Yes, Xenos are standalone
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#16
Releases / Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
January 15, 2018, 06:02:19 AM #17
Releases / Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
January 15, 2018, 05:46:45 AM
Version updated for A18.
Many rebalancing for weapons and armors (especially armors).
Xenos will attack much more often.
Xenos bring no loot (there is nothing to loot from an bag of mankilling acid), only challenge !
Vanilla Weapons will certainly not be enough to fight them back.
Many rebalancing for weapons and armors (especially armors).
Xenos will attack much more often.
Xenos bring no loot (there is nothing to loot from an bag of mankilling acid), only challenge !
Vanilla Weapons will certainly not be enough to fight them back.
#18
Help / Re: Systematic error to spawn raid with hidden custom faction
November 05, 2017, 12:04:33 PM
Thanks a lot Albion :]
#19
Help / Re: Systematic error to spawn raid with hidden custom faction
November 04, 2017, 07:41:46 AM
I don't see any difference in the mandatory tags. I removed those useless for a permanent enemy faction.
I can show you the files if you want, you will see.
I can show you the files if you want, you will see.
#20
Help / (Solved) Systematic error to spawn raid with hidden custom faction
November 04, 2017, 06:19:00 AM
Hi everybody,
Here is my problem. I have made my Alien Xenomorphs mod. So I have my aliens race, pawns and faction. The faction is Hidden and obviously not humanlike. They are ennemies and should normaly spawn to attack. But here is the issue, everytime I try to spawn them, I get this error :
Of course they don't spawn alone and the manual spawn from dev console bring me that.
Do someone knows how to fix that ?
Thanks
Here is my problem. I have made my Alien Xenomorphs mod. So I have my aliens race, pawns and faction. The faction is Hidden and obviously not humanlike. They are ennemies and should normaly spawn to attack. But here is the issue, everytime I try to spawn them, I get this error :
Code Select
Exception filling window for Verse.Dialog_DebugOptionListLister: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.IncidentWorker_Raid.TryExecuteWorker (RimWorld.IncidentParms parms) [0x002c1] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Incidents\Workers\PawnsArrive\IncidentWorker_Raid.cs:185
at RimWorld.IncidentWorker_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Incidents\Workers\PawnsArrive\IncidentWorker_RaidEnemy.cs:24
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\IncidentDef.cs:283
at Verse.Dialog_DebugActionsMenu.DoRaid (RimWorld.IncidentParms parms) [0x0002e] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DevTools\Dialogs\Dialog_DebugActionsMenu.cs:2239
at Verse.Dialog_DebugActionsMenu+<DoListingItems_MapActions>c__AnonStorey9+<DoListingItems_MapActions>c__AnonStorey5+<DoListingItems_MapActions>c__AnonStorey7+<DoListingItems_MapActions>c__AnonStorey8.<>m__0 () [0x0002d] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DevTools\Dialogs\Dialog_DebugActionsMenu.cs:235
at Verse.Dialog_DebugOptionLister.DebugAction (System.String label, System.Action action) [0x00045] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DevTools\Dialogs\Dialog_DebugOptionListLister.cs:23
at Verse.Dialog_DebugOptionListLister.DoListingItems () [0x00037] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DevTools\Dialogs\Dialog_DebugOptionLister.cs:45
at Verse.Dialog_OptionLister.DoWindowContents (Rect inRect) [0x000ee] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_OptionLister.cs:60
at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x0021c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:195
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:46)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:199)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)
Of course they don't spawn alone and the manual spawn from dev console bring me that.
Do someone knows how to fix that ?
Thanks
#21
Releases / Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
August 08, 2017, 10:47:42 AM
Actually they should be independent from the Core mod
#22
Releases / Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
August 08, 2017, 06:49:48 AM
They are indeed untamable as Xenomorphs who would be isolated would turn into queen and then start a new killing spree to just build their colony of xenos. Even in the extended universe I've never seen a single occurence of tamed Xeno. "It's a perfect organism. It's structural perfection is matched only by it's hostility." - Ash
#23
Releases / Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
July 20, 2017, 02:32:10 AM
I know this bug. Please redownload core mod and uscm faction mod as it has been fixed in the latest version.
#24
Releases / Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
July 19, 2017, 08:33:49 AM
They are a hidden faction but maybe 5% of spawn is too low. I changed to 10% you can redownload and try
#25
Releases / Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
July 19, 2017, 06:44:05 AM
That's pretty weird. What storyteller and difficulty do you play with ?
Xenomorphs have pretty low chance of appearing but they should appear anyway. Is anyone else having the same issue ? Did other people saw some xenos coming to ravage their nice and cute colony ?
Xenomorphs have pretty low chance of appearing but they should appear anyway. Is anyone else having the same issue ? Did other people saw some xenos coming to ravage their nice and cute colony ?
#26
Releases / Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
July 16, 2017, 05:14:29 AM
All mods have been updated with price balance and a bugfix for the US Colonial Marines faction.
#27
Releases / Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
July 15, 2017, 04:45:13 PM #28
Releases / Re: [A17] United States Colonial Marines (Aliens) - All mods (22/06/2017)
July 14, 2017, 08:59:33 AM
I think Remote Explosives Mod may conflict with any Security related mod. UA 571-C is normally compatible with any Vanilla friendly security mod. I add it to the incompatibility list. Thanks
#29
Releases / Re: [A17] United States Colonial Marines (Aliens) - All mods (22/06/2017)
June 22, 2017, 07:49:46 AM
Patched for A17 already. More to come soon
#30
Releases / Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
June 12, 2017, 10:35:30 PM
Hi guys. A16 is not compatible with A17. But on Steam I updated the mod for A17 and it works fine. Some people still use A16 that's why I did not move the forum version to A17 yet but I may do it by end of June, with the addition of a new secret mod for USCM