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  1. Today
  2. Having played PD a bit more now, the strategic map has some important lessons for X2. While there are things you can do on the map, Most of them are progress bars. Because almost every action you can take on the map is a non-interactive progress bar, time on the strategic map is sped up so as little time as possible is spent on the strategic map. If time wasn't sped up, then it would get boring fast. In X1, you spent a LOT of time looking at the strategic map. I don't imagine this is going to change significantly for X2, but if agents are going to play a meaningful role on the strategic map then there are going to have to be ways to distract from little agent progress bars filling up.
  3. Charon

    [X:CE 0.35] Cruiser interior not visible

    @kabill suggested it actually has something to do with the smoke in some cases turning a prop into a wall, which i additionally assume gets put on top of the roof. So deactivating the <EnhanceCrashSites> code actually could partially fix it, as less smoke on the crash site equals less chance for the hull becoming weird. You can observe this sometimes when a cruiser is actually totally fine, because a certain tile didnt get the smoke treatment, so it is a 80% statistical occurence in the current situation.
  4. Yesterday
  5. L195_Smiledog

    [X:CE 0.35] Cruiser interior not visible

    Oh ok thanks for telling me. So I guess it has something to do with the tileset used then. Anyway like i said its nothing game breaking its still lots of fun
  6. Solver

    [X:CE 0.35] Cruiser interior not visible

    Yeah, some of the roof button modes, like the one disabling all levels, are basically a workaround for some UFOs (landing ships and cruisers mainly) being broken on some missions. I don't think that's ever getting fixed.
  7. L195_Smiledog

    [X:CE 0.35] Cruiser interior not visible

    Quick Update: Ok so now that my guys reached the second floor things get even stranger: So the console is overlapping with the roof and i haven't changed the roof disabling option, however after selecting it one more time it looks like this:
  8. Heyho there I know this bug properly has been reported before but in case it hasn't here is my bug: As you can see the roof of the interior is blacked out. The only solution i found so far is to disable roofs then it looks like normal: Nothing gamebreaking just wanted to let you guys know Have Fun !
  9. Hm, I hadn't expected that handover... I have no intention to do anything to assist translation (nor anything to hinder it). This means those interested in translation will have to use whatever assets are available in the mod (and in this thread regarding what I've written) to do what's necessary, subject to whatever licensing restrictions there may be (of which I know nothing). You're free to use whatever I've produced to use as a source for translation mods. What I know about creating mods is that Charon posted a reference a few posts up. I have no knowledge of which licenses the text based files in this mod are subjected to, and thus whether they can be published on various sites or not. Nor do I know if all text in the game is available in such files, or whether some is hard coded or require changes to text in images.
  10. I think you rather want to talk to @PALU about this, as he is doing all the writing currently. Clip size is based on the highest possible bullets per option x2. The more dangerous automatic weapons might even only have authorisation for 1 burst.
  11. benedict1

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta

    The creators of the mod how do you think to fill the necessary files on the www.transifex.com for amateur translation into all languages?
  12. I was fairly certain the clip size was based on turns, but thought it would be useful to try to convey it to the reader, even though "turn" is somewhat immersion breaking, but very much a game play reality. Given how sensitive this whole thing is to mod order, as well as the warning against using it with anything but cosmetic mods (which this would be, in a way) I haven't dared to mess with the files. For my purposes I think a mod is overkill, as the only reason I'd look at the entries in game would be to see what they looked like in place in case adjustments would be needed. Currently this thread IS my source as I write it in a plain text editor and then paste it into a post, correcting spelling errors it catches (when it doesn't point at English spelling, of course). researches.xml is a pain compared to the data shown by yEd, so the latter is my primary source. I have currently unlocked only the Jackal and Fox armors, and start to feel increasingly naked, so entries for more advanced armor will have to wait until I get there, and have reached the end so I can start from the top again looking for "new" stuff, and at that time I'll try to remember to re-check the two early armors. Apart from protect, all those blasted fences and low hedges are a pain when carrying a shield, so the Buzzard would come in very handy for my shield bearing scouts. Time and time again I get caught by their inability to cross fairly short distances in order to whack aliens with their whiffle sticks. Edit: Another thing: I think a load screen comment on research would be useful. Something along the lines of: The X-Division research tree isn't fully static. Some research has a probability of being unlocked when preconditions are met. If they fail to unlock at the first opportunity there will be other chances later, typically guaranteeing it to become available eventually if you collect all research that can unlock it. And I'm not sure whether typically is always or just usually. Some of those webs are rather confusing...
  13. YAY ! Jup. alive alien. Its a game, we tried to make it fun first and worry about real physics later. The point of it is to balance the game. Sure. The weapons_gc.xml values are the correct ones, the weapons.xml is almost irrelevant. I was assuming that was already what you did, but yes you can just edit the xenopedia.xml. If you just look for the >Description< part and edit it nothing can go wrong really. The file doesnt take new lines, you will have to format that. You can edit the X-Division file directly but making your own mod ontop of it is a cleaner solution, and doesnt get overwritten in future updates. Heres the research file for the next version. I slightly changed the requirements for armour, if you want to use it. researches.xml
  14. Rodmar18

    Xenonauts-2 Kickstarter Stretch Goals

    Geoscape situations Any NPC encountered during a ground mission (or only during briefing/debriefing), or related during a Geoscape situation interaction could be named and reminded. They would help building the national resistance/intelligence network, and they would be accounted for your diplomatic missions (when you send operatives on covert operations). I mean that if you helped or saved 2 local officials, one minister and a firm, and fought off a terror attack on one city, this could result in more than just diplomatic score (and material instant reward). One can even figures that a local militia decides to give you a hand during a ground mission because you helped it a few month ago. Then, you start the mission with some allied soldiers, or a ammunition depot near your landing zone (of course, this implies that the local militia is aware of this mission).
  15. kabill

    [v1.5/XCE] Instant Grenades

    Sorry, was adding comments for my benefit as much as anything else to make sure I didn't miss anything.
  16. Charon

    [v1.5/XCE] Instant Grenades

    You made me click through a lot ><.
  17. The random map packs have been re-uploaded to the forum and can be accessed through the Downloads tab.
  18. Version 1.0.0

    0 downloads

    This mod adds random maps for the arctic biome. Link to full thread
  19. Version 1.0.0

    0 downloads

    This mod adds in random maps for the desert biome. Link to full thread
  20. Version 1.0.0

    0 downloads

    This mod adds in random maps for the farm biome. Link to full thread
  21. kabill

    [v1.5/XCE] Instant Grenades

    This mod has been re-uploaded to the forums and can be accessed via the Downloads tab.
  22. This mod has been re-uploaded to the forum and can be accessed through the Downloads tab.
  23. Version 1.0.0

    0 downloads

    This mod overhauls most elements of ground combat, e.g. new weapons, alternative alien stats, adjusted range and accuracy mechanics, etc. For a full list of changes, see the main thread. Link to full thread
  24. kabill

    [v 1.5/X:CE] Armour Resource Pack

    The pack has been re-uploaded to the forums and can be accessed through the Downloads tab.
  25. This mod has been re-uploaded to the forum and can be accessed through the Downloads tab.
  26. Rodmar18

    Xenonauts-2: Soldiers

    Did you try the psionic mod for Xenonauts-1. Imo, it could be of interest if you could test it and return to post a possibly renewed opinion, or confirm this initial statement about psionics potential in Xenonauts-1.
  27. kabill

    [1.5/X:CE] Cybernetic Armour

    This mod, along with the Armour Resource Pack, has been re-uploaded to the forum and can be accessed through the Downloads tab.
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