that time when all of your stuff is red you can fire the sat cannon! Seems like a much better way of telling when the Sat Cannon can be fired to me.
I notice that no one is having any issues with UC, how do you guys feel about the changes / unit choices / designs for UC?

Edited by: azuza001

Oct 10 2011 Anchor

if i may make a suggestion i think there should be a radar building for the AW side because every time im playing the UC will use whatever ion cannon it has and destroy my main forward base that u cant make another of and i lose radar for the rest of the game and i think the leopard gundams should have a skill for u to command it to fire all of its missiles and other weapons at a specific area

Oct 10 2011 Anchor

Release Canidate 2 avalible now.
I will double check to make sure that the AW command Center has the radar code on it as well.

Oct 10 2011 Anchor

I found some of theses issues right above that I have edited.

Oct 10 2011 Anchor

Lol, well you know fix one thing break another. :p
Thanks Ultra, I'll look at those issues.

Oct 15 2011 Anchor

Some things that I saw:

1. Gundam Air Master, when it fires at air targets while on ground, the shots do not hit.
2. Wise Wallaby cannot fire at infantry at any range. (intentional?)
3. Deploying certian abilities and/or using certain unit attacks causes all units and structures on the map to turn bright red.
4. Tenzen Land Bases whe firing it's main gun causes everything in the blast radius to glow bright as if hit by a Scrin Mothership main weapon.
5. Gundam Double X Falcon beam weapon cannot air units when in the air.
6. Colony Drop super weapon happens periodicaly. (intentional?)
7. Colony Drop sometimes but rarely drops double in payload.
8. Damaged Zaku II's from Colony Drop attack each other.

This release is pretty good considering what I found, it was alot less buggy than the last 2 versions.

About the colony drop... Is there a way to program that super weapon to not land on your base? When I witnessed the double payload of that occure, it wiped out my entire base and I lost the match. -.-
I also feel that the Colony Drop needs a timer, it's pretty cheap that you cannot see that coming.

Question, will there be any more support powers for AW? Seemed kind of weak to only have 4 to work with...

Oct 15 2011 Anchor

1. correct, when on the ground it has a chance to miss making it inaccurate vrs fast air units.
2. intentional, wise wallaby does not have an anti infantry weapon.
3. this was done on purpose to help notify the player when you can fire the sat cannon with a better visual que.
4. intentional, was done for testing purposes but forgot to remove.
5. gundam x and dx falcon have a chance to miss, so wont always hit air.
6. the more you use dome the more you will have colonies falling on your head.
7. intentional, random but happens.
8. yes i know about this and have put this into the zaku 2's description.

the colony drop is not aw's power, again its zeons. even if you do not use dome zeon will eventually ty and drop a colony on you, just takes a lot longer.

Oct 15 2011 Anchor

@ Colonys: Harsh... lol

Oct 15 2011 Anchor

Now, as for the descriptions thing, you honestly have no idea how easy it is to miss things lol. Something that seems so obvious to me that I never even notice and don't ever look at others won't have any clue whats what. Thats because I'm the one coding it, and thats why I really need you guys to help me on this. Point out the missing stuff or wrong stuff so that I can fix it. To give you an idea about the size of the descriptions file is at the moment, it is currently sitting at 4774 lines alone with the mod having over 16000 lines of actual code in it.

For example, I know that with the new GDI Hunter Killer teams I remembered to go in and change the description / name on the power itself to show that you get 9 commandos dropped in instead of the old 3 teams of snipers, but it just dawned on me while writing this that I never went to the structure that is needed for this power and look to see if the description needs to be changed there as well. With everything else that go's on, its easy to overlook things.

I'm not trying to sound defensive about it here, I'm trying to say I'm only human and I do make mistakes. I believe that the descriptions are important as well, thats why I spent the time and re-did all of the descriptions in the game, even going back and redoing the ones that EA had because I wanted more information to be given to the player about what the units are and how they work. So if you do see any description errors at any point please let me know the general area at least of where the issue is so I can fix it. Otherwise just saying "random typos and descriptions missing" really does not help all that much. I can't spell, I expect everything to be a typo lol.

A few other things to note :

As for Vals issue with getting crushed by the 2 colonies, I would say you got the worst case situation dropped on you. With AW if you really want to be safe you should always try to have 2 AW Command Centers in different locations for safty sake.

And as far as the 4 powers only go's we are looking at adding a few more in, but the powers have to be something that fits with AW properly if we're going to do it. On that note the 4 that we put in we felt were the ones that HAD to be there for AW you work properly. Those are the backbone powers.
And yes the Colony Drop can be harsh. But it's an easy victory when it drops on the other player and not you lol. :)

Edited by: azuza001

Oct 15 2011 Anchor

Well, its time for me to take a look at those descriptions, and I'll have to fix these messed up descriptions whatever I can find.

Oct 16 2011 Anchor

Lol like I said any little bit helps. And as always I'm open to suggestions. Right now I'm questioning the time requirment on the Drops, I think I may have made the fuse too short lol. That will be a balancing change for the next release though, so for now everyone will just have to deal with it raining Colonies.

Oct 16 2011 Anchor

For me it seems like every 3 minutes they drop, if that is the case they should be at the same timer as a Nuke. Anyone ever try a Saber Wallaby rush? That was a slaughter on ice. lol

Oct 16 2011 Anchor

I have not tested a saber rush, I will look into that.
Like I said it's a matter of balancing and figuring things out. I set it to what it is because it's linked to the DOME pods and the Newtype Facility. Since you don't get a DOME pod until 4 minutes after the power is avalible and after that its 4 to 8 minutes I believe. So thats a higher timer than the Nuke, but a shorter one after things start falling.

Oct 22 2011 Anchor

Been playing this alot, it's been hectic running battles with the AI, they are VICIOUS! The Nod AI is kind of...wierd though, For whatever reason the AI for Nod loves to spam machinegun infantry despite the situation, often I can run them over with flame throwers and alot of machinegun vehicles and kill them easily. However when the AI is not spamming machine gunners, it is using alot of suicide tactics with all of their units. It easily stomped my ally AI within minutes, so I did what it did, and damn, that shit is cheap... Prey the AI does not send an army of Flame Tanks at you... I did that to an AI and just murdered them. That or the Avatar spam, it's pretty harsh when you got a bunch of Avatars walking around with your army and one of them dies. I might actualy recommend putting the on death abilities of all the Nod units as an upgrade that requires the highest tech building (Temple of Nod?). It would prevent early game rush stomping of your ally AI and less aggrovating on the average player (not me).

Oct 23 2011 Anchor

We I have to say that you have only missed one key point in
all of this and that is that is supposed to be an early spam force. It is true how ever that it does not use all
of it infantry and if it did then nod would have better results. It something I have talked to ryan about yet.

As far as upgrades for nod goes I think it would make more scents
if we setup in a way that when a player builds a building then they get the
approperet upgrades with out paying for them.
I just think this would flow better for nod and it units and structures
as a whole.

Oct 25 2011 Anchor

@Dougbendo: Which key point in "early spam force"? The infantry or the Flame Tanks? I am confused...

I have played more and more with the revamped UC, and they are really good this time around. I have only one problem with them, and that is the 1st Gundam Drops to advance into the next tech tier. I really like the fact you can call in those Gundams over and over whether they die or not, but they take too long to call in for the new tech. In order to advance to the new/highest tech, you HAVE to set the computer opponent to Medium difficulty. If you set them on Hard, you kind of get outclassed in power and possibly die if you try to space out the fight. If set on Brutal, they WILL eventualy overwhelm and kill you because you gave them too much time. Moral of the story is, the UC faction as it stands, is pretty much a rush or die game when AI if set past Hard.

I have tried many times to space out my battles with the higher difficulty settings, and I was lucky to get to 3rd tier before dieing or getting killed. With competant AI allies present, I would be lucky to even see 3rd tier before the match ends. Or if the ally AI gets over ran for sucking and then comes after me.

How would the gameplay fair if you reduced timers to all the Gundam Drops? I can tell that all the drops do not have the same timer amount because as I deploy each one, the next tier takes like 1 minute longer to deploy. If there was a way to code the 1st timer shorter to advance to the next tech, I would be all for that. Since that is not the case, what if you try shaving off at least 1 minute on each of the timers? On the chart below is a rough estimate on the current Gundam Drops. Please correct me as I know this is most likely inaccurate, but it's an example:

RX-78 Drop - 3 min
Gundam Alex Drop - 4 min
GP01A/GP02A Drop - 5 min
GP03A Drop- 6 min
RX-178-XO Drop - 7 min
Nu Gundam Drop - 8 min

If this is accurate, that is a long damn time to wait untill you finnaly unlock Nu Gundam, a whopping whole 32 minutes! Where as the Original 3 can get their top tech in about 10 minutes, 5-7 if set to Brutal. based off the timers posted above, the new listed timers below would be alot better:

RX-78 Drop - 2.5 min
Gundam Alex Drop - 3 min
GP01A/GP02A Drop - 3.5 min
GP03A Drop- 4 min
RX-178-XO Drop - 4.5 min
Nu Gundam Drop - 5 min

As the game progresses, RX-78, Gundam Alex, and possibly the GP01A are not going to be that life threatening, even when getting deployed that often. After you have deployed Gundams to get to tier 3, the Oiginal 3 factions will have already gotten to their highest tech. Instead of waiting a whole 32 minutes (if timers are accurate) to get to the highest tech tree, you will instead only have to wait 22.5 minutes while still keeping the game balanced. The chart listed above I feel is a really good change up for UC to be a better rated faction to play as. :-)

Edited by: Valherran

Oct 25 2011 Anchor

Your timers are off.
White Base Drop - 2 minGrey Phantom Drop - 3 minAlbion Drop - 4 minArgama Drop - 4.5 minRa Calium Drop - 5 min
GP03 does not count for tech movment, it's the GP01 power.
So our timer is 18.5 minutes once you get the Tech Center setup.

Oct 25 2011 Anchor

It sure seems alot longer than that... You also may want to double check that GP03 Drop for tech advancement, I am pretty sure I have had to deploy that to advance to tier 4. So is there a way to get a seperate timer for tech, or does it have to be the current way? It kinda sucks that you have to rush the game to stay alive at the higher difficulty and not get to use the higher tech. :-(

Oct 25 2011 Anchor

I'm positive GP03 is no longer used as a tech advancment. In fact it can't be, GP03 has a huge refire timer to prevent multiple GP03's on the field at once, I think I set it at 20 minutes or so. Are you sure your using the latest version of the mod? And I looked at the source code when I gave you those timers, thats what they are set to. We still have to put the "once a Defcon 1 unit hits rank 4 then Defcon 2 is granted for free" in, I did forget to put that bit in. I was considering not doing it because I've not had any problems fighting against Hard/Brutal myself.

Oct 25 2011 Anchor

I am using the latest version. I am not saying the AI is difficult all around as UC, I am just saying that spacing out the fight against a hard or brutal enemy AI to get to the highest tech results in you killing the enemy by tier 3, your possible ally that kills them at or before tier 3, or the Brutal AI killing you for giving it too much time on it's hands.

Oct 25 2011 Anchor

I wouldn't know about allies, I never use them due to EA's horrible coding. I can't prove it as I've never seen anything in the AI coding about allies but I think the problem is the ally considers everything you have as its as well so it doesn't expand because according to its calculations it has 2 fields already, why does it need a third? And it also considers your troops as its so it doesn't act as aggressive as it should. Just an observation.
Also the point of the Defcon system for UC isn't to always require you to get to Defcon 5. The idea is as the situation gets worse your granted additional types of troops to win. If you can win without leaving Defcon 1 then your doing a great job as far as UC high command would be concerned. Thats why we've put so much time into balancing and giving the player so many different units at each Defcon.

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