Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My main question on hand: Some things have changed, like I don’t see the mod config menu anymore, and I get a few errors regarding amalgamation classes with Ketaros2Dresources (Ketaros 2D Package) and Missing in many class mods, same with Custom soldier Evac Fix and others alike. My question is this intentional of the new update and all or is it an error on my part?
--I've noticed that a few mods that were removed from the list or replaced [integrated] are still subscribed. Is that normal?--
There's a secret list used to keep track of mods that have been removed due to intergration or being supeceded. That list has new items that are still in the collection so that when the new version is released (and the list updated), it's easier for our ADHD/Amnestic team members to keep track of what they need to type up for patch notes.
--Also, Is it intended for my rookie soldiers to level up without me selecting their classes or can I change it?.--
That's intended. This was a deliberate choice to prevent two problems: 1) The amalgamation system causing extreme lag when classes are chosen, 2) players choosing the exact same powerful classes over and over.
Rookies can still be trained with chooseable classes in the training facilities. Classes are only given to those who promote themselves outside of the facility.
--Whenever I try the Rescue DenMother mission, it crashes 90% of the time.--
This is a known issue and is fixed within the newest release we're preparing. Denmother conflicted heavily with elements in the Proxian mod (and some other, retaliaton based things), and required some tinkering to restore.
--More so than other missions that hang and crash randomly--
This has been the bulk of what has been worked on in the latest patch - tracking down and finding crashed missions to identify the pattern of what causes their load failures.
It's likely there is something else deprecating the movement, likely additional items that are stuck, an errant sitrep effect or just too much weight on the one character (Sparks have this as a means of forcing players between choosing between less equipment, or an immobile artillery platform). But again, 1 AP - 1 Tile.
A number of people have messaged with complaints since Reshi's recent flurry of updates that we've been unable to keep up with - so that's on the to do list: would not surprise us if that ends up being culprit to many new issues.
Have the save file in possession, planning to give it a good analyze over the weekend to pick things apart :)
The worst possible scenario is if that happened to an item that was locked to the character and couldn't be unequipped (Iridar's original Auto Loadout Manager encountered this issue), then not only would it be invisible to everything (menus, F1, console commands), the 'only' way to get rid of the broken items would be to dismiss the soldier to return the items into inventory.
Does the Red Fog Complicated mod check for the status of the current health percentile of a unit, or is it operating on a 'lost list minus gained life' type of equation?
The only other thing we know that causes issue with red-fog implementation is the ongoing issue some users are finding with Steam itself (mods randomly uninstalling on launcher start, requiring complete repatching after reinstalling missing mods), Currently trying to establish what is causing this across several games on Steam (all UE based or 2k Published).
Do you have a copy of the Save File you can send me? Curious to see if the issue replicates on a master copy, to establish if it's the pack or it's an issue with local configuration.
@RedDobe - The first mission itself should be skipped, straight to the Avenger.
There's an issue somewhere in the code that when a unit's movement is reduced to 0, it creates unlimited movement instead. Patching that resulted in unmoveable units.
All items have a 'weight' to them that effects movement, but normally this can't reduce a unit below being able to move 1 tile per AP.
What you're describing is caused by misconfiguration that effects equipping weapons and items - as such, something has removed the ability for weapons of a type to be equipped to a unit, while they're already equipped, making them essentially 'stuck' on the character (contributing to weight, all relevant stats and fucking most loading times seven ways from Sunday). Some people find that removing all items from soldiers using the ''unequip all'' button types fixes the issue.
In regards to making most incompatible mods work, it's normally a resolution of one of two means: 1) Funding the series of 'redux' mods that combine various features together that would clash due to MCO conflicts, necessitating their scripts being merged, and/or 2) Conflicting configurations that with time and skill, can be merged manually into singular, cohesive files alike a 'child' to the parent files.
A patch to compliment recent updates from Reshi should be available soon to incorporate new features.
Going above this number will not prevent the game from loading, but will prevent saves from being loaded, fail to create new save files and occasionally cause damage to base configuration that requires manual reinstallation of X2 and it's DLC.
You may use any of the 4C and 4V mods in any combination you choose as long as the 1290 active mods limit is strictly observed."
Each extra 4C/4V item will increase load times. If the total load exceeds your RAM, it will use a page file which is slower. If using EVERY Module 4 item, then you will hit the mod limit which will effect the stability of the base game.
We've got eyes n a couple of suspects to Research/Retaliation issues that are more widespread - past that, recommend trying to reboot without Module 4 items enabled to see what your load time would be without.
As to 4C/4V, yes, I'm using all of them
I'll load into the game and get a ram usage figure, regardless.
Are you using any items from Module 4C/4V?
If not, are you able to determine what your ram usage is on the load screen (operative standing about, waiting for you to hit load game). To do this; alt-tab to an already open copy of Task Manager, or have Task Manager open on a second screen.
Any information to track down what's affecting people is always welcome per the community ethos of the project 👍🏆
In this spirit, we are posting this link for the curious who wish to see what has been removed or otherwise directly intergrated into O+E.
Thank you for the patience, and kindness from all those who've assisted in restoring the O+E's project files, supported members privately with their personal situtations, or otherwise continued to contribute to the collective X2 community regardless of their playstyles or packs they play. Everyone of you deserves the title of Commander.
We hope to see you all soon with O+E's fashionably late revival.
Until next time,
Ley Shade
Overtime, people have rebuilt themselves, their lives, and their lost posessions: including, a rebuilt and nearly ready to release O+E update. Unfortunatly, our planned release schedule for a New Years revival didn't come to fruitition, as several key pieces got updated behind the scenes (Zelfana, the Highlander, multiple pieces of Reshi and Savage's work, Stukov's remix of O+E elements, various community balancings, XMod Base... the list is extensive). Because of this, we decided by vote to update through all current changes and ensure absolute stability before rereleasing the O+E, in a state that hopefully feels like a full new expansion, rather than just a handful of tweaks.
Sorry for the long delay in getting back to everyone enquiring as to what's been going on with the O+E.
During 2023 several events occoured that had a severe negative impact on the working conditions, living conditions and mental health of the key members of the O+E project. Because of this, much of our work project files were lost, as was equipment and morale as members had to tend to immediate concerns.
In closing, I am uncertain if you are aware of this bug. This occurs with the dark Eldar Raiders faction. The Eldars appear invisible on any map they spawn to, and their icon is broken as well.
This is a problem that's resolved for the next update.
@Krieger Hexe - Your problem overlaps with the one Cuban is having. The flawed ambushes are caused by a few things: some we've resolved, others will be moved to the Optional module due to their particular problems being inconsistent across users.
Please Note: Myself and Chaotic Queen both suffered a personal bereavement in the early hours of this morning, and a sudden private funeral. We may be slow to answer over the next few days as people grieve and arrange their emotions. We hope that the upcoming updates will assist with users otherwise unadressed issues.