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  1. X - Division New Dawn V 1.00.10 for 0.35.0+ XCE We are in the sky ... We are on the ground ... We are a paramilitary organisation ... We have the best of the best - with some personal issues here and there. Real characters as you say nowadays ... We do everything, from stealing to protecting transports, smuggleing weapons for those who can pay for it. We destroy organisations if the price is right and provide safe routes from A to B, even through hell if it has to be ... Sometimes we also do some good guy stuff, but dont ask for it, except you can put enough money on the table ... Our people are unhonorable discharged veterans or geniuses who dont feel quite valued in their former organisation. Some average guys as well who are attracted to the way we do things ... but honestly they have to be a bit crazy to be hanging around those guys ... say us ... ... everybodys a bit crazy here ... We have been hired by some wealthy individuals who think we can save the earth and believe in our methods. This group has put their faith in us ... and most importantly, their money. I guess it is time to do some good guy stuff again ! Whats my spleen ? World Domination ! Everybody ought to have a goal, no ? But if these aliens do as they please there will be nothing left to rule over. What is yours, commander ? Welcome to X-Division ! The Team Drages - Lead Modder and Art Manager Charon - Code Manager Draku - Debugger and Tester Sfarrelly - Writer AI Advisor and XCE Support - Kabill, Solver, Ilunak Dedicated Testers - Phoenix1x+52, Marandor1 Support - Max_Cain, Kabill Special Thanks - Nuclearstudent, odizzido, Xany, Squaddie Perseus, Woz2, asierus24, Blackwolf, Reactorcore, Alienkiller, CherryCoke, XCOMJunkie, Brandon, Maera, Trueman11 Special Thanks to Content Contributors: Max_Caine, the XNT team, Axiomatic, Pandi, Svinedrengen, Z01, We are thanking Chris for a wonderfully modable game and all the experience we could make because of this What people say about X-Division "Before all of this, the aliens were fighting seriously with jokes, then we gave them actual weapons and now they are fighting seriously, jokeing about you" - Drages "Your blinking dots on the hull look so awesome that its the first time i actually looked at the UFO in over 600 hours of gameplay time" -Charon Table of Content 1. Game Overview 1.1 Game Details 2. Questions & Answers 3. Installation 3.1 Latest Patch 3.2 Troubleshooting 3.3 Linux Installation Advice 4.Known Bugs 5. Some things before you start 6.Credits 1. Game Overview X-Division is a complete overhauled game experience, featuring an vast amount of different enemies to capture, a new and improved, aggressive AI, 288 new weapons including katanas, 9 vehicles and 3 mechs and 13 sets of armour. New revised Aircraft game , crafted by me which builds and extends on the existing aircraft mechanic and polishes it to the extreme. New mechanic, hit and run tactics, new alien weapons and more .. so totally not what drages planned :). 22 new aircrafts from which 5 are alien interceptor to recruit and 48 aircraft weapons. Enemies feauture different armor resistances, different strenght points and weaknesses. Every alien race is good and bad in and against something and you better find that out quickly before its too late, commander. Terror and base attack missions will happen frequently and will be of importance all the way to and in the end game. Captureing aliens is immensly important in this mod as it will open up all the vital and better tech for you. Unique specialists you can only capture at terror sites, crash sites or base attacks. Special UFOs with a special goals which carry special units into battle. Special Officier Units for every phase of the game to capture to give you that special research boost you need. Aliens will adapt to your style of playing with different strategies of aggressive overwhelming force. " Every phase will have their own weapon branches. Ths branches will be mostly energy or ballistic based. Addidition to this your arsenal will make updated versions we call as MK in the mod. You will get the MK 1 versions as prototype and easy. For MK-2 versions, you will need to capture alien specialist and for MK-3 ultimate versions you will need to get specific things. Vehicle Weapons, Grenades and Explosives will have updated versions too. Special UFOs with a special goals which carry special units into battle ! UFOs with their own puposes and missions. You will see huge ufos for terror and base attacks, nearly impossible to stop at the air. You will see shuttles and special cargo ships along others. You will see any kind of ufo nearly at every phase with their upgraded stats, weapons and crew. Near endgame, you will see the real force of the Alien menace with the all mighty dreadnought and motherships." - Drages An detailed manufacture and disassembling system for alien weapons, grenades, UFOs. A chance based, incredible intrigues, complex research tree featuring around 900 xpedia entries and lively maps with civilians and local forces appropriatelly equippted. All of this over 4 balanced Phases over the game presenting a long and hard journey to menkinds destruction or, temporary, survival. It is in your hands, commander. 1.1 Game Details Weapons and Ground Combat Aircraft and Aircraft Gameplay Manufacture, Research, Xenopedia Maps, Graphics and UI, Miscancellous Picture Gallery 2. Questions & Answers 3. Installation 0. The base vanilla version has to be 1.65+ . 1. To avoid complications unsubscribe to all other mods on steam, and delete your your whole mods/.. folder. Then make a fresh install of xenonauts. X-Division 1.00.00 is not compatible with earlier versions. 2. Install the latest XCE version. For windows steam users right click on Xenonauts in your library > Porperties > Betas > community - Xenonauts: Community Edition branch For GOG/linux steam users follow the latest installation instructions here: http://www.goldhawkinteractive.com/forums/index.php?/forum/23-xce-release-announcements/ Linux steam users will need to run X:CE through WINE or a similar program. 3. If you downloaded the steam workshop support mod install it now. This is to show some support but has no other purpose than that. 3.5 Start up the game at least once and exit it properly. 4. Download all 3 parts of X-Division 1.00.00: Download ( Part 1 MD5: d46af869d5435a9c425d51acd1442897, Part 2 MD5: c57b4fb563ca419c9e455f0908701fe9 , Part 3 MD5: c8ca596b39d920e45a9a45fc71611892 ) 5. Deactivate your ANTIVIRUS/UAC program, it can intervene with the installation. As soon as the installation finishes you can activate it again. Have all 3 files together and open part 1 ( = unrar the multi rar archive ). Double click the .exe file. Follow the instructions of the installer. Winrar or Peazip have been confirmed to work. 6. The advanced installation has some options to choose from, namely: There are some optional mods you can activate/deactivate. Lets go through them one by one: 1. X-Division Easy Airgame/X-Division No Airgame There are 3 ways to play the airgame, 1. Manual 2. Autoresolve 3. No Airgame . No Airgame removes the necessity to play the airgame and replaces it with a 1 click solution. With No Airgame you only have to build the latest fighters and bombers and hit autoresolve. If you quickly want to jump into the Ground Combat this is the option of your choice :). Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game. Recommended state: ON if you want to skip the airgame. 2. COM - Ambient Sounds/COM - Ambience Forest This mods add ambient sound and add the least amount of instability to the game - it still makes the game more unstable. Recommended State: OFF if you dont want to risk a higher instability for beautiful sounds. XCE 0.34.3 should fix the instability. 3. COM - [V1.08] Jsleezy's Real Fighter Portrait Pack Adds alternative soldier faces to the game. Deactivate Khall´s more Portraits if you are using this to avoid art inconsistencies Recommended State: OFF if you dont want to play with more realistic faces. XCE 0.34.3 should fix the instability. Checklist in case you want to change something later on: You only have X-Division Workshop Support if you subscribed and installed it from the steam workshop The modloader needs to be EXACTLY in the priority order the installer sets it. The modloader needs exactly this active mods. The mods you can still change after the installation are No Airgame, Khalls and Jeezlies different portraits ( only one active at a time ), both Ambient sound mods ( either active for ambient sounds or deactivated for more stability ) and the No Click sound ( removes mouse click ). You shouldn`t play X-Division with any other mods than stated. Only cosmetic mods are allowed and only if you know exactly what you are doing. Keep in mind every savegame is unique to its mods its saved with. 7. Apply the latest available patch - 3.1 Latest Patch section ^^. Every patch contains all prior changes as well. 8. Installation video by Mulligan/LeEdgyMemeKing if you need more help https://youtu.be/Jwwn9bU6y10 - Mulligan https://youtu.be/l439koiq0_8 - LeEdgyMemeKing 3.1 Latest Patch ( theres a patch history in the third post - with downloads ) Notes: X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam. Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .00 to .01 patch is savegame compatible As a basic rule, never patch during Ground Combat Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.01 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09945/ ( MD5: 489d03269506927ae5981dbb0de816be ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . For reference, this is how the modloader can look like after the installation, plus/minus optional mods on/off. DAY X Unofficial WiP Version 1.00.11c "New Dawn" Notes: X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .10 to .11c patch is NOT savegame compatible. If you want to make it savegame compatible you need to make a backup of your researches.xml, run the installer, and immediately copy your backup over the new file again. You will miss out on the fixed researches but you can continue the campaign. As a basic rule, never patch during Ground Combat Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.11c Update: https://mega.nz/file/lYwRBaZJ#Nu7Vt08i0LHEV2FqOTX9uCM9sVSHXoEl_Bee_3M_XqM ( MD5: e852cdedc43f0c7b6aaa4f4c60300601 ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . Changelog: DAY 978 Unofficial Version 1.00.10 "New Dawn" The .01 to .10 patch is NOT savegame compatible. Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.10 Update: https://mega.nz/#!dQQwCQRC!gzlksCzX9l91PAJfViyyAyXzd_VN0weUL1X5GZmeuvU Link ( MD5: f82bbe1f12c7e97a7b86c7ec3de19e11 ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . Changelog: You did it. Welcome onboard, Commander ! 3.2 Troubleshooting This mod is %98 stable. If you got any weird problems like aliens without guns, strange visual errors, game crashes, they should be about wrong install or mod loader issues. Be sure that you got X:CE, X-Division and X-Division Patch is installed and then come to our topic with your save game and we will help you. Sincerely yours, Drages I think i got a bug, can you help me ? If you want some help, make a bug report or think that something is not the way it is supposed to be, add a full screenshots of your whole modloader and your savegame ( geoscpae only ). I cant get the 3 multirar files to work, any help ? The first step to troubleshoot this on your own is to make sure your files are the correct ones. Generate your md5 sums of all 3 files and compare them to the official ones provided with every download. If they are the same, you got the correct data files. After that its just making sure all 3 files are in the same spot and open the first one with either WinRar or Peazip. Why does the first start take so long to load ? Thats normal. X-Division is quite a big mod so loading all of its ressources takes time. Help ! I cant click on anything in the geoscape ! Hotkey are working though. Make sure that everything is the way it should be and then: Simply start up the game, go straight to new game, start a new game, load your current save, save it, exit and restart the game. This should now be fixed. The top part of this Cruiser does not get transparent. What do i do ? You change your view option by pressing the button right beside your inventory one. Cycle through until you find one that works lets you see inside the UFO. 3.3 Linux Installation Advice We know that linux users love to tinker endlessly in order to get their software working, and we dont want to take that joy (and countless hours ) away from you. But if you are struggling and want to get some advice into the right direction, here it is. You will have to start XCE through a windows compatability layer, WINE or Proton for instance The installer might not work for you, because it expects Windows variables you dont have. The assets.7z contains all the X-Division data you need, and you can copy and overwrite your vanilla assets folder with it. You will need to manually rearrange the mod loading order. Section 3.1 should have some pictures how that should look like. Find the linux equivalent of %APPDATA%/Goldhawk Interactive/Xenonauts/internal/scripts and delete the scripts folder once after step 3.5. You propably know better what i am talking about than i do, because i dont keep track of 10 different distros and how they handle stuff. People have reported that that should lead to a working version, mostly depending on how well the windows compatability layer handles the sys calls. You can now celebrate that you have a working game on linux :). 4. Known Bugs ( at least until the next patch ) Units can spawn outside map tiles in base attacks - If that happens make sure you did in that mission what you wanted to do, then save and exit. Start the game with the Xenonauts_gc_editor.exe in mods/xce/... and load up your save. Press "V" to kill every non xenonaut unit. Save and exit and continue to play like normal. 5. Some things before you start 6. Credits A big thank you from the team for being such an awesome community. You made it possibly that we are able to release the final version of X-Division now. I especially want to thank the team who made it possible and accompanied X-Division through its various stages of development. @Solver Who is totally not a member of the X-Divison development team. I want to thank you for giving the much needed code support and all the new and fantastic features X-Division players are capable of experiencing now. Without him the growing of the game would have already stopped when custom Terror UFOs wouldnt obey the Terror Site Intervall. He made it possible that passionate modders can do what they do best, while silently removing obstacles from the back. In honour of your service i grant you the title of "External X-Division Teammember" @drages The main developer and creator of X-Division. Without him all of this Insanity would have never started. He had the vision, made the plan and strifed to fullfill it throughout many years. It is only because of him that we can finish this game today. Thank you for giving me this opportunity. @DrakuOne of the oldest members of X-Division. He did most of the grunt and testing work during the most active development cycles. Aint no Palace without somebody to actually do the work. @sfarrelly The string guy. He wrote most of the research preview entries. If you know what you are going to research than it is totally because of him. @Phoenix1x+52For doing the total insane hercules task of playing through the game from A to Z. He tested everything from the working things to the not so working things and recorded everyhing for sake of me examinating every pixel in the recordings. That X-Division is in such a bug-free and balanced state is mainly because of his work epic. He has been supporting X-Division through all its stages ( hm, installer ) and has been a loyal friend to the end. Many Kudos to you. @Maerafor giving moral support and a lot of enthusiams for new maps. @Marandor1 The second tester in command. He tried his hardest to convince me to make the game more fun than me trying to make it challenging. You can judge for yourself if he succeeded. @SvinedrengenFor making some good maps. and ofcourse ... @community for all the advice, suggestions, support and love that you gave for the game. Without you the journey wouldnt have been worthwhile. You created, enriched and made the game into what it is today. Thank you for being there on this journey. I will see you in the game . Thank you for everybody who i didnt mention but was still part of this journey. A big thanks to @Chris for making Xenonauts. Enjoy ! The next three posts were the continuation of the OP, please take a moment to glance over it.
  2. Xenonauts: Arms Race v0.4.3. Annotation: The "Arms Race" modification is aimed at improving the original firearms ("ballistic") weapons, as well as expanding the arsenal due to real models that existed at that time (or around that time). All weapons and equipment stats now are close to realistic, due to which its combat effectiveness has increased dramatically. In addition to the production of weapons and ammunition, which is already implemented in some other modifications, there is an alternative option for obtaining it: Purchase. Goverments, for an increased fee, are ready to provide the necessary supplies in large numbers in a short time, but at an increased price. Features: - Significant early stage gameplay rework - Almost 200 new weapons - 3 new armor options: Jackal-T, a reinforced version of the standard Jackal; Flak armor immediately available to xenonauts; and the heavy armored suit Voin-X. - Updated tree with new technologies - Improved aircraft and air weapons: Moved to more real stats old and new models, French and Soviet missiles, Su-25 attack aircraft, MiG-23, MiG-701, Yak-141, Su-47 interceptors and unguided missile blocks. - Increased arsenal of alien invaders - Elite soldiers from the start Installation: 1. Download last version of XCE 2. Clear "Mods" folder 3. Move and replace files from the mod to the "assets" folder 4. In the mod manager, leave enabled: X:CE Steam Mod; X:CE Balance Adjustments; X:CE Settings; X:CE. The installation order is not particularly important. 5. Launch and play Download link (Google disk): https://drive.google.com/file/d/1P8dXp9gT45LZAq_p9PM4mncjfUr6monz/view?usp=sharing Known and possible errors: - No descriptions of some weapons - Some inscriptions are replaced with "####" - A sledgehammer can be given in the inventory along with another one-handed weapon or shield, but in tactical mode some of this disappears; - Possible incorrect operation of new weapons for vehicles - Possible errors with animations of new alien weapons - Possible errors with animations of new xenonaut weapons Sorry for text mistakes Mod development discontinued.
  3. This modification changes rank images and the uniforms of the agents to look like 70s Bundeswehr of the Federal Republic of Germany to give the game a more Cold War era look Screens: 001 002 003 004 005 006 007 008 009 010 011 012 013 For this modification to work properly you need Jsleezy's Real Armors. Version history: 1.0 Initial Release Pataschka's BRD Commander - main file of the modification Pataschka's BRD Commander Khall's More Portraits - Support of the Pataschka's BRD Commander modification for Khall's More Portraits mod Pataschka's BRD Low Ranking Option - Rank insignias and rank names from Soldat to Leutnant --------------------------------------------- Pataschka's BRD Low Ranking Option This option renames and gives relevant insignias of ranks from Private to Lieutenant instead of from Private to Colonel. You need Pataschka's BRD Commander mod for this modification to work properly. Disclaimer: The purpose of this modification is to give the game the Cold War atmosphere to match the setting of the game, however, the author of this modification isn't trying in any way to propagate army service. Special Thanks: - Goldhawk Interactive - for creating and publishing such a beautiful game - People from Wikipedia who made the Military ranks of Bundeswehr page - Jsleezy for the Jsleezy's Real Armors modification - People from goldhawkinteractive forums - All those people who decided to download this modification. - https://www.bundesregierung.de/ for providing detailed information regarding the insignias, parade uniforms, and army branches. Installation Instructions: 1. Go to your Xenonauts assets folder (C:/Program Files (x86)/Steam/steamapps/common/Xenonauts/assets/mods) 2. Unzip into the /mods folder 3. Launch Xenonauts.exe 4. In the opened "Xenonauts launcher" hit the "Modding Tools" button 5. Select "Pataschka's BRD Low Ranking Option" string and hit "Activate" Button 6. Select "Pataschka's BRD Low Ranking Option" string and hit "Move up" Button for this mod to be higher than "Pataschka's BRD Commander" 6. Click "Back" button Now you can launch the game --------------------------------------------- Pataschka's BRD Commander Khall's More Portraits This mod adds support to the Pataschka's BRD Commander mod for the Khall's More Portraits from the Community Edition version of the game. If you are using X:CE with Khall's More Portraits you will need to install both Pataschka's BRD Commander and this file for the mod to work properly. If you are using the vanilla version of the game then you don't need this support file. Download only Pataschka's BRD Commander file instead. Installation Instructions: 1. Go to your Xenonauts assets folder (C:/Program Files (x86)/Steam/steamapps/common/Xenonauts/assets/mods) 2. Unzip into the /mods folder 3. Launch Xenonauts.exe 4. In the opened "Xenonauts launcher" hit the "Modding Tools" button 5. Select "Pataschka's BRD Commander Khall's More Portraits" string and hit "Activate" Button 6. Select "Pataschka's BRD Commander Khall's More Portraits" string and hit "Move up" Button for this mod to be higher than "Pataschka's BRD Commander" 6. Click "Back" button Now you can launch the game --------------------------------------------- Pataschka's DDR Commander This mod changes rank images, character images at the base, and the uniforms of the agents (basic and jackal armor) in the style of West Germany to give the game a more Cold War-era look. The jackal and basic armor unit colours at the ground combat were reskinned to reflect the colour schemes of the changed uniforms. At the main menu screen: - At the difficulty screen each uniform was repainted in the following order: easy - Brigade-General, normal - Generalmajor, veteran - Generalleutnant, insane - General At the base: - The uniform of the drill instructor in the personnel tab was changed to a West German paratrooper uniform with a rank of Feldwebel - In the storage screen the character's uniform was edited to a West German paratrooper uniform with a rank of Major - All the soldier photos were edited to have a parade paratrooper parade uniform with a red beret. - In the roster screen the basic uniform was replaced with the BRD field uniform. - the jackal uniform was replaced with the BRD field uniform with a bulletproof vest and helmet - Ranking images were changed from the original to the West German "shoulder board" variant to match the soldier uniforms Ground combat: Jackal and Basic armor units were recoloured from blue to green colour. Credits: From the https://www.bundeswehr.de/resource/blob/58152/f30ccd4054643f4c1b4db03017567d4c/bekleidung-und-uniformen-der-bundeswehr-data.pdf file were taken informnation regarding the looks of the uniforms. Icons and medals for the difficulty screen were taken and edited from this file. Also, the looks of the general's uniform were inspired by the photos from the internet. Disclaimer: The purpose of this modification is to give the game the Cold War atmosphere to match the setting of the game, however, the author of this modification isn't trying in any way to propagate army service. Special Thanks: - Goldhawk Interactive - for creating and publishing such a beautiful game - People from Wikipedia who made the Military ranks of Bundeswehr page - Jsleezy for the Jsleezy's Real Armors modification - People from goldhawkinteractive forums - All those people who decided to download this modification. - https://www.bundesregierung.de/ for providing detailed information regarding the insignias, parade uniforms, and army branches. Installation Instructions: 1. Go to your Xenonauts assets folder (C:/Program Files (x86)/Steam/steamapps/common/Xenonauts/assets/mods) 2. Unzip "Pataschka's DDR Commander" folder into the /mods folder 3. Launch Xenonauts.exe 4. In the opened "Xenonauts launcher" hit the "Modding Tools" button 5. Select "Pataschka's BRD Commander" string and hit "Activate" Button 6. Select "Pataschka's BRD Commander" string and hit "Move up" Button for this mod to be higher than "Jsleezy's Real Armors" 6. Click "Back" button Now you can launch the game ------------------------------ This mod is compatible with anything that does not replace the same files (unless you go around tweaking them). Mirror: https://www.nexusmods.com/xenonauts/mods/60?tab=files Pataschka's BRD Commander.zip Pataschka's BRD Commander Khall's More Portraits.zip Pataschka's BRD Low Ranking Option.zip
  4. Mod im working on and yes I am the artist for the drawings. I plan to redraw all the armor and soldiers and do the sprites as well to match the armor (kill me its going to be a pain) hmmm might also do some the splash art/base art as well. I havent done any males yet other than the one you see at the moment. I havent started on them yet and just wanted to showcase the male uniform. I still have a lot more females to do so yeaaaaaah its gonna be a while till I release this mod.
  5. As of right now, is there a way to change the starting soldier stats? Asking because one of my favorite things to do in the first game was to set all the starting stats to around 100 as a minimum so the soldiers would act more "realistically." I also enjoy removing any level up bonuses for stats so the soldiers become more expendable. When a new recruit is as strong as some veteran, the pain of losing soldiers becomes a lot less and you can burn through them, which is how I enjoy these kinds of games.
  6. Hello, I'm a complete newcomer to the forum. For a bit of background, I have played vanilla Xenonauts and loved it. I was thrilled to discover mods for it. I managed to set up xce (0.31 and the mods from the mod package) and had fun with noting the casulaty list, the faster turns, the absence of the "hidden move" picture, the soldier's role icon being displayed next to their number in ground combat, incendiary grenades and rockets. I have now moved to the latest version of xce (0.34.3 though X:CE Base Mod gives me 0.35 UNSTABLE ?) and mod package (discovering the latest version after my version basically stopped working of some sort? the game always crashed when I clicked on the equipment tab in the soldiers loadout menu) and noticed that several of the mentioned functions are not in effect: no incendiary grenades/rockets, "hidden move" pic back, no soldier role icon in ground combat. Were these removed from XCE and associated mods or am i missing something else completely ? Please advise. edit: Additionally, if those functions are to be activated by the user by changing values in various xml files, could someone be nice enough to pinpoint me which files and lines in said files should i look for in order to access (for example) retaking lost bases ?
  7. Hello everyone, I am a new Xenonauts player, who played Jagged Alliance few years ago, and I was wandering if there is some sort of a humans vs humans only mod, where instead of aliens player fights against humans?
  8. I recently downloaded a few mods, those being "Increased Maxed Accuracy" and "Lore+". After doing so i found that i would unlock parts of Lore+ over and over again such as the analysis of the aliens that i had killed. i did not think too much of it until recently (about 2 days ago) when the game started crashing and gave me this error(see picture). i have tried verifying the game's cache and deleting and reinstalling the mods but nothing has worked. Can someone please advise me on how to solve this problem?
  9. Bug: Mod cannot override fonts, launcher images, and splashscreen image. Steps to reproduce: Run launcher, add attached mod and put it at top. Launch game. Note that splashscreen is not overridden by the mod. In the game, note that all text is missing, because the font is not overridden by the mod. Exit and run launcher. Note that the launcher button is not overridden by the mod. Exit launcher Manually replace the "fonts", "launcher", and "splashscreen" folders in xenonauts with those in the mod. (Keep a backup!) Repeat step 2-5 and note that the replaced resources are functional (screenshots below). In plain words, I got a Chinese translation mod for X:CE, very comprehensive and intended to be a nice citizen of X:CE. But it won't work as a mod (which is forward-compatible) unless at least the font can be overwritten. What the launcher and game should look like after mod: mod_xce_zh.20161103.zip
  10. This is an old issue that I already saw several old posts for with no resolution as far as I could find. All my mods in the launcher keep resetting to inactive after exiting the game. I have to go back and reorder them and reactivate each of them every time I want to play. Everything worked fine until I DLed some new mods. I recently installed the new map mods after getting tired of seeing the same map over and over. The Swamp maps mod does not work BTW, it crashes the launcher if activated. This started after this round of Mod installs. I am running vanilla version 1.65W
  11. Hi all, you may remember a few years back I did an AWACs mod which let you put in an AWAC recon flier at the game start. I playtested it and I loved it, thought it added a whole new level of strategy to the game. Well, I'd love to update it to the CE version and be able to upload it to Steam. The problem is I just can't get the damn thing to work. I wonder if anyone could help? I also can't seem to get the modding log to show up, I can get the thing to show up in the Xenopedia. I can get the Condor purchase box to move, so it registers something there, but just no. It's not working. AWACFuel3.zip
  12. Hey all, just letting people know that I released the first version of Xenoscape, a simple mod that's designed to add and replace the music in the game. I loved the Xenonauts game from start to finish, but thought that it could've probably used a more distinct atmosphere for it music-wise. Since I've recently been making electronic music anyway, thought it might be interesting to try modding a game with it as its background. This is the first time I tried anything like this (usually I tend to focus on live performances only) and it's a work-in-progress experiment of sorts, but would love to hear what people think. As mentioned below, the style is sort of a mix of IDM, ambient, and a jam band -- I think taste-wise it's a pretty niche thing, but thought it might fit the sort of eerie, weird atmosphere of the game itself. Most of the tracks are improvised on a ROLI Seaboard in a very weird way, so the sound has a kind of "raw" quality to it that you normally wouldn't get from traditional recording techniques. The mod has over 3.5 hours of music in it, so it's pretty large. (~400MB) If you play very quickly (or like to save/reload a lot ), there's a good chance that you might not even get to the end of a lot the tracks. Hoping this will increase immersion, if anything. It's been a pain trying to get it on the Steam Workshop because of its size limitations but it'll be up there as soon as I figure out a workaround. Looking forward to Xenonauts 2, by the way! Hoping that the game will continue to support the modding community for the next release. FYI - I've been having issues with volume control in-game...it doesn't seem like the "volume" parameter in the sounds and sounds_gc files are always responsive. If it becomes a major issue I try for another update, but we might leave it if it doesn't bother people that much. Let me know if you think there's anything that can be done. Description and links here: Xenoscape is an original music add-on mod for Xenonauts, designed to replace and change the atmosphere of the game throughout its gameplay. Most of the tracks are longer than the play-duration of each setting (Air Combat finishes in under a minute, usually, but the track goes on for much longer) for increased immersion. The style is a mix of 80s cheese-synths, IDM, ambient music, and improv. If you enjoy jam bands you might like this mod, since most of it is improvised!! Tracks 3 Air Combat Tracks 4 Geoscape Tracks 3 Day Combat Tracks 3 Night Combat Tracks Main Menu Track YouTube Playlist: Nexus: http://www.nexusmods.com/xenonauts/mods/18? If you enjoyed the music and would like to support the lab, like the YouTube videos and subscribe to our YouTube channel, and stream the music directly from the site at any time. The channel will be periodically updated for new projects and musics in the works! http://tangerine.fm
  13. The purpose of this mod is to expand on the backgrounds of Xenonaut grunts, add more names, and to add some more nations. Parts of this mod have now been incorporated into the official game: *denotes nation that comes with the vanilla game The nations included in the mod are: NATO: United States* United Kingdom* Canada* West Germany* Greece* Spain* Italy* Portugal Norway* Netherlands* Denmark* France* Belgium Turkey Iceland Western Allies: Australia* Malaysia New Zealand* Japan* South Korea Warsaw Pact: Soviet Union* East Germany* Hungary* Bulgaria Czechoslovakia* Romania Poland Communist Bloc: Vietnam China Cuba North Korea Non-Aligned or Neutral Nations: Rhodesia South Africa Israel Egypt Sweden* Finland* Ireland Brazil Nigeria Kenya Morocco Philippines Indonesia Mexico Thailand Chile Argentina Austria Switzerland Yugoslavia I've also expanded most nations' available regiments and/or made them more "elite". This represents the nations giving the Xenonauts their best of the best. The combat experiences are all historical wars from the 60's and 70's that a soldier's nation was involved in but you will get the occasional non-historical result due to there being no relationship between a soldier's age and previous combat experience when they are generated. e.g you might get a 21 year old veteran of Vietnam. Here's the full list of nations with units and possible experiences: Special Thanks: ResFu for helping out with the Polish names and units. jamoecw for U.S. unit experience. llunak for correcting Czech names and adding Slovak names. steelgonads for correcting Portugese names I've included 2 extra files called regiments.xml and experience.xml which are the slices of strings.xml that this mod uses. What this enables you to do is copy and paste over the regiments and experiences that are in any version of strings.xml and let you use this mod with any other mod.It will also allow you to update the mod yourself if you wish This was developed for V22 but should work fine for the V21 stable. Download Link: Xtended Soldiers__22_5.zip
  14. Hi, Falkner Here The first reason i signed up is to say what a fantastic job everyone here and the Dev team are doing with Xenonauts, it's clearly a labor of love. I'm very happy I purchased the game and looking forward to the full release. Why am i posting this in the modding forum? Well I'm an avid tinkerer and love to customize my games, I love how accessible Xenonauts is even to the casual modder and I'd like to share the content I make for myself freely with the community. Onto the content! One of the things I truly missed from the classic UFO:EU was the soldier portraits, the savage faces and outrageous hair were something I wanted to recreate for my own nostalgia. So i spent an entire weekend, perhaps a little longer in a flash utility called Hero Machine 3 generating portraits, 2d sprite style. Long story short, I now have around 115 new soldier portraits in the style of my profile pic from generic to the outrageous, a lot of them are inspired from videogame and movie characters (like the blatant MGS:4 Solid Snake lookalike in my profile pic) and I'd like to share them freely with everyone - if that is OK. I'm asking permission first because, from what I gather, a lot of people paid a substantial amount of kick-starter money to have their own custom soldiers in xenonauts, and this infringes on that somewhat. I'd like some feedback if this content is ok before Posting. Thanks for reading! _______________________________________________________ Updated 22/7/13 Download Link is up. This mod replaces *all* portraits for Male and Female, Also fills in some portraits that are currently missing in the experimental build (nor12-20 etc.) Just drop the 'assets' folder into your xenonauts directory As always, make backups of the files you are replacing first - in case you decide to revert to the original portraits. Thanks guys n gals, enjoy! LINK: Xenonauts Hero Portraits Download (right click, save as) I included the photoshop master too if you fancy tinkering.
  15. I really love this mod, even if it is quite hard and could do with some updates,(maybe one allowing for a more casual experience, ect.) i've juts re-installed the mod, and I just can't figure out how to get it to work, as, when I click on shields or(when trying to equip my soldiers) try to enter a battle, the game crashes. Anyone have an idea as to how I can fix this/ is there an updated version of the mod/ when will the dev be back?(as well does the xenonauts community edition work with this?)
  16. Xenonaut Choices Part 1 Introduction I am releasing this Mod early as a "Part 1" as I want to take a break for a while, however what I have so far has plenty of content and mainly adds new items, weapons & Tech trees to the game. At the last count it adds around 70 items/weapons to the game, all with full research paths. We've got Mine Launchers, we've got Alien Proximity Scanners (Film Aliens), we've Grenade Launchers, Combat Stims, Hypo Sprays, Lightning Weapons, Tranq Guns n Crossbows and hopefully a shed load of other things that you would really like to find in this kind of game. What is the Concept Sometimes games are very linear and the path you take is drip fed to you. I personally hate games that progressively get harder as you level up or get items. If I lived in such a world I would never pick anything up or attempt to better myself, because as soon as you do all your enemies level up too. I would downgrade to a club and go beat my enemies while they are weak Hopefully this mod is designed so that good choices are rewarded by actually making the game easier. This is a bit experiment and I am not sure how much I am going to have to tweak things to make it work. The idea of Xenonaut Choices is an attempt to cater less for the casual gamer and more for those who want a whole lot more out of their game. What I am attempting to do is add lots of extra command choices in an attempt to really mix things up; Do you work broadly across the Tech Trees in attempt to be an all rounder, or do you work deeply perfecting in each category before moving on. This will test your skill as a commander. Summary Of Changes Gui Changes New Projectiles New Weapons & Items (Lots) New Tech Trees New Particle Effects New Sounds How Is Game Balance Effected I actually like the balance of the vanilla game and found it challenging but not so difficult that I had to save it every time my soldier blinked. So in general terms I have tried to keep the game balance at about the same level, however I also wanted to give a sense of progression and reward good choices so the mid term part of the game should actually be easier if you are playing well. I also wanted to heighten that sense of achievement by making the start of the game much more difficult. This has been achieved not by upgrading the aliens but by downgrading your arsenal to be underfunded options for the time period. This I feel fits with the Game story well, as its obvious that your worldwide organization wasn't taken seriously by the fact that you only had a few planes and only one base. That is of course until the Invasion at which point the world would have your full attention but unfortunately any spare funds they had are now channelled elsewhere try to bolster up local defences etc.. Therefore Its down to your leadership skills to procure the funds needed. Economy The idea was and still is, to allow opportunities for manufacturing for profit. The world suddenly needs weapons right, and you have a crack team of scientists. Are you going to devote resources to making manufacturing plants and setup business. Its harsh but maybe its the only way you are going to win the war of course the choice is yours. I have added a few items that will make a good profit and some that will lose you money. The first few rounds of weapon and item research will result in unlimited quantities to reflect the ease of sourcing or manufacture, however as better and better items are researched they will need to be manufactured and require rare parts etc. GUI Changes I have tried to keep them to the minimum as part one of my mod, however I have in the short term at least had to expand out some of the menus to fit all the extra stuff in. (Otherwise the little scroll-wheel on your mouse will be worn out.) Ballistic Lovers Yes I have tried to cater for you and it is possible to complete the game with ballistics only. Since programs like Stargate and similar have been around, it seems that there is a demand for old and new technologies to coexisting in games. So although more Hi-Tech weaponry options will turn up in my mod you can still keep updating ballistics. There may be an eventual limit on damage, however you can keep investigating weapons that chuck out more rounds per minute of have other advantages. If you go this route there is plenty to keep you busy. Pacifists For those who like to play the game with as little blood shed and deaths as possible there is a pacifist route, however I think it would be so difficult to get past the begging part of the game without killing an Alien that you would have to compromise. I do however lay down the challenge. Armour Not this release I am afraid, Its a timely operation and I think I will add these as late steps to my final mod. However short term I made my gui images for my male shoulders have a more beefed up and muscled look. Hopefully I have made the female soldiers look more feminine without crossing in to the realms of being sexist. CREDITS If you like the graphics on the Weapons then its time I introduced you to an awesome site that will hopefully make your modding life easier. http://pimpmygun.doctornoob.com/app.php The weapons here very much match the graphics of the game. You can use the weapons listed or use the tool to create your very own designs using pre created parts. Installation Dont forget to take a backup of you Xenonuats folder first. Download the and uncompress the Changes Folder. http://www.mediafire.com/download/u3v72erkxyvkel5/Changes.rar Copy the contents of the changes folder into your "assets" folder. Recomended Mods That Work Well With This One. Skitsos Ultimate Megamix Map Pack 2000 (This is currently Crashing At end of Mission) Skitsos Sleek AI turn mod There is another mod called "Fire in the Hole" which is fantastic and should have been part of the core game if you ask my opinion, however its not possible to integrate without some modding knowledge as some of the files are shared. Aditional Things Of Interest This Mod returns enemy weapons captured in combat back to the Equipment screen. You can use them or sell them of like regular items. I have not found in my playthroughs that it unbalances the game in any great way as they are very inacurate. I have added Double Barrel Shotguns to the game and these have the ability to fire both barrels at once at no extra timecost. I think this adds a nice little tactical dilema to the game as it leaves your soldier very prone if he has fired both shots as he is now defensless until he reloads. Flamethrowers are back in, however you may not be too overwhelmed by my implementation. In my opinion they are betting in than out, even if they do not have the original cool triangular spread pattern that was intended. Feedback Yes please, If this Mod is so bad and I am wasting my time, I would rather be put out of my misery. However if you thinks its got some good ideas and got merit let me know and I will continue on with the next instalment. Also if you have content you want added and know how to implement it please update the post. Finally if you notice any issue that need fixing and or even better you know how to fix them please update me. My Favourite Addition Is the ability to call Airstrikes from within a ground combat mission. You need a reasonable spec machine otherwise the explosion is real laggy, but seeing that mushroom shaped explosion taking out everything in site is real fun. A costly option in more ways than one, but as said before the choice is yours. Next Steps Part 2 will be about adding new Vehicles and Planes. I had a request from Kiel to add more Enemy Weapons, I think its a cool idea and will put these in as the final stages of the mod. + any more interesting Items I can think of. Research if Area Effect Healing possible Put Alien Praetor Gun in Put Alien Flamethrower in Put in new Dropships if Community Maps will support. (Max came up with an idea to create "extradropship" place holder that could be added to all community maps as a modding standard) Thanks for Reading.....
  17. The beta 0.2 has been unleashed onto the world! get it HERE Beta 0.2 changelog: - changed rocket launch sounds, removed spring trigger effect to allow faster ignition sound (was doing shenanigans ingame on short range rocket fires) - gave frag grenades some added ambience making the explosion sound with much more..errm...presence. -finished with the machinegun. 10 bullets burst. each bullet has 5 parts. that was 50 audio parts in total + 1 echo part at the end. This would not be possible without coffee for sure~ progress update 12/1/2015: - new air combat canon and missile launch sounds. - new reloading sounds for all vanila balistic weapons. - new firing sounds for all except the machinegun (it needs the most work since its bursts only and those are the hardest to make the way i do them...an no I didn't shoot up the neighboorhood to make those >_>; ). - new rocket launcher fire + explosions and new grenade exposions. - updated preview files to showcase new changes. Progress update 10/1/2015: - 1 new vehicle death explosion sound. - 1 new aircombat explosion sound. - 1 new aircombat crash sound. - 1 new flames sound. - changes in sounds and sounds_GC , renaming some sounds and assigning new ones. ( aimed to preserve the number of sounds and their use ingame rather than adding a bigger number of files, reason:not sure how much new stuff I can add so will be changing exsisting files for now .) work preview, switched to .ogg files since .WMA downgrades sound quality for some reason ( preview style: original sound followed by mod sound after some silence ) https://www.dropbox.com/sh/rsljewrbay49t4x/AACDw8br9CXXXHkR53h5wEMJa?dl=0 next on the todo list: - finishing machinegun - more grenades - start work on wounded and dead sounds of humans
  18. So ,Phantra what is this mod about then? Well, this mod aims at Improving the sound effects and adding voiceovers to some of the actions/events happening in the game by replacing exsisting .ogg files or incorporating entirely new ones. All of the sounds currently in the mod have been extracted,compiled and build in the model of their xenonauts vanilla counterparts from bits and pieces by me. (current version original bits and pieces were taken from bf3 and bf4's massive arsenal of sounds. ) keep in mind: although I did my best to preserve the style of sounds of the original in the new files, some turned out utterly different. Beta 0.2 Release: - new balistic vanila weapon sounds . - new aircombat sounds for missiles and canons aswell as new a crash sound. - new vehicle death sound ~ - new flames sound. - new rocket launcher and frag grenade sounds. Plans for the future: - making new sounds for injury/death sounds of humans and maybe some of the aliens if i can manage to make them sound as they should. - changing footsteps/impacts/door stuff/etc. - new sounds for the rest of the vanilla weapons/items. - adding voiceovers to ground combat actions/events. How does one Install this mod? - step one, make backups of your sounds.xml and sounds_GC.xml aswell as sounds and sfx folders ... after that: - If you are getting this mod for a clean instalation of 1.06 you just need to extract the zip file into your xenonauts install folder. - if you have mods that modify the sounds.xml and/or sounds_gc.xml or have a newer version of those files (CE/patch etc) then: you would need to Install the sound files manualy + make changes to sounds and sounds_GC, the files that would need assingment in there would be: AirCrash.ogg -> in sounds.xml assigned to the sound played when a unit crashes in aircombat AirCombat_explosion.ogg -> in sounds.xml assigned to aircombat explosions VehicleDestroyed_1.ogg -> in sounds_GC.xml assigned to vehicle explosion *Currently it has been tested on version 1.06 of the game and in need of testing on other versions. Download Link here Discuss the mod + Idea's/requests here: http://www.goldhawkinteractive.com/forums/showthread.php/12627-W-I-P-Sound-mod-%28non-music-sound-replecement-additions%29
  19. I've been working on equipment and weapon mods which provide interesting and novel effects. They aren't things that you'd spam, but they provide tools that create specialists who can help the line solider (especially when you get to the shrike and have a larger squad to play with). The first of these tools is the Firewall Weapon Details A suppression-centric weapon, the Firewall is good at locking down the enemy but not very good at much else. It has a range of 20 tiles, does 20 pts of damage with 0 mitigation, fires a burst shot of 4 shots, with a suppression value of 80 and a suppression width of 5 tiles (so 80 suppression on the target tile and up to 2.5 tiles, then 40 suppression outside of that). You need to research lasers before you can research the Firewall (it takes a very short time to research the weapon), and it costs 5 units of alien alloys and $50,000 to manufacture. Alas, given the way the game works, if you've already researched lasers you can't research the Firewall and will need to edit the researches.xml file so you can research it after your current subject. Mod Details This is a almost-full mod, which includes research, a xenopedia entry, manufacturing, a gui and xenopedia image (made by Ferry Susanto, one of my regular artists), tooltip entries and a custom sound (by me!). The sprite chosen was the scatter laser sprite. Advice The mod doesn't seem to work with the modding system Giovanni has created on the installer, so the only way to use it is to overwrite the current files. I haven't included backup files (as I don't know how you have modified your own game files), so please backup your files if you intend to try this mod. Download the zip here Any feedback would be most welcome. EDIT: Wups! Forgot to add the custom sound. All fixed!
  20. Quick and dirty hack to get the Soviet Weapons Chris released the artwork for into the game. All of the Soviet weapons have been given their own ammo types with the exception of the shotgun and the rocket launcher. Stock weapons were left alone. In general the magazine sizes are smaller than stock weapons (sniper, shotgun, pistol). The shotgun I think was just supposed to be a 'generic Soviet shotgun' but the closest in appearance that I was able to find is a Baikal MP-153 (semi-auto gas operated): http://world.guns.ru/shotgun/rus/mp-153-e.html I could not find any information as to when this shotgun was first manufactured so I have no idea if this is "lore friendly"/historically correct. Also all weapons use existing sprites so although it does not look like a pump action in the artwork you will still see your Xenonauts cycling the action. To remove run the soviet_uninstall batch file in your Xenonauts install folder. Have fun! https://db.tt/crGSCj4n
  21. This mod aims to add a large number of weaponry to the early ballistic weapon tier(s,) and while I hope to greatly expand on later weapon tiers eventually, for now, its bullets, and all bullets baby. Naturally, I am taking my own risks in trying to balance the game while still providing a very large arsenal of weaponry for a number of tactical tasks. Things that you can expect to be coming in V1: Changes to standard ballistic weapons: Added a Submachinegun: "A small ballistic firearm with optics designed for short range combat, it spews pistol ammunition at an alarming rate. While its range is limited, it has an excellent rate of fire, and is easy to aim, resulting in extremely high damage potential. This will likely be among the first weapons we decommission, due to its poor ability to penetrate hard armor, but for now, it is likely an excellent secondary weapon for specialist units." - Good at breaching doors Altered the standard rifle: Reduced damage. Increased armor mitigation. Slightly increased range. Improved aim shot accuracy, reduced normal shot accuracy. - Overall, it is more specialized in damaging targets at longer ranges then other rifles, and softening the armor of "hard targets" like those Sebellian noncombatants I hear so much about. It is better against armor then other rifles, but has lower damage potential. Altered the shotgun: Increased damage, and TU costs (To simulate pumping the weapon, but awarding you good damage in exchange for it.) Increased suppression value and radius (The radius sticks as a shotgun class feature.) Increased reaction fire rating significantly. - It has solidified very well into a weapon that is good for advancing on hard alien positions, moving from cover to cover while taking turns suppressing the alien with intimidating shotgun blasts. -- I have heard reports of suppression being mildly bugged, however, in most instances where I have used them in a tactically sound manner... Shotguns have done their job admirably. Altered the precision rifle: Lowered damage, gave it a considerable amount of armor mitigation. Decreased suppression value. Removed its snapshot, to bring it in line with a very good idea from the experimental build. - Its killing power at range has improved, its mobility.... Not so much. However, your snipers have a variety of pistols, submachineguns, shotguns, and carbines that will help with their mobility, as secondary weapons (Shotguns may push the envelope of being a little too heavy.) Machinegun: Wasn't altered... Yet. Notice: All art comes from the talented LaggyWolf. Thank them for me getting ready to release early, as they did a great job! Haggle with Soviet bureaucracies Warsaw weapons pack: (35 man days research, so three and a half days if they are a major priority for you.) (Note, still cleaning the image for the Skorpion and the SKS... Which I did modify from the original in a moment of great sillyness.) Soviet weaponry: Soviet weaponry is all designed to be the set of unusual, unconventional set of weaponry. They defy class roles (Or exemplify them) more heavily then standard weapons, but also offer some of the first examples of many of the weapon classes. AK47: "Soviet rifle" "A powerful soviet assault rifle with simple optics. While its rounds have poor ballistic properties and armor penetration, they are extremely deadly to soft targets. Its sights, while good for aiming shots quickly, tend to be fairly unscientific, loosing the gun a great deal of accuracy. This compounds with the weapons inherently high shot dispersal, and recoil." Soviet Carbine: "A soviet carbine which uses a narrower round then its parent rifle. It fixes many of the accuracy issues of its parent rifle, but still uses the soviets conventional iron sights. As a carbine, it is extremely easy to hip-fire, and quite easy to bring to shoulder. Its muzzle break allows it to boast improved automatic fire over its parent rifle, however, it has greatly reduced single shot stopping power, making it quite dangerous to use when fighting armored opponents." - Defines what my rebalanced carbine class will do: Superior snapshots, and faster normal shots then standard rifles, they will generally be slightly better at automatic fire, but that is not their emphasis (Machineguns, and submachineguns do emphasize automatic fire, for one reason, or another.) Skorpion: "Soviet submachinegun" "A soviet sidarm which is designed to use its brutal rate of fire to deter approaching enemy soldiers. While unlikely to be of much use against the advanced materials used in alien armor, it may be able to ward of a wounded threat. While not advised, it is certainly available." SVD: "Soviet sniper." "One of the most powerful anti-personnel weapon we have. While cumbersome, and difficult to aim, it is a valuable addition to the Xenonaut arsenal." Saiga-20: "Soviet shotgun" "An interesting shotgun designed to fire light 20 gage shells at a rapid rate of fire. It sounds like one of the most threatening weapons on the battlefield, however, with the advanced armor of the aliens taken into account, it is likely to be among the less lethal." SKS: "Soviet battle rifle" "A underpowered rifle produced shortly after World War II, designed to prototype their current AK47's round, the current model has been re-purposed to fire the overpressure rounds of a scrapped light machine gun design. Its sights are abnormally generous for a soviet weapon, but require a great deal of time to use properly. While quick shots can be made with this mildly cumbersome weapon, do not expect great precision from anyone other then the most experienced of soldiers. An unusual feature of this version of the weapon is that the barrel sports an integrated flash suppressor. While this would be useful for fighting human soldiers while remaining hidden, this is unlikely to prove to be of much use when fighting most aliens, and simply makes the weapon turn out to be far less intimidating then it should be. Despite this, it is an excellent weapon for finishing of enemies in a crossfire situation." - Defines the battle rifle class of weapons: They sport four aim modes (Like the old snipers,) are not heavy weapons, but are a great deal weaker, and not as mobile as other non-heavy weapons. While they generally are more damaging then other weapons, they are less damaging then machineguns, sniper rifles, and shotguns, and entirely lack a burst fire mode (Some later battle rifles may avert this.) -- This one in particular is also fairly bad at suppressing fire. -- Snipers out range and damage them, assault rifles out rate them, and are more versatile. Contact civilian arms manufacturers, for a real challange: (Can be completed within 5 hours of starting!) Civilian weapons: Ok. So WHAT is the point? Why would I us this. Quite simply, these civilian weapons are designed to add more challenge to the game if you want that, but can arguably be useful, until you find better replacements. Hunting revolver (Weapon.ballistic.callahan:) "A revolver of great weight. The monkeys down in manufacturing played with the empty versions of these for quite some time upon their arrival, fanning the hammer to wear down the gun at an alarming speed, and playing cowboys and Indians with the (mostly) empty guns double action trigger one handedly: Neither gives good accuracy, and both are inadvisable. While aiming the weapon takes a considerable amount of time to, aim your patience is in fact rewarded when you take the time to do so. While it has high power, owing to its being designed to kill deer, its low capacity, range, and rate of fire offset this enough that this whole weapon is probably not recommended. Despite this, it is the weapon of choice of many farmers for home defense, its also used by a few dirty cops. I don't see why we need this weapon, and I don't see why you had me calling representatives of Colt at 3:00AM in the morning to get it." Hunting rifle: "A rifle that uses a manual lever to re-chamber rounds. This process takes some time, and is compounded by aiming the rifle, so do not expect great rates of fire from our men. It shares ammunition with the hunting revolver, which means it is very lethal, but it still lacks much of the range that military rifles have to offer. Why I bothered with the people at Ruger to get this for you is beyond me." Hunting shotgun: "A over-under double barrel shotgun that lacks a pump, and uses powerful 12 gage shells. It could actually be useful, due to the lack of a manual action and power similar to our military shotgun. Its long barrel also improves its range and accuracy ever so slightly. However. It holds only two shells, and I certainly wouldn't want to get caught with my pants down in front of one of those two-legged iguanas. I don't know why you would want this either." Note, that these are not the strings descriptions, but feel free to criticize them for grammatical issues. However, they could be, as I am about to head out and do those in a few hours. This is simply a brief preview of what is to come from the tier 1 edition of my ballistic will entail, as well as an announcement that it will be released this week. On lasers and above: This mod will have a good number of research hours in it, but relies less on alien technology to progress for the early game, if you get lucky, you might skip most of this mods later versions in terms of content. I will cover them eventually, and very soon I will make my first touches to them. However, I feel like getting a content base at all for you guy's skepticism and input is more important: This mod is all things go, if you can outdo me when it comes to making magazine sprites, then I will take your magazine sprites. If you have a balance suggestion to a lasting issue, I will test the hell out of it. However, one thing that is fairly solid in this mod is the role of the weapon classes. I do want carbines to be mobile weapons with a unaimed semi-auto emphasis. Battle rifles are going to be assault rifle ranged weapons with a greater emphasis on the longer ranges, instead of the closer one. The Submachineguns are going to stay a mobile weapon with low power, and a burst fire emphasis. Assault Rifles are still to be all around decent guns. Shotguns will be close range dominance guns: Good reaction fire times, good supression, short range, better then average damage. Pistols will be one handed guns with limited accuracy, but able to be mix and matched. Snipers, machineguns, and rocket launchers will be weapons that turn you into a powerful, barely mobile turret when equipped. Edit: I am contemplating delaying this mod slightly, as I work on fixing a bad assumption I made earlier. Third Tier 3 kinetic weapon art to be finished, they will generally have a similar aesthetic. While I definitely like the first two much better, I uploaded this first. I just need to tease, Its in my nature.
  22. Changelog:Bugfixes, particularly in strings.Added new sound effects, art, and the alien class mod.Recoil experiment: Many weapons have been made more accurate, but require fairly superhuman soldiers to use effectively (In theory.)- Quote from a cross country relative who I have doing testing: "The hunting revolver is no longer inaccurate, you just have shitty soldiers!"- Other weapons subject to recoil: SVD (Now quite accurate, but high recoil,) machinegun (Minor nerf, shouldn't effect most soldiers well suited to wielding it,) SKS (In compliment with an accuracy buff. Once again, many soldiers will be better with it, many will be TERRIBLE with it.)XP alterations: XP should be earned at a faster pace, but you will quickly max out out on your per mission XP (In most cases.)- Strength is astray from this, soldiers don't need to be carrying nearly as much to be eligible for a strength increase, but strength XP is slower for eligible soldiers (As strength is a very important stat due to recoil.)Alien armor isn't quite ready yet, multi ammo is in redesign, and will likely not be a part of tier 1 (Which was going to have stun ammo, but I have decided that it would be best to introduce such things later in the teir tree, where we could add a REASONABLY useful set of stun ammo's, as opposed to anti-human ones that would only really work against ceasans only... In balance, AND realism.)This changelogs spelling, and grammar sucks in the original version (I was tired when I wrote it,) read it here, its much more bearable. - Also redid the animations, they should be less shit now. CLICK THE GIRL TO DOWNLOAD THIS MOD! (Or... Go to the page where you can get V1 Full.) Just overwrite your V18 xenonauts assets folder to get the juices flowing, and enjoy the somewhat improved version of the first version of the mod. Also included are teasers of many of the assets I plan on using in the final tiers of the ballistic era, and some PDN files I may have sloppily left in the mod folder. (I actually cannot remember if I did this.) You will need paint.net to open them, mind you. IF you are interested in how I make my art assets, those are for you. Regardless, Rallying call to everyone who uses the first version of the mod, as this one should be vastly improved, albiet. I need feedback. I cannot build this alone, need all of your love, feedback, and glorious tears.... Harsher feedback and complaints. If you want something, be sure to make yourself heard. Unfortunately, if that thing is a G3, I am having serious trouble doing a good job on one of those. I will try some more, but I might not be able to put out. Credit goes to to Max Caine, his artists, Laggy Wolf, for their respective bits of art (The Alien class mod, And Laggy Wolfs initial weapon sprites that sparked off this very mod.) Big new questions for those who wish to use my mod: Alien armor is a pretty huge feature, and.... Balancing it is actually very difficult. It may be a long time before I release the next version, as balancing alien armor prior to me working my tier magic is going to be excessively difficult. So, I ask you the magic question to those of you interested in using this mod: Are you interested in seeing versions of the mod released as I finish the unpolished tiers, or do you want to see a distant future update consisting of all the new content for the ballistic segment of the game, followed by the alien armor and balancing patch?
  23. Hi, so i was playing this game for a while... and it is great Well...yesterday after few beers and some chat with friends which i share the amusement of alternate reality scifi's i got this crazy idea, some sort of "weaker" Extra Terrestrials (which could be absolutely done i suppose) because i want to set this mod into post WWI-war scenario. I am familiar with that the planes were almost wooden coffins armed with some pew-pew stuff which is almost certainly incapable of shooting down current ETs. So i was wondering if there is some way for this "total conversion" or not any advice/help/note will be appreciated.
  24. The current list of available mods for Xenonauts. Let me know if there's something to be added/ updated. Current Build V1.03 – Downloads with compatibility below 1.0 may not work in your game. An archive of Older Mods You Can't Take the Sky From Me - A Hard-Mode Air Combat Mod v0.1 [/td] [td] Kabill [/td] [td] v1.03 [/td] [td] 08/06/14 [/td] [td] Adjusts air combat, interceptors and UFOs with the intention of making air combat require more skill.[/td] [td] [/td] [td] Enhanced UFO Crash Site Mod [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] http://www.goldhawkinteractive.com/forums/showthread.php/5331-Alien-Class-Analysis-Mod '> Alien Analysis Mod that enhances the Xenopaedia entries covering race subclasses and the http://www.goldhawkinteractive.com/forums/showthread.php/7772-Ufo-Mission-Analysis '> UFO Mission Analysis Mod that enhances the xenopaedia information on alien missions. [/td] [td] [/td] [td]Download [/td] [/tr] [/table] Soldiers [table=width: 730, class: grid, align: left] [tr] [td] Name& Link [/td] [td] Author [/td] [td] Compatible [/td] [td] Created [/td] [td] Comment [/td] [td] Blank [/td] [td] Download [/td] [/tr] [tr] [td] Xtended Soldiers Backgrounds [/td] [td] Pinetree [/td] [td] v0.22 [/td] [td] 19/02/12 [/td] [td] Adds in new names and background options to the soldier pool. [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Femonauts [/td] [td] Skitso [/td] [td] v1.03 [/td] [td] 21/05/14 [/td] [td] Updates graphics for female soldiers. Replaces Girly Xenonauts [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Modding inventory containers [/td] [td] Mikhail Ragulin [/td] [td] v1.03 [/td] [td] 30/05/14 [/td] [td] How to mod inventory spaces and add mission & kill information. [/td] [td] [/td] [td]In forum post[/td] [/tr] [tr] [td] SteelSoldier Role Images [/td] [td] SteelSoldier [/td] [td] v0.19 [/td] [td] 12/08/13 [/td] [td] Replaces soldier portraits [/td] [td] [/td] [td] Plain Coloured Extras [/td] [/tr] [tr] [td] Real Fighter Portrait Pack [/td] [td] Jsleezy [/td] [td] v1.03 [/td] [td] 26/07/13 [/td] [td] Replaces soldier portraits and combines with the Real Armour mod [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Real Fighter Sounds [/td] [td] Jsleezy [/td] [td] v1.03 [/td] [td] 29/11/13 [/td] [td] Adds 105 sounds into the game, with lots of soldier chatter[/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Hero: Custom Portraits [/td] [td] Falknerr [/td] [td] v0.19 [/td] [td] 21/07/13 [/td] [td] Alters soldier portraits[/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Simple XP Mod [/td] [td] Ol' Stinky [/td] [td] v0.19 [/td] [td] 09/07/13 [/td] [td] Adjusts requirements for skill up, removing need to exploit features. [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] WG Mod [/td] [td] War Games [/td] [td] v0.19 [/td] [td] 09/05/13 [/td] [td] New rank (with new system), role, medal and difficulty images [/td] [td] [/td] [td] Download [/td] [/tr] [/table] Soldiers – Alternate Role & Rank Images [table=width: 730, class: grid, align: left] [tr] [td] Name& Link [/td] [td] Author [/td] [td] Compatible [/td] [td] Created [/td] [td] Comment [/td] [td] Blank [/td] [td] Download [/td] [/tr] [tr] [td] Custom Role Symbols [/td] [td] KWill [/td] [td] v1.03 [/td] [td] 11/06/14 [/td] [td] Alternate rank insignia [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Alternative Rank Insignia [/td] [td] Skitso [/td] [td] v1.03 [/td] [td] 07/06/14 [/td] [td] Alternative rank insignia [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Alternate Rank Images [/td] [td] MortuusSum [/td] [td] v0.22[/td] [td] 11/05/14 [/td] [td] Alternate Rank images[/td] [td] [/td] [td] Images are in forum post[/url] Download – Existing UI [/td] [/tr] [tr] [td] New Rank Insignia [/td] [td] Pinetree [/td] [td] v0.21 [/td] [td] 28/11/13 [/td] [td] Alternative rank insignia [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Alternate Role Images [/td] [td] thothkins [/td] [td] v0.19 [/td] [td] 17/12/12 [/td] [td] Add custom role images to soldier screen [/td] [td] [/td] [td] Download- New UI Download – Existing UI [/td] [/tr] [tr] [tr] [td] New Role Icons [/td] [td] StK [/td] [td] v0.19 [/td] [td] 17/12/12 [/td] [td] Replacement role icons [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Role Icon Pack [/td] [td] Erutan [/td] [td] v0.19 [/td] [td] 04/05/13 [/td] [td] Add custom role images to soldier screen [/td] [td] [/td] [td]Download DaFranker's variant download [/td] [/tr] [tr] [td] "True Xenonaut" Rank Names and Images [/td] [td] GizmoGomez [/td] [td] v0.19 [/td] [td] 17/07/13 [/td] [td] Changes rank names and images [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Aufklarer's Soldier Role Images [/td] [td] Aufklarer [/td] [td] v0.19 [/td] [td] 03/07/13 [/td] [td] Adds new Role Images into the game [/td] [td] [/td] [td] 2D Download 3D Download [/td] [/tr] [/table] Continued in the next post...
  25. OK, here is the buckshot beta. What I did was to make the shotgun less armor penetrating, increase the range to match a pistol, large damage increase, reduce the clip size, and make it slower than a pistol. This should bring it roughly in-line from a comparative perspective with the rifle and pistol based on my research. 1. I would simply copy the bullet folder over with the new name "buckshot". So, copy C:\Program Files (x86)\Desura\Common\xenonauts\assets\projectiles\bullet to C:\Program Files (x86)\Desura\Common\xenonauts\assets\projectiles\buckshot 2. In the buckshot folder replace bullet_e.png with the attached picture and rename it buckshot_e.png 3. Create or replace the contents of bullet_e.xml with this: <?xml version="1.0"?> <!DOCTYPE sequence SYSTEM "sidewalkdtd"> <sequence name="C:\Documents and Settings\Chris\Desktop\blast-red\gunshot\bullet_e.xml" source="./bullet*.png"> <img regx="36" regy="0" name="buckshot_e" savedname="buckshot_e.png" w="0.000000" h="0.000000"/> <framelist> <frame regx="35" regy="-1" name="buckshot.png" w="55" h="13" x="0" y="0"/> </framelist> </sequence> And rename the file as buckshot_e.xml 4. Create or replace the contents of bullet_spectre.xml with this: <?xml version="1.0" encoding="utf-8"?> <spectre id="rocket" version="1"> <state id="default" name="buckshot" pivotX="30" pivotY="20" sortPoint="0.49"> <anim src="projectiles/buckshot/buckshot_e" anim="main"/> </state> </spectre> and rename to buckshot_spectre.xml 5. Finally, modify the shotgun entry in your C:\Program Files (x86)\Desura\Common\xenonauts\assets\weapons_gc.xml to this: <Weapon name="weapon.shotgun" bulletType="normal" emptySound="Empty Click 1"> <props range="6" hands="2" recoil="0" weight="5" isHeavy="0" clipSize="8" reloadAPCost="45" reloadSound="Weapon Shotgun Reload" reactionModifier="1.4"/> <SingleShot sound="Weapon Shotgun Single" delay="0.6" suppressionValue="30" suppressionRadius="2"> <Set1 ap="19" accuracy="83" /> <Set2 ap="22" accuracy="90" /> </SingleShot> <BurstFire/> <GUIImage name="gui/weapons/Shotgun.png"/> <GroundImage name="grounditemimages/shotgun.png"/> <Ammos> <Ammo name="ammo.ballistic.shotgun" type="kinetic" damage="60" mitigation="4"> <Projectile spectre="projectiles/buckshot/buckshot" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> Let me know if you like it.
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