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(Mod Update) XNT Into Darkness V6.0 - "Hellgate" (DISCUSSION THREAD)


TacticalDragon

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i ran into a strange glitch. when in the barracks the recruit menu would be over the soldier list menu and if i tried to go to the casualty menu the recruit menu would still be there. i could not get it to go away no matter what i tried. this occurred before and after the latest patch or at least what i think is the latest patch

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Yes, I fixed the problem by deleting my XCE and xcesettings folders from the assets/mod folder (which were installed by opting in steam) and replaced them with the ones bundled in the XNT V6.0 modpack.rar.

Looks like a problem with the newer XCE indeed.

Pretty sure it is installation problem (incompatibility with newer version of XCE?), aforementioned advice should fix it - or hope upcoming patch fixes this problem. It's too bad that modular modding is supposed to fix such problems associated with new versions but it happens anyway.

Edited by ventuswings
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i just got a situation where i threw a smoke bomb at one of the greys and it exploded. When i say exploded i mean it entirely annihilated the forest the guy who threw the smoke gernade his buddy the alien and everything else in between. im pretty sure the destruction radius was larger then what the smoke would have put out.

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Even non-primed C4 lying on the ground (one of your buddies has been carrying one and died in the process) explodes when hit with something like napalm, stun or smoke grenade or AOE gun (very irritating because causes total annihilation of entire squad). Also smoke deals stun damage, so this happened maybe because smoke stunned your soldier and then activated C4.

I used that tactic (C4 + smoke combo) multiple times to make instant boom before alien turn (very effective I should say).

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I am trying to go for heavy manufacturing to improve my income, does anyone know what are the most profitable items to manufacture and sell, after accounting for engineer wages and workshop upkeep?

Early game I don't think the Jackal armor is net profitable due to the long manufacturing time. I'm not sure how the math works out, so if anyone knows, it will be much appreciated.

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I am trying to go for heavy manufacturing to improve my income, does anyone know what are the most profitable items to manufacture and sell, after accounting for engineer wages and workshop upkeep?

Early game I don't think the Jackal armor is net profitable due to the long manufacturing time. I'm not sure how the math works out, so if anyone knows, it will be much appreciated.

welcome to forum!

Best way is to get the ufo cores and dissemble them.. if u have problem at beginning, this means u have much more planes/soldiers then u need.. dont make more then 1 base per month.. dont make armors for money.. they are very long to manufacture..

i dont know what is the most profit manufacture.. but if u dont overdo everything as i say, you wont need much money.. but go for search as fast u can.. have 30 scientists..

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Welcome and thank you for giving us your first post in this forum,

The easy and comfortable way to make money is armors, Jackal and Coyote armor. In other hand you can increase profit rate with any alloy manufacture specially Laser weapon and Special weapon (Tactical Lauchers, Dread Cannon, etc).

I suggest you to build 2 bases with 6-8 Workshops focused on Manufacture Jackal/Coyote Armors. Manufacture in XNT is a important element that give you multiple tools to deal with alien invasion.

Good luck

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Hi Hi folks.

Hope I´m right here. Like said in the Completet Game Mods Threat I found this Mod after I played the CE-Version 75%.

Like the others sayd build 2 Bases (1 for Reaserchassistance and 1 for Produktion) to the first (Main Base). The Main Base produce only the things the Strike Team needs (Vehicles, Armor, Weapons etc.) and Interceptors / Troop Transport for the Main Base. You only have 20 Ingeniers in that base. The rest of the Personal makes 30 Scientists and 20 Soldiers as well as 3 Vehicles.

The Second Base (Production and Interceptor Base) produces only for Money and help with production for the Strike Team (esp. Armors) / Interceptors (esp. for the other Bases you build up). In the first 2 Months you dont need to produce much to sell, because there are only small Ufos (Easy/Normal difficulty) and the first Medium Ufos, which are mostly without Escort. The Ground Missions bring you min. 60.000 to 70.000 $ per Ufomission you make. And the founding Nations are upgrading the finance.

In the mid of the 3rd Month you need all Money you can get. Esp. Profit from produced Items as well as Ufo Recovery in Ground Combats. Produce a mix of Ballastic Infantery Weapons (without Alien Material) and like TacticalDragon said Jackal Armor. If you get better Armor for the Strike Team, produce Coyote Armor for sell. Sell the old produced Armor and if in case the produced Infanterie Weapons (try to wait the Strike Team has better Balistic Weapons or Laser Weapons with Alien Materials). So I think the Price the Nations pay for better Weapons / Armor will raise.

Before I forget: I found 3 little Bugs in the Mod. 2 are from Reaserch and 1 in the Equipment Screen.

Equipment is the Coyote Armor by Equipping the Mansoldiers. This bug is easy to eliminate. Copy the Coyote Armor Picture from the Women to the Mens (Equippingfolder Armors Coyote). To see the Repair you need to leave the game for Bugrepair and load a savegame after that repair.

The Reaserchbugs are much more difficult.

1. After Capturing a Ceasan Officer alive there is a autoresearch of advanced Ceasan Info but no Entry in the Xenopedia (after autoresearch black Screen without Info), but the Picture of the advanced Info is in the Mod implementet. Found it in a folder with Pictures.

2. After Reaserching Alenium there is one unknown Reaserch (black Screen). The Grenades, Rockets etc. are all there.

Edited by Alienkiller
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I'd like to know if/how I can obtain and install the v5.31 version of Into Darkness, as it's a requirement for the current version of Xenophobia who's dev is on indefinite hiatus and thus won't be updated for a long time......I understand that this isn't exactly the right place for this question, however it's the most appropriate method I can find, other than directly IMing the devs of XNT Into Darkness, which I am hesitant to do. Thank you (hopefully) for you patience.

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5.3 download link should be at xenophobia page. But I won't advise to play it because it's old unbalanced and absurd .

I tried that before coming here for help....the link is pointing me to an invalid page. http://puu.sh/dzLbI/3e652b9d61.png

I'm going to guess that 5.3 Firebat has been taken down due to being old? I'd really like to see what Xenophobia is like compared to vanilla...

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You sound.....rather opinionated. Would anyone else care to contribute?

http://www.goldhawkinteractive.com/forums/showthread.php/12362-%28-1-07-1-09%29-completely-stable-Xenophobia-version-of-AND_GREAT here you can find the most stable version of xenofobia.. u dont need xnt 5.3 or anything else.. this is updated of xenofobia by a russian modder..

Yep i am at XNT side..

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http://www.goldhawkinteractive.com/forums/showthread.php/12362-%28-1-07-1-09%29-completely-stable-Xenophobia-version-of-AND_GREAT here you can find the most stable version of xenofobia.. u dont need xnt 5.3 or anything else.. this is updated of xenofobia by a russian modder..

Yep i am at XNT side..

I see.....I personally want to find, rather than what one person says is the best mod, the mod that *I* find works best for me.

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what is the central idea behind the "Guard AI" script?

I see it mostly resembles the "Defense AI", but probably more inclined to hide/ambush, less random movement/chasing - right?

Yes exactly, but I program this unique AI script for melee alien units. Melee units need to behave more defensive in terms of LOS than the standard Defensive script.

Nice to see people hecking my changes in AI :)

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