Xenonauts

Xenonauts

Turtle Tank 4.1
60 Comments
Nyx (She/Her) Nov 15, 2024 @ 7:41pm 
ah, alright, figured it out. Boarding Space was higher than it'd let the chinook load
Nyx (She/Her) Nov 15, 2024 @ 7:34pm 
pre-context being that I removed most of the gameplay changes from the mod, I was just here for the tank. Everything so far worked fine, but, it won't let me assign it to the vanilla chinook?
it's still 3x3 so it should just work....
missionmistral1 Nov 5, 2022 @ 1:16pm 
stugh
ObviouslyEvil Jan 11, 2022 @ 12:05pm 
Thanks for responding! Also one last thing that's not necessarily a bug but I found funny nonetheless.

Apparently a xenonaut's ballistic shield can block up to 3 HEAT rounds at most shot at point blank range before breaking. I found this out on the mission where my Charlie crashed into the UFO and got bored, so I turned the tank around to point at my shield guy, and fired. The shield guy didn't even take any damage, the tank did though.
Casaubon  [author] Jan 11, 2022 @ 11:01am 
thanks for reporting @ObviousEvil I never had those 2 bug s- weird. Maybe cause I play community edition that includes a maps update (maybe they fixed the dropship starting positions there). I think I stated that it was not tested for the regular edition. The community edition has some other improvements (such as cover quality indicators for soldiers, so I´d recommend it - also maybe if you like the tank mod get the updated version from the xenonauts forum that I linked in the desc.) thx for playin
ObviouslyEvil Jan 7, 2022 @ 9:52pm 
Posting again because Steam doesn't like comments over 1k characters.

As for the 2nd bug, ever since after that mission, I have never been able to use the Charlie EVER again. By that I mean whenever I have it do a mission, the game would forever be stuck on a loading screen without crashing forcing me to ALT+F4 the game myself. I thought it might've been the units at first, so I replaced all the units, including the Charlie, but ditched the tank. However when I took the Charlie into battle, the game would still be stuck at the same position, and it wouldn't budge for hours. I then took the Chinook there, and there was absolutely no problem with loading the mission.
ObviouslyEvil Jan 7, 2022 @ 9:51pm 
Hey just letting you know I found a couple of bugs for the dropships in this mod (playing on most recent version of regular xenonauts edition), specifically the Charlie as I don't know if the other dropships from this mod does this. There's two that I'd like to share, one rather hilarious, the other rather frustrating.

So as for the hilarious one, the very first mission I took the Charlie on, including the turtle tank, the Charlie literally crashed right into a ufo, so it was rather funny to have a bunch of guys with shields and stun batons just exit their dropship and KO 2 aliens in the light scout UFO. However since the UFO was on the edge of the map border, so was the Charlie, with the primary exit facing the map border, so my tank wasn't able to get out. I was using the Fire in the Hole mod, which does allow for certain parts of the UFO to be destroyed, so that might've helped caused it.
Captain Sternn Aug 29, 2020 @ 11:23am 
Sturmgeschütz has entered the chat
p6kocka Apr 28, 2019 @ 9:53am 
It's ok. Nevermind. Have a nice day
Casaubon  [author] Apr 28, 2019 @ 9:27am 
thanks for the kind words p6kocka. I haven´t tried it, but I think rather not.
p6kocka Apr 22, 2019 @ 11:47pm 
Hi. Thanks for the mod. It looks really good. One quick question. Is it compatible with X division mod pls?
ch3rt Mar 5, 2019 @ 5:14am 
This looks great!
Sgori Mar 4, 2019 @ 10:51am 
Thanks for improving this mod
Casaubon  [author] Jan 7, 2019 @ 12:31pm 
Thx a lot 4 trying out stuff and your effort! Have only cellphone Internet now, but I'm workin offline on a new version ..
lwn_1978 Jan 2, 2019 @ 7:40am 
So it seems to have worked. Only thing I can figure is there was a remnant of some other mod somewhere, despite unsubbing from them all, that must have been acting up with it. Clean slate worked though. Thank you.
Casaubon  [author] Jan 2, 2019 @ 7:09am 
thx iwn_1978 I started working on a new 3d model for the tank as well.
lwn_1978 Dec 29, 2018 @ 12:30pm 
Trying a clean slate approach. Cleaned everything out, doing fresh install and adding things back in one piece at a time. Will let you know if it workds this time around. Thanks.
Casaubon  [author] Dec 24, 2018 @ 5:22am 
I´ll be working on a relaunch of this mod to adress the latest error people posted and also some graphical & gameplay updates. Might make the mod hidden for the needed time, yet undecided.
Casaubon  [author] Dec 23, 2018 @ 10:48am 
Iwn_1978 are you using the latest Xenonauts Community Edition?
lwn_1978 Dec 22, 2018 @ 10:00pm 
So, after getting errors and crashes left and right, I went slowly through my mod list activating and deactivating mods till I traced it to this one single mod. Give me an erros that says "' is not a valid item. Start screen comes up, few moments later is crashes.
Skyrover Dec 13, 2018 @ 8:56am 
I can upload any Xenonauts file from my local side if you need.
Skyrover Dec 13, 2018 @ 8:51am 
Log:
Fri Dec 14 00:48:43 2018: Xenonauts, version .
Fri Dec 14 00:48:43 2018: Pixel Shader Version: ffff0300
Fri Dec 14 00:49:15 2018: MOD ERROR: Number of columns does not match.
Skyrover Dec 13, 2018 @ 8:49am 
Error happened
Skyrover Dec 13, 2018 @ 8:48am 
Try install Turtle mod
Skyrover Dec 13, 2018 @ 8:48am 
Game launch normaly.
https://prnt.sc/luk9q8
Skyrover Dec 13, 2018 @ 8:28am 
I decide to uninstall the whole game an unsubscribed all mod.
Then I will only install Turtle mod and launch the game again to see waht will happen.
Skyrover Dec 13, 2018 @ 8:19am 
1. I never install community MOD, to complicate.
2. only install those simple mod before Turtle.
3. active / deactived also try and error on all other mods, but as you know, only uninstall turtle mod can avoid this error message.... :steamsad:
Casaubon  [author] Dec 13, 2018 @ 8:13am 
okay forget disabling "heroes of the earth" I installed it and it works fine with "turtle" at same time. I´m running out of ideas. maybe if you are on original 1.6 switch to community edition.
Casaubon  [author] Dec 13, 2018 @ 8:02am 
do you run the community version of xenonauts or the normal 1.6?

after seeing your screenshot of the log file the next logical step would be to try to start the game with "heroes of earth" deactivated and "turtle" activated and check if there is some conflict between those mods.
Skyrover Dec 13, 2018 @ 7:45am 
Skyrover Dec 13, 2018 @ 7:43am 
Casaubon  [author] Dec 13, 2018 @ 7:24am 
alright, could you start the game with turtle mod on and check your logfile and paste a screenshot of it? the logfile could have some more info what is calling this error. in windows machines you find the xenonauts logfile usually at:
"C:\Users\YOURWINDOWSUSERNAME\AppData\Roaming\Goldhawk Interactive\Xenonauts\logfile.txt"
Skyrover Dec 13, 2018 @ 6:36am 
Uninstalled Turtle mod then unsubscribed, the game will reruen to normal.
Skyrover Dec 13, 2018 @ 6:35am 
Error message
https://prnt.sc/lui8bm
Skyrover Dec 13, 2018 @ 6:35am 
add Turtle Tank mod
https://prnt.sc/lui90n
Skyrover Dec 13, 2018 @ 6:30am 
hi, here is my MOD list and order.
https://prnt.sc/lui63c
Casaubon  [author] Dec 8, 2018 @ 3:56am 
Could not replicate this error. I uninstalled Turtle mod, unsubscribed, resubscribed and reinstalled. It works on my end. No idea what causes this on your system..
Skyrover Dec 4, 2018 @ 5:49pm 
not even start? YES, like i ssaid, launch the game, display an error pop-up.
Error: is not a item type name (Name="")!
Casaubon  [author] Nov 27, 2018 @ 8:24am 
@Skyrover where do you get that errror? Is it just in the log file or does the game crash or not even start?
Skyrover Nov 24, 2018 @ 8:33am 
apply this mod few minute ago, install without problem.
But launch the game display an Error: is not a item type name (Name="")!
Casaubon  [author] Nov 9, 2018 @ 6:27am 
@ DeathByMetal306 it does work in CE035 as well, updated description
DeathByMetal306 Nov 7, 2018 @ 7:32pm 
Not compatible with X:CE v. 0.35?
Casaubon  [author] Oct 3, 2018 @ 12:36pm 
Спасибо за ваши добрые слова
kirill_mayorov_93 Oct 2, 2018 @ 7:54am 
Отписка автор рукожопый
kirill_mayorov_93 Oct 2, 2018 @ 7:54am 
мод полное говно его нет и он не работает
Casaubon  [author] Mar 7, 2018 @ 9:40am 
@Galahir, should be pretty easy. Open up a new discussion here please and there I´ll point you to the file entries you´d need to change to achieve that.
[PG] Galahir950 Mar 6, 2018 @ 11:53am 
Would it be possible to make a version that is compatible with the adjusted economy of the Camillo realism mod?
Casaubon  [author] Mar 1, 2018 @ 11:24am 
I tried to mod the Shrike to be able to bring both but unfortunately it did not work, the assignment screen does not allow to move two 3x3 vehicles into the limited space graphics even if the xml files would allow the shrike dropship. So 2 vehicles only in tier 3 dropship for now until I find a solution for that.
frobisher Feb 28, 2018 @ 10:29am 
I see your point. The Turtle does make a good bulldozer. I wish I could take both the Hunter and the Turtle dozer.
Casaubon  [author] Feb 27, 2018 @ 3:58pm 
I respect your preference of playing style, which I assume is rather casual. Fair enough, but here´s my take on that as someone who plays XCE0.34.3 in veteran & ironman.
Turtle is built to soak up damage, not chase & destroy. Due to game balance it must be inferior "in every aspect" because you get it 10 techs or so earlier than the Scimitar. In veteran 2 or 3 heavy plasma hits kill a hunter, and I´m glad to have Turtle survive about 5 hits during many missions long before Scimitar can even be researched.
Well, if funds are secondary in easy or normal you´ll stick to hunters, simply rebuild them or reload a save after botching up a mission and Scimitar becomes available pretty soon making Turtle look poor. But there is long way of grinding in mid-game in veteran where Hunters become too fragile/costly to rebuild while Scimitar is far from available. What to bring? A slow but reliable work horse that will make it back.