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<rss version="2.0"><channel><title>Completed Game Mods Latest Topics</title><link>https://www.goldhawkinteractive.com/forums/index.php?/forum/18-completed-game-mods/</link><description>Completed Game Mods Latest Topics</description><language>en</language><item><title>[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/13414-165xce-v0350-x-division-100-beta-10011c/</link><description><![CDATA[<div style="text-align:center;text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;word-spacing:0px;white-space:normal;">
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		<span style="color:#6699cc;"><strong style="font-weight:bold;"><span style="font-family:Impact;"><span style="font-size:36px;">X - Division</span></span></strong></span>
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		<span style="color:#cc0033;"><span style="font-size:18px;"><b><i>New Dawn</i></b></span></span>
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	<span style="color:#bdc3c7;">V 1.00.10 for 0.35.0+ XCE</span>
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	<span style="color:#bdc3c7;">We are in the sky</span>
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	<span style="color:#bdc3c7;">...</span>
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	<a class="ipsAttachLink ipsAttachLink_image" data-extension="core_Attachment" data-fileext="png" data-fileid="6034" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_08/x-banner.png.1ed6fc394635535cff9cf57e92d9f9b5.png" rel=""><img alt="x-banner.png" class="ipsImage ipsImage_thumbnailed" data-extension="core_Attachment" data-fileid="6034" data-ratio="41.70" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_08/x-banner.thumb.png.16754a33b035fc6e07d4b826fc209a3a.png" /></a>
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	<span style="color:#bdc3c7;">We are on the ground</span>
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	<span style="color:#bdc3c7;">...</span>
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	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="6236" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_09/57ceec031e32e_X-DivisionTeam2.png.6b24ba6f2d6c881a129a0c0c13684d9d.png" rel=""><img alt="X-Division Team2.png" class="ipsImage ipsImage_thumbnailed" data-fileid="6236" data-ratio="56.30" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_09/57ceec101be39_X-DivisionTeam2.thumb.png.d57bd1427de2fde1fb365f3fb501df4c.png" /></a>
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	<span style="color:#bdc3c7;">We are a paramilitary organisation ...</span>
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	<span style="color:#bdc3c7;">We have the best of the best - with some personal issues here and there. Real characters as you say nowadays ...</span>
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	<span style="color:#bdc3c7;">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 ...</span>
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<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">Sometimes we also do some good guy stuff, but dont ask for it, except you can put enough money on the table ...</span>
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	<span style="color:#bdc3c7;">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 ...</span>
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	<span style="color:#bdc3c7;">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.</span>
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	<span style="color:#bdc3c7;">I guess it is time to do some good guy stuff again !</span>
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	<span style="color:#bdc3c7;">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.</span>
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	<span style="color:#bdc3c7;"><span style="font-size:16px;">What is yours, commander ?</span></span>
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	<a class="ipsAttachLink ipsAttachLink_image" data-extension="core_Attachment" data-fileext="png" data-fileid="6036" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_08/charon-3.png.5673f1e5c588658bcdb190afad204cb2.png" rel=""><img alt="charon-3.png" class="ipsImage ipsImage_thumbnailed" data-extension="core_Attachment" data-fileid="6036" data-ratio="56.30" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_08/charon-3.thumb.png.2bc2ac5a0effb8453c7f7d8b264e7692.png" /></a>
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	<span style="color:#bdc3c7;"><span style="font-size:36px;">Welcome to X-Division !</span></span>
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	<span style="color:#bdc3c7;"><strong style="font-weight:bold;"><span style="font-size:16px;">The Team</span></strong></span>
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	<span style="color:#bdc3c7;"><em><strong style="font-weight:bold;">Drages</strong></em> - Lead Modder and  Art Manager</span>
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	<span style="color:#bdc3c7;"><em><strong style="font-weight:bold;">Charon</strong></em> - Code Manager</span>
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	<span style="color:#bdc3c7;"><em><strong style="font-weight:bold;">Draku</strong></em> - Debugger and Tester</span>
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	<span style="color:#bdc3c7;"><b><i>Sfarrelly</i></b> - Writer</span>
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	<span style="color:#bdc3c7;"><strong>AI Advisor and XCE Support</strong> - <em>Kabill, Solver, Ilunak</em></span>
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	<span style="color:#bdc3c7;"><em><strong>Dedicated Testers</strong> - Phoenix1x+52, Marandor1</em></span>
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	<span style="color:#bdc3c7;"><strong>Support </strong>- <em>Max_Cain, Kabill</em></span>
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	<span style="color:#bdc3c7;"><strong>Special Thanks </strong>- <em>Nuclearstudent, odizzido, Xany, Squaddie Perseus, Woz2, asierus24, Blackwolf, Reactorcore, Alienkiller, CherryCoke, XCOMJunkie, Brandon, Maera, Trueman11</em></span>
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	<span style="color:#bdc3c7;"><strong>Special Thanks to Content Contributors</strong>: Max_Caine, the XNT team, <em>Axiomatic, Pandi, Svinedrengen, Z01, </em></span>
</p>

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	<span style="color:#bdc3c7;"><strong><u>We are thanking Chris for a wonderfully modable game and all the experience we could make because of this</u></strong></span>
</p>

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	<span style="color:#bdc3c7;"><span style="font-size:16px;"><strong>What people say about X-Division</strong></span></span>
</p>

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	<span style="color:#bdc3c7;">"<em>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</em>" - Drages</span>
</p>

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	<span style="color:#bdc3c7;">"<em>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</em>" -Charon</span>
</p>

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	<span style="color:#bdc3c7;"><span style="font-size:20px;"><strong>Table of Content</strong></span></span>
</p>

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	<span style="color:#bdc3c7;"><span style="font-size:16px;"><strong>1. Game Overview<br />
	1.1 Game Details</strong></span></span>
</p>

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	<span style="color:#bdc3c7;"><span style="font-size:16px;"><strong>2. Questions &amp; Answers</strong></span></span>
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><span style="font-size:16px;"><strong>3. Installation<br />
	3.1 Latest Patch</strong></span><br />
	<span style="font-size:16px;"><strong>3.2 Troubleshooting<br />
	3.3 Linux Installation Advice<br />
	3.4 Explanation for the installation technology used<br />
	3.5 Licenses and Copyright Notices</strong></span></span><br />
	<br />
	3.4 Explanation for the installation technology used
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><span style="font-size:16px;"><strong>4.Known Bugs</strong></span></span>
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><span style="font-size:16px;"><strong>5. </strong></span> <span style="font-size:16px;"><strong style="font-weight:bold;">Some things before you start</strong></span></span>
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><span style="font-size:16px;"><strong style="font-weight:bold;">6.Credits</strong></span></span>
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong style="font-weight:bold;"><span style="font-size:16px;">1. Game Overview</span></strong></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">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.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><span style="text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;float:none;white-space:normal;">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, </span> <span style="text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;float:none;white-space:normal;">new alien weapons and more .. so totally not what drages planned :).</span> 22 new aircrafts from which 5 are alien interceptor to recruit and 48 aircraft weapons.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">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.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">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.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">Aliens will adapt to your style of playing with different strategies of aggressive overwhelming force.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">" 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.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">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</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">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.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">All of this over 4 balanced Phases over the game presenting a long and hard journey to menkinds destruction or, temporary, survival.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">It is in your hands, commander.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong style="font-weight:bold;"><span style="font-size:16px;">1.1 Game Details</span></strong></span>
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>Weapons and Ground Combat</strong></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			new and improved aggressive AI which will make you cry a lot, did i mention it is aggressive ?
		</p>

		<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
			<span style="color:#bdc3c7;"><span style="font-size:14px;">186 xenonaut weapon<br />
			102 Alien weapon<br />
			22 xenonaut grenades<br />
			10 melee weapons (2 katanas)<br />
			18 rockets<br />
			10 explosives<br />
			many different alien grenades, rockets, shields<br />
			New sounds<br />
			new projectiles<br />
			5 shields</span></span>
		</p>

		<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
			<span style="color:#bdc3c7;"><span style="font-size:14px;">Ground Combat revised, now it feels like you are joining the fight instead of feeling like you are the only organisation around</span></span>
		</p>

		<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
			<span style="color:#bdc3c7;"><span style="font-size:14px;">Revised starting stats for recruits</span></span>
		</p>

		<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
			<span style="color:#bdc3c7;"><span style="font-size:14px;">9 Vehicles<br />
			3 Mechs<br />
			29 vehicle weapons<br />
			9 mech weapons</span></span>
		</p>

		<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
			<span style="color:#bdc3c7;"><span style="font-size:14px;">13 armors</span></span>
		</p>

		<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
			<span style="color:#bdc3c7;">231 different alien units with new sounds and sprites</span>
		</p>
	</div>
</div>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>Aircraft and Aircraft Gameplay</strong></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#bdc3c7;">New revised Aircraft game which will make you cry, a lot</span>
		</p>

		<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
			<span style="color:#bdc3c7;">22 new Aircraft, 5 alien interceptor to recruit<br />
			Featureing disassembling of UFOs to get the aircraft parts<br />
			24 aircaft weapons<br />
			16 missiles<br />
			8 torpedos</span>
		</p>

		<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
			<span style="color:#bdc3c7;">Appropriate Alien UFOs and crew for all phases of the game</span>
		</p>

		<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
			<span style="color:#bdc3c7;">39 UFOs for all over 4 Phases of the game<br />
			A mothership<br />
			88 different UFO weapons, most of them are unique</span>
		</p>
	</div>
</div>

<div style="text-align:center;">
	 
</div>

<div style="text-align:center;">
	<strong>Manufacture, Research, Xenopedia</strong>
</div>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p lang="zxx" style="margin-bottom:0cm;" xml:lang="zxx">
			around 680 manufactures
		</p>

		<p lang="zxx" xml:lang="zxx">
			<br />
			a<span style="color:#bdc3c7;"> weapon disassemble system<br />
			a UFO disassemble system</span>
		</p>

		<p lang="zxx" style="line-height:0.5cm;letter-spacing:normal;font-style:normal;font-variant:normal;font-weight:normal;margin-bottom:0cm;" xml:lang="zxx">
			<span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;">990 researches<br />
			chance based researches throughout the game<br />
			the research tree is pretty complex</font></font></span>
		</p>

		<p lang="zxx" style="line-height:0.5cm;letter-spacing:normal;font-style:normal;font-variant:normal;font-weight:normal;margin-bottom:0cm;" xml:lang="zxx">
			<span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;">716 new xenopdia images<br />
			1094 Xpedia entries</font></font></span>
		</p>
	</div>
</div>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>Maps, Graphics and UI, Miscancellous</strong></span>
</p>

<div>
	<div class="ipsSpoiler" data-ipsspoiler="">
		<div class="ipsSpoiler_header">
			 
		</div>

		<div class="ipsSpoiler_contents">
			<p>
				Increased Civilian and Local Forces count from +50% to +300%
			</p>

			<p>
				There is no funding cap on any country anymore<br />
				Civilian and Locals have appropriate weapon throughout the game<br />
				Terror Maps dynamic totally revised, now it really feels like a city full of people, fighting and dieing<br />
				Props have been revised to be mostly destructable by vehicles
			</p>

			<p style="text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
				Revamped visuals all over the game<br />
				X-Division everywhere<br />
				Bigger Research and Workshop UI and buttons
			</p>

			<p style="text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
				Armor degredation set to 15%<br />
				50% of the dmg is dealt as stun dmg
			</p>
		</div>
	</div>
</div>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	<span style="font-size:16px;"><strong style="font-weight:bold;">Picture Gallery</strong></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<a class="ipsAttachLink ipsAttachLink_image" data-extension="core_Attachment" data-fileext="jpg" data-fileid="6041" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_08/20160809192455_1.jpg.cdf98ec448064bc2cb48f7c2d1608882.jpg" rel=""><img alt="20160809192455_1.jpg" class="ipsImage ipsImage_thumbnailed" data-extension="core_Attachment" data-fileid="6041" data-ratio="56.30" style="width:100px;height:56px;" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_08/20160809192455_1.thumb.jpg.372bf87e147c1be37a1539b3fb47130d.jpg" /></a><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="6237" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_09/SHORTCIRCUIT.png.da7ce37b7a1a9b284f7a5aac7520e653.png" rel=""><img alt="SHORTCIRCUIT.png" class="ipsImage ipsImage_thumbnailed" data-fileid="6237" data-ratio="56.30" style="width:100px;height:auto;" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_09/SHORTCIRCUIT.thumb.png.aa476b5af4a3871f82bfc853c437b51d.png" /></a><a class="ipsAttachLink ipsAttachLink_image" data-extension="core_Attachment" data-fileext="png" data-fileid="6043" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_08/sonicthruster.png.9a3f57077a01b5577ad8e07dc07216d6.png" rel=""><img alt="sonicthruster.png" class="ipsImage ipsImage_thumbnailed" data-extension="core_Attachment" data-fileid="6043" data-ratio="56.30" style="width:100px;height:56px;" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_08/sonicthruster.thumb.png.baed957dee798f162d48482c30296749.png" /></a><a class="ipsAttachLink ipsAttachLink_image" data-extension="core_Attachment" data-fileext="png" data-fileid="6044" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_08/PARTICLEPULSE.png.f40c66daf4aba668681669ce3a7e9a55.png" rel=""><img alt="PARTICLEPULSE.png" 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data-ratio="70.70" style="width:100px;height:71px;" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_08/57ab5254ac92b_DarkTechnologyResearchMap2.thumb.png.a0c0fce502cd3ff73b865cea98347870.png" /></a><a class="ipsAttachLink ipsAttachLink_image" data-extension="core_Attachment" data-fileext="jpg" data-fileid="6030" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_08/20160715155047_1.jpg.9e000e70c90612e8341359762b490338.jpg" rel=""><img alt="20160715155047_1.jpg" class="ipsImage ipsImage_thumbnailed" data-extension="core_Attachment" data-fileid="6030" data-ratio="56.30" style="width:100px;height:56px;" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_08/20160715155047_1.thumb.jpg.a68767830d73e892eb51d43a68aba7c5.jpg" /></a><a class="ipsAttachLink ipsAttachLink_image" data-extension="core_Attachment" data-fileext="jpg" data-fileid="6032" 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</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	<strong style="font-weight:bold;"><span style="font-size:16px;">2. Questions &amp; Answers</span></strong>
</p>

<p style="text-align:center;text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<div>
	<div class="ipsSpoiler" data-ipsspoiler="">
		<div class="ipsSpoiler_header">
			 
		</div>

		<div class="ipsSpoiler_contents">
			<p>
				<strong>Whats the recommended difficulty ?</strong>
			</p>

			<p>
				Read the difficulty descriptions when you start a new game.
			</p>

			<p>
				 
			</p>

			<p>
				<strong>Is there a techtree available ?</strong>
			</p>

			<p>
				Yes there is. Keep in mind though its not official and thuse may contain errors.
			</p>
			<iframe data-controller="core.front.core.autosizeiframe" data-embedcontent="" data-embedid="embed6374292016" frameborder="0" scrolling="no" src="https://www.goldhawkinteractive.com/forums/index.php?/topic/19333-xdivision-technology-tree/&amp;do=embed" style="height:345px;max-width:502px;"></iframe>

			<p>
				 
			</p>

			<p>
				<strong>Is the airgame necessary ? I kind of am not good at it.</strong>
			</p>

			<p>
				Take a look at this: <a href="https://youtu.be/9eF3ssd22qM?t=3m39s" rel="external nofollow">https://youtu.be/9eF3ssd22qM?t=3m39s</a><br />
				If you still dont want to try it out there is an option available in the installation which lets you play the airgame with minimal efforts. I would encourage you to try using the manual airgame nevertheless.
			</p>

			<p>
				 
			</p>

			<p>
				<strong>Is this version balanced ? What should I look out for ?</strong>
			</p>

			<p>
				<em>Every manufacture and research as well as every economic gameplay element has been implemented. However the requirement quantity has been set to the lowest level for</em>
			</p>

			<ul>
				<li>
					<em>Grenades, Rockets, Melee Weapons</em>
				</li>
				<li>
					<em>Vehicle Weapons</em>
				</li>
			</ul>

			<p>
				<em style="font-size:1.3rem;">Things which won´t change are</em>
			</p>

			<ul>
				<li>
					<em>The weapon DSB system</em>
				</li>
				<li>
					<em>The UFO DSB system</em>
				</li>
				<li>
					<em>The xenonaut weapon sell prices ( 1:1 )</em>
				</li>
				<li>
					<em>UFO datacore sell prices</em>
				</li>
			</ul>

			<p>
				<em>Please report on these issues and give us feedback on how  we can balance them.</em>
			</p>

			<p style="text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
				<em>Otherwise its pretty balanced.</em>
			</p>

			<p style="text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;word-spacing:0px;white-space:normal;">
				<b>Help ! I mean HELP ! Any guidance on how i should play this game ?</b>
			</p>

			<p style="text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;word-spacing:0px;white-space:normal;">
				<i>Here you go:</i>
			</p>

			<div>
				<iframe data-controller="core.front.core.autosizeiframe" data-embedcontent="" data-embedid="embed6314023121" frameborder="0" scrolling="no" src="https://www.goldhawkinteractive.com/forums/index.php?/topic/13425-this-is-sparta-x-division-version/&amp;do=embed" style="height:347px;max-width:502px;"></iframe>
			</div>

			<p style="text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;word-spacing:0px;white-space:normal;">
				<i>For people knowing how the game works, feel free to help others or submit things you think are important or a guidance.</i>
			</p>

			<p style="text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;word-spacing:0px;white-space:normal;">
				 
			</p>

			<p style="text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
				<strong>I want to help, how do i apply ?</strong>
			</p>

			<p style="text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
				Has been closed, as we are in the final stages of development.
			</p>
		</div>
	</div>
</div>

<p style="text-align:center;text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><span style="font-size:16px;"><strong style="font-weight:bold;">3. Installation</strong></span></span>
</p>

<p lang="zxx" xml:lang="zxx">
	<span style="color:#bdc3c7;"><strong><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"><b>0.</b></span></font></font></strong><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"> The base vanilla version has to be 1.65+ .</span></font></font></span>
</p>

<p lang="zxx" xml:lang="zxx">
	<span style="color:#bdc3c7;"><strong><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"><b>1.</b></span></font></font></strong><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"> To avoid complications unsubscribe to all other mods on steam, and delete your your whole mods/.. folder. Then make a fresh install of xenonauts.<br />
	    X-Division 1.00.00 is not compatible with earlier versions.</span></font></font></span>
</p>

<p lang="zxx" xml:lang="zxx">
	<span style="color:#bdc3c7;"><strong><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"><b>2.</b></span></font></font></strong><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"> Install the latest XCE version.</span></font></font></span>
</p>

<ul>
	<li>
		<p lang="zxx" xml:lang="zxx">
			<span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;">For windows steam users right click on Xenonauts in your library &gt; Porperties &gt; Betas &gt; community - Xenonauts: Community Edition branch</font></font></span>
		</p>
	</li>
	<li>
		<p lang="zxx" xml:lang="zxx">
			<span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx">For GOG/linux steam users follow the latest installation instructions here: </span></font></font></span><a href="https://www.goldhawkinteractive.com/forums/index.php?/forum/23-xce-release-announcements/" rel=""><span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"><u>http://www.goldhawkinteractive.com/forums/index.php?/forum/23-xce-release-announcements/</u></span></font></font></span></a><br />
			<span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx">Linux steam users will need to run X:CE through WINE or a similar program.</span></font></font><font face="Tahoma"><font face="Tahoma"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx">﻿</span></font></font></font></span>
		</p>
	</li>
</ul>

<p lang="zxx" xml:lang="zxx">
	<span style="color:#bdc3c7;"><strong><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"><b>3.</b></span></font></font></strong><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"> If you downloaded the steam workshop support mod install it now. This is to show some support but has no other purpose than that.</span></font></font></span>
</p>

<p lang="zxx" xml:lang="zxx">
	<span style="color:#bdc3c7;"><strong><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"><b>3.5</b></span></font></font></strong><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"> Start up the game at least once and exit it properly.</span></font></font></span>
</p>

<p lang="zxx" xml:lang="zxx">
	<span style="color:#bdc3c7;"><strong><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"><b>4.</b></span></font></font></strong><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"> Download all 3 parts of X-Division 1.00.00: </span></font></font></span><a href="https://www.goldhawkinteractive.com/forums/index.php?/files/file/7-x-division-09910-beta/" rel=""><span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"><u>Download</u></span></font></font></span></a><span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx"> ( Part 1 MD5: d46af869d5435a9c425d51acd1442897, Part 2  MD5: c57</span></font></font><font face="Tahoma"><font face="Tahoma"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx">﻿</span></font></font></font><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx">b4fb563ca419c9e455f090</span></font></font><font face="Tahoma"><font face="Tahoma"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx">﻿</span></font></font></font><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx">8701fe</span></font></font><font face="Tahoma"><font face="Tahoma"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx">﻿</span></font></font></font><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx">9 ,<br />
	                                                                                Part 3 MD5: c8ca596b39d920e45a9a45fc71611892 )</span></font></font></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<img alt="1747389757_1.00main1.png.ac9baaebb1edc2b2aee8a0d0fae0c0bc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="9202" data-ratio="65.00" width="500" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_07/1747389757_1.00main1.png.ac9baaebb1edc2b2aee8a0d0fae0c0bc.png" /><img alt="2031250638_1.00main2.png.a1cf9ce20735332201b28cbdf95388dc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="9203" data-ratio="65.59" width="497" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_07/2031250638_1.00main2.png.a1cf9ce20735332201b28cbdf95388dc.png" /><br />
	<img alt="1528971197_1.00main3.png.94be85238b4ef523048c83d210301de3.png" class="ipsImage ipsImage_thumbnailed" data-fileid="9204" data-ratio="63.34" width="491" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_07/1528971197_1.00main3.png.94be85238b4ef523048c83d210301de3.png" />
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>5. </strong>Deactivate your ANTIVIRUS/UAC program, it can intervene with the installation.  As soon as the installation finishes you can activate it again.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">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.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">Winrar or Peazip have been confirmed to work.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>6.</strong> The advanced installation has some options to choose from, namely:</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">There are some optional mods you can activate/deactivate. Lets go through them one by one:</span>
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>1. X-Division Easy Airgame/X-Division No Airgame</strong></span>
</p>

<ul>
	<li style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;text-align:center;">
		<span style="color:#bdc3c7;">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.</span>
	</li>
</ul>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;text-align:center;">
	<span style="color:#bdc3c7;">Recommended state: <strong>ON</strong> if you want to skip the airgame.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;text-align:center;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>2. COM - Ambient Sounds/COM - Ambience Forest</strong></span>
</p>

<ul>
	<li style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;text-align:center;">
		<span style="color:#bdc3c7;">This mods add ambient sound and add the least amount of instability to the game - it still makes the game more unstable.</span>
	</li>
</ul>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;text-align:center;">
	<span style="color:#bdc3c7;">Recommended State: <strong>OFF</strong> if you dont want to risk a higher instability for beautiful sounds. XCE 0.34.3 should fix the instability.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;text-align:center;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>3.  COM -   [V1.08] Jsleezy's Real Fighter Portrait Pack</strong></span>
</p>

<ul>
	<li style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;text-align:center;">
		<span style="color:#bdc3c7;">Adds alternative soldier faces to the game. Deactivate Khall´s more Portraits if you are using this to avoid art inconsistencies</span>
	</li>
</ul>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;text-align:center;">
	<span style="color:#bdc3c7;">Recommended State: <strong>OFF</strong> if you dont want to play with more realistic faces. XCE 0.34.3 should fix the instability.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>Checklist</strong> in case you want to change something later on:</span>
</p>

<ul>
	<li style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
		<span style="color:#bdc3c7;">You only have X-Division Workshop Support if you subscribed and installed it from the steam workshop</span>
	</li>
	<li style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
		<span style="color:#bdc3c7;">The modloader needs to be EXACTLY in the priority order the installer sets it.</span>
	</li>
	<li style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
		<span style="color:#bdc3c7;">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 ).</span>
	</li>
	<li style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
		<span style="color:#bdc3c7;"><strong>You shouldn`t play X-Division with any other mods than stated</strong>. 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.</span>
	</li>
</ul>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<br />
	<span style="color:#bdc3c7;"><strong>7.</strong> Apply the latest available patch - <strong>3.1 Latest Patch </strong>section ^^. Every patch contains all prior changes as well.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="7753" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2017_04/58fce5f6b440d_Thisisapicture.png.c5db2a89627aad4f588faf32f8419bce.png" rel=""><img alt="This is a picture.png" class="ipsImage ipsImage_thumbnailed" data-fileid="7753" data-ratio="14.00" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2017_04/58fce5f91f7aa_Thisisapicture.thumb.png.6d923be83d32e5f21467b94549381ba9.png" /></a>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>8.</strong> Installation video by Mulligan/LeEdgyMemeKing if you need more help</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<a href="https://youtu.be/Jwwn9bU6y10" rel="external nofollow"><span style="color:#bdc3c7;">https://youtu.be/Jwwn9bU6y10</span></a><span style="color:#bdc3c7;"> - Mulligan</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<a href="https://youtu.be/l439koiq0_8" rel="external nofollow"><span style="color:#bdc3c7;">https://youtu.be/l439koiq0_8</span></a><span style="color:#bdc3c7;"> - LeEdgyMemeKing</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><span style="font-size:16px;"><b style="font-weight:bold;">3.1 Latest Patch</b></span><br />
	<span style="font-size:14px;">( theres a patch history in the third post - with downloads )</span></span>
</p>

<p style="color:rgb(38,38,38);font-size:13px;">
	<span style="color:#cc0033;"><span style="font-size:14px;"><b>Notes:</b></span></span>
</p>

<ul style="color:rgb(38,38,38);font-size:13px;">
	<li style="color:rgb(38,38,38);font-size:13px;">
		<span style="color:#cc0033;"><strong>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.</strong></span>
	</li>
	<li style="color:rgb(38,38,38);font-size:13px;">
		<span style="color:#cc0033;">Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards.</span>
	</li>
	<li style="color:rgb(38,38,38);font-size:13px;">
		<span style="color:#cc0033;">You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.</span>
	</li>
	<li style="color:rgb(38,38,38);font-size:13px;">
		<span style="color:#cc0033;">The .00 to .01 patch is savegame compatible</span>
	</li>
	<li style="font-size:13px;">
		<span style="color:#cc0033;">As a basic rule, never patch during Ground Combat</span>
	</li>
</ul>

<p style="color:rgb(38,38,38);font-size:13px;">
	 
</p>

<p style="color:rgb(38,38,38);font-size:13px;">
	<span style="color:#bdc3c7;"><em><strong>Installation:</strong></em></span>
</p>

<ol>
	<li>
		<span style="color:#bdc3c7;">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 .</span>
	</li>
	<li>
		<span style="color:#bdc3c7;">Download the X-Division 1.00.01 Update: </span><a href="https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09943/" rel=""><span style="color:#bdc3c7;">https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09945/</span></a><span style="color:#bdc3c7;"> ( MD5: 489d03269506927ae5981dbb0de816be )</span>
	</li>
	<li>
		<span style="color:#bdc3c7;">Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.</span>
	</li>
	<li>
		<span style="color:#bdc3c7;">Start the executable provided in the file. Follow the instruction of the installer</span>
	</li>
	<li>
		<span style="color:#bdc3c7;">After you have used the installer there is no need to change <strong>ANYTHING</strong> 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 <img alt=":)" data-emoticon="" height="16" src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/smile.png.d1802ccf9b5c412f23a09006fa9249ab.png" style="border:0px;vertical-align:middle;" title=":)" width="16" />.</span>
	</li>
</ol>

<p>
	<span style="color:#bdc3c7;">For reference, this is how the modloader can look like after the installation, plus/minus optional mods on/off.</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="12847" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2022_05/825983481_modloader1_00.11c(1).png.b88d5eb535ccbefa308c10a0d7b7fa75.png" rel=""><img alt="561278392_modloader1_00.11c(1).thumb.png.ecbb1e027c024823d4dd4f4a1ca06983.png" class="ipsImage ipsImage_thumbnailed" data-fileid="12847" data-ratio="31.20" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2022_05/561278392_modloader1_00.11c(1).thumb.png.ecbb1e027c024823d4dd4f4a1ca06983.png" /></a>
</p>

<p style="color:rgb(38,38,38);text-transform:none;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>DAY X Unofficial WiP Version 1.00.11c "New Dawn"</strong></span>
</p>

<p style="color:rgb(38,38,38);font-size:13px;">
	<span style="color:#cc0033;"><span style="font-size:14px;"><b>Notes:</b></span></span>
</p>

<ul style="color:rgb(38,38,38);font-size:13px;">
	<li style="color:rgb(38,38,38);font-size:13px;">
		<span style="color:#cc0033;"><strong>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.</strong></span>
	</li>
	<li style="color:rgb(38,38,38);font-size:13px;">
		<span style="color:#cc0033;">You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.</span>
	</li>
	<li style="color:rgb(38,38,38);font-size:13px;">
		<span style="color:#cc0033;">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.</span>
	</li>
	<li style="font-size:13px;">
		<span style="color:#cc0033;">As a basic rule, never patch during Ground Combat</span>
	</li>
</ul>

<p style="color:rgb(38,38,38);font-size:13px;">
	<span style="color:#bdc3c7;"><em><strong>Installation:</strong></em></span>
</p>

<ol>
	<li>
		<span style="color:#bdc3c7;">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 .</span>
	</li>
	<li>
		<span style="color:#bdc3c7;">Download the X-Division 1.00.11c Update:</span><br />
		<a href="https://mega.nz/file/lYwRBaZJ#Nu7Vt08i0LHEV2FqOTX9uCM9sVSHXoEl_Bee_3M_XqM" rel="external nofollow"><span style="color:#bdc3c7;">https://mega.nz/file/lYwRBaZJ#Nu7Vt08i0LHEV2FqOTX9uCM9sVSHXoEl_Bee_3M_XqM</span></a><br />
		<span style="color:#bdc3c7;">( MD5: e852cdedc43f0c7b6aaa4f4c60300601 )</span>
	</li>
	<li>
		<span style="color:#bdc3c7;">Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.</span>
	</li>
	<li>
		<span style="color:#bdc3c7;">Start the executable provided in the file. Follow the instruction of the installer</span>
	</li>
	<li>
		<span style="color:#bdc3c7;">After you have used the installer there is no need to change <strong>ANYTHING</strong> 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 <img alt=":)" data-emoticon="" height="16" src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/smile.png.d1802ccf9b5c412f23a09006fa9249ab.png" style="border:0px;vertical-align:middle;" title=":)" width="16" />.</span>
	</li>
</ol>

<p>
	Changelog:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<ul>
			<li>
				reinstated the original timeframes of the Phases from 300/300/300/300 to 300/400/400/300 ATP per Phase respectively
			</li>
			<li>
				revised the AV.PIRANHA and the AV.PARTICLEPIRANHA
			</li>
			<li>
				fixed the burstdelay of the Alien Ballistic Rifle. Thanks to Dr.Ethan for bringing this to my attention.
			</li>
			<li>
				Fixed the Am_BaseAttack file spawning landingships and carriers
			</li>
			<li>
				Replaced all terror units in alien bases with their non-terror counterpart, replaced weapon seargents with pilots and the technician only has a 50% to spawn anymore
			</li>
			<li>
				Drastically increased SmokeChance for alien stun grenades, drastically increased dissipationChance to 90%
			</li>
			<li>
				optimised the research tree for more logical and better progression
			</li>
			<li>
				Flamethrower - 2 range all across the board
			</li>
			<li>
				new mod: X-Divison Shorter Range Shorter Turns: Starting in Phase 3 X-Division gives aliens longer sight ranges. This increases the capabilities of the AI, but also increases the time alien turns take. This mod reverses these changes to the standard sight ranges of 20/22/24/25 in order to decrease the time the player cant actually play the game.&amp;#10;&amp;#10;Only TOGGLE this during a Geoscape save.
			</li>
			<li>
				Reinstated terror mission full map reveal after 40 turns<br />
				 
			</li>
			<li>
				a: Decreased Reaper reflexes from 60 - 100 to 0, except for Reaper Bulls and Reaper Rhinos
			</li>
			<li>
				a: Fixed some next Phase alien base attack UFOs to spawn too early
			</li>
			<li>
				a: Increased Nanotech Workshop capacity froom 25 to 30
			</li>
			<li>
				a: Fixed the Harridan Terror Soldier carrying a shield, and adding the shield hp to the resilience of the harridan
			</li>
			<li>
				a: Increased alienBaseStartingTickerMultiplier from 0.05 to 0.06
			</li>
			<li>
				a: Fixed Researches.AdvAlienNeutronTechnology requiring Phase 3 tech
			</li>
			<li>
				a: Doubled Roboreaper Alien Alloy gain from DSB
			</li>
			<li>
				a: Removed Robodog ghosts from alien bases
			</li>
			<li>
				a: Reshuffled 5 andron fortress units into proper Phase 4 ones
			</li>
			<li>
				a: Increased archelon acceleration from 100 to 300
			</li>
			<li>
				a: Fixed The Dreadnaught operator missing from Bombing Run Dreadnaughts
			</li>
			<li>
				a: Fixed some XCE shenanigangs which added additional units to alienbase.large.sebillian.xml
			</li>
			<li>
				a: refunned flashbang grenades
			</li>
			<li>
				a: Reworked cost of grenades, rockets and explosives
			</li>
			<li>
				a: Removed damage and suppression from smoke grenades
			</li>
			<li>
				a: Removed impact damage and overdamage from chemical grenades
			</li>
			<li>
				a: Removed overdamage from chemical rockets
			</li>
			<li>
				a: Removed impact damage of stun grenades
			</li>
			<li>
				a: Fixed Division weapons MK2 having a 33% chance to be stuck behind an andron encounter
			</li>
			<li>
				a: Fixed a completey broken X-Division implementation of Geographic revision 1.1 by @Axiomatic. Tropical and Swamp tilesets should now be able to spawn, and more variety in tilesets should be seen. Unfortunately, without overwriting vanilla content, the game cant deactivate the base tileset masks, and thuse base game tileset masks always have a chance to get picked.<br />
				 
			</li>
			<li>
				b: new manufacture: Alien Alloy 1 : 50k appended to Alien Alloy Fabrication and Hardening ( Phase 2 )
			</li>
			<li>
				b: new manufacture: Alenium 1 : 150k appended to Alien Fusion Reactor ( Phase 3 )
			</li>
			<li>
				b: Replaced some light system DSBs for smaller UFOs with heavy systems starting in Phase 3
			</li>
			<li>
				b: Redesigned human antimatter weapons, but overall its a big nerf
			</li>
			<li>
				b: shortened the final mission
			</li>
			<li>
				b: new mod: X-Division Better Autoresolve: (Former No Airgame) There are 4 ways to play the airgame, 1. Manual 2. Autoresolve 3. Better Autoresolve 4. No Airgame . Better Autoresolve halves UFO autoresolve values and decreases the threshold where winning squadrons take damage.&amp;#10;&amp;#10;Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game.&amp;#10;&amp;#10;Only TOGGLE this during a Geoscape save when no UFOs are present.
			</li>
			<li>
				b: revised mod: X-Division No Airgame: There are 4 ways to play the airgame, 1. Manual 2. Autoresolve 3. Better Autoresolve 4. No Airgame . No Airgame sets the autoresolve values of UFOs to zero.&amp;#10;&amp;#10;Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game.&amp;#10;&amp;#10;Only TOGGLE this during a Geoscape save when no UFOs are present.
			</li>
			<li>
				b: Melee weapons should now be bug free. They dont dublicate anymore, and they get properly recognised at the end of the mission, just like any other weapon. Axes are being able to be carried by predator armour, like originally intended. The drawback is that they had to be moved to the MAG category. Fingers crossed that this coding doesnt introduce a differnt kind of jankiness.
			</li>
			<li>
				b: The number of uses for melee weapons is now finite<br />
				 
			</li>
			<li>
				c: Swapped out a major visual bug with a minor visual bug. Cruiser command rooms should now be fully visible with the second roof option. The downside is that the cruiser top highlights green instead of red when manually targeted.
			</li>
			<li>
				c: Fixed the Division weapons Mk2 fix introduced in 1.00.11a. There was a 33% chance the research was locked. Thanks to <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/25242-alphaswolf/&amp;do=hovercard" data-mentionid="25242" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/25242-alphaswolf/" rel="">@Alphaswolf</a> for finding the bug.
			</li>
		</ul>
	</div>
</div>

<p>
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>DAY 978 Unofficial Version 1.00.10 "New Dawn"</strong></span>
</p>

<ul style="color:rgb(38,38,38);font-size:13px;">
	<li style="color:rgb(38,38,38);font-size:13px;">
		<span style="color:#cc0033;">The .01 to .10 patch is NOT savegame compatible.</span>
	</li>
</ul>

<p style="color:rgb(38,38,38);font-size:13px;">
	<span style="color:#bdc3c7;"><em><strong>Installation:</strong></em></span>
</p>

<ol>
	<li>
		<span style="color:#bdc3c7;">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 .</span>
	</li>
	<li>
		<span style="color:#bdc3c7;">Download the X-Division 1.00.10 Update:</span><br />
		<a href="https://mega.nz/#!dQQwCQRC!gzlksCzX9l91PAJfViyyAyXzd_VN0weUL1X5GZmeuvU" rel="external nofollow"><span style="color:#bdc3c7;">https://mega.nz/#!dQQwCQRC!gzlksCzX9l91PAJfViyyAyXzd_VN0weUL1X5GZmeuvU</span></a><br />
		<a href="http://www.xenonauts.com/modfiles/X-Division%201.00.10%20Update.zip" rel="external nofollow"><span style="color:#bdc3c7;">Link</span></a><br />
		<span style="color:#bdc3c7;">( MD5: f82bbe1f12c7e97a7b86c7ec3de19e11 )</span>
	</li>
	<li>
		<span style="color:#bdc3c7;">Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.</span>
	</li>
	<li>
		<span style="color:#bdc3c7;">Start the executable provided in the file. Follow the instruction of the installer</span>
	</li>
	<li>
		<span style="color:#bdc3c7;">After you have used the installer there is no need to change <strong>ANYTHING</strong> 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 <img alt=":)" data-emoticon="" height="16" src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/smile.png.d1802ccf9b5c412f23a09006fa9249ab.png" style="border:0px;vertical-align:middle;" title=":)" width="16" />.</span>
	</li>
</ol>

<p>
	<span style="color:#bdc3c7;">Changelog:</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			Dunno, i changed a lot. These are the things i can remember:
		</p>

		<ul>
			<li>
				Fixed some bugs around the Roborex
			</li>
			<li>
				Roborex explosion on death no longer causes overdamage
			</li>
			<li>
				Roborex explosion radius decreased from 6 to 4.5
			</li>
			<li>
				Halfed kinetic armour for semi-shield roboreaper. Their weak point should now be weaker
			</li>
			<li>
				Halfed energy armour for melee roboreapers. Their weak point should now be weaker
			</li>
			<li>
				added mitigation to human stun gas
			</li>
			<li>
				added one loading tip
			</li>
			<li>
				improved the AI of Drones a bit
			</li>
			<li>
				most importantly added X-Divison Palu's Shining Xenopedia to the game
			</li>
			<li>
				7 new categories for the soldier equipment screen
			</li>
			<li>
				I think i also added the latest Monument IV map by Svinedrengen to the map pool
			</li>
			<li>
				new mod: Nerf The AI: The aliens have less sightrange, deal 20% less damage and have 10% lower stats.
			</li>
			<li>
				new mod: X-Divison Don't Die On Me ! <span>:If your soldier doesnt blow up, takes a minigun point blank or gets left behind he WILL survive the mission.</span>
			</li>
			<li>
				<span>new mod: X-Divison Easy Airgame: Did you ever wanted to try out the manual combat but were put off by the difficulty ? Look no further, this is what you need. UFOs have 50% less hp, while your aircraft are 20% faster and have a 20% further range. Additionally the refuel, rearm, repair and recovery rate are 30% faster.<br />
				Only TOGGLE this during a Geoscape save.<br />
				The Xenopedia page doesnt correctly display UFO hp values with this. Its 37.5% for the lowest difficulty and 50% for all other difficulties of the displayed hp values.</span>
			</li>
			<li>
				new mod: X-Divison Slower Invasion: The Invasion escalates 25% slower
			</li>
			<li>
				new mod: Empower Facehuggers: This will improve the AI of facehuggers, but as a side effect they will also be able to attack vehicles. Ofcourse this is not intended gameplay which is why it isnt in the base version. If you want to give facehuggers their intelligence back while having to drive your vehicles cautiously around this is for you.
			</li>
			<li>
				appended unobtainable andron terror unit loot to appropriate robodog/roboreaper units
			</li>
			<li>
				new feature: AP Damage: MAIM/SHOCK damage that reduces TUs for the next turn.
			</li>
			<li>
				revised Shock and Electron weaponry
			</li>
			<li>
				fixed the installer with the help of <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/24365-mr-mister/&amp;do=hovercard" data-mentionid="24365" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/24365-mr-mister/" rel="">@Mr. Mister</a>
			</li>
			<li>
				Increased frag grenade damage from 50 to 70
			</li>
			<li>
				Increased frag rocket damage from 90 to 110
			</li>
			<li>
				EMP charges and rockets no longer cause overdamage
			</li>
			<li>
				Shock rockets no longer cause overdamage
			</li>
			<li>
				Soldier Equipment Screen gained a Soldier Sort button
			</li>
			<li>
				decreased Endgame research time in accordance with the latest diminishing returns formula
			</li>
			<li>
				Removed shields from some harridans, increasing hp threshold of mentioned ones, fixed one reflex stat
			</li>
			<li>
				revised the sonic weapons ammo weight
			</li>
			<li>
				added the stun gas mitigation values towards the stun damage, as mitigation never worked for gases
			</li>
			<li>
				increased the acceleration for the archelon from 500 to 1000
			</li>
			<li>
				increased the range of the shockgun from 2 to 3
			</li>
			<li>
				decreased TU% for Praetorian attacks from around 30 to 20 TU%
			</li>
			<li>
				fixed even more bugs
			</li>
		</ul>

		<p style="color:rgb(38,38,38);text-transform:none;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
			 
		</p>

		<p>
			<strong><font color="#262626"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx">DAY 710 Version 1.00.01 "New Dawn"</span></font></font></strong>
		</p>

		<ul>
			<li>
				Cleaned up some map stuff, added lost terror maps
			</li>
			<li>
				Revised Exoskelett armour. Predator sets the strenght to 150 now, the Ripper to 190, and the Devastator to 230 from the previous 100/150/200 .
			</li>
			<li>
				Soldier Class Armour got +5 accuracy bonus
			</li>
		</ul>

		<p>
			 
		</p>

		<p>
			<strong><font color="#262626"><font size="2" style="font-size:9pt;"><span lang="zxx" xml:lang="zxx">DAY 707 Version 1.00.00 "New Dawn"</span></font></font></strong>
		</p>

		<ul>
			<li>
				New AI behaviour set. Yes they are more capable now.
			</li>
			<li>
				Total Revision of Antimatter technology tree and weapons
			</li>
			<li>
				Increased radius for Cannons all around, and added a burst option for most
			</li>
			<li>
				Made the Quantum Cryptology Center available as soon as you raid your first alien base
			</li>
			<li>
				The Quantum Cryptology Center, now known as the Quantum Radar, acts as a radar ontop
			</li>
			<li>
				Decreased weight of some grenades from 2 to 1.5
			</li>
			<li>
				Harmonised weight of Pulse Magazines
			</li>
			<li>
				Increased proportional stun damage from 40% to 50% again
			</li>
			<li>
				Reevaluated stun properties for shotguns and carbines
			</li>
			<li>
				Quadrupled chemical grenade/rocket production from alien grenades
			</li>
			<li>
				Fixed chinook speed for the no airgame option
			</li>
			<li>
				New valkyrie maps
			</li>
			<li>
				Improved vehicle weapon descriptions in the Xpedia
			</li>
			<li>
				Added weapon loadout information for vehicles in the Xpedia
			</li>
			<li>
				Praetor evolved from the puppy stage and are now doggos. The overmind is a pitbull
			</li>
			<li>
				Improved Katanas
			</li>
			<li>
				Manufacture of EMP rockets doesnt require alenium anymore
			</li>
			<li>
				Removed MeleeVehicles for Facehuggers
			</li>
			<li>
				Decreased time intervall between terror missions from 22 to 18 days
			</li>
			<li>
				Mauser doesnt require alloys to manufacture anymore
			</li>
			<li>
				Decreased Spearcannon manufacture cost from 4 to 2 alloys
			</li>
			<li>
				Archelons now need a mothership core to construct ( didnt i do this before ? )
			</li>
			<li>
				Mothership loadout yet revised again, hit model made bigger, damage counter moved up higher
			</li>
			<li>
				Archelon revised
			</li>
			<li>
				Increased damage of reapers
			</li>
			<li>
				Fixed broken reflex stats gain from max 180 points to max 100 points
			</li>
			<li>
				Increased hp bonus and decreased reflex malus for Exoskelett armours
			</li>
			<li>
				Revised armour reflex boni all around in accordance to the reflex stat fix
			</li>
			<li>
				Revised some armour values all around the board
			</li>
			<li>
				Higher level Roborexes now regenerate shield points per turn until you overload the shield
			</li>
			<li>
				Downed Roborexes now have the Ghost ability
			</li>
			<li>
				Removed all armour for downed roborexes
			</li>
			<li>
				Revised all Roborexes in general, they are now slicker, faster, shoot further and are looking for a brawl like Mike Tyson
			</li>
			<li>
				revised FOCUS aricombat weaponry
			</li>
			<li>
				Alien Mech units can move freely in 1 tile tight spaces now
			</li>
			<li>
				Fixed: Weapons marked as heavy actually didnt receive the full penalty after moving. Now weapons marked as heavy receive a big penalty if they are getting fired after moving. This is a fundamental gameplay changer
			</li>
			<li>
				Recoil Values revised
			</li>
			<li>
				Moral does not regenerate per turn anymore. It is now an absolute value that only actions/events can influence.
			</li>
			<li>
				Moral event threshold increased from 40 to 50
			</li>
			<li>
				Moral chance per point missing decreased from 3.5 to 3.0
			</li>
			<li>
				Quickthtrow grenade slot cost decreased by -4 TU
			</li>
			<li>
				Zombifying Reapers deal pure damage now. Attack cost reduced from 40% to 35%. We are giving the reapers back the fear.
			</li>
			<li>
				Revised Reapers yet again. Set incendiary armour to 0, decreased kinetic armour, increased chemical armour, increased hp and added the abilitiy "Regenerate" to all Reapers.
			</li>
			<li>
				Melee aliens now equally target vehicles as well as soldiers
			</li>
			<li>
				Semi shield roboreapers ( and some full shield ones ) now deal pure damage and maim units they hit with by draining their TU for the next turn
			</li>
			<li>
				minimum accuracy requirement for the AI has been revised
			</li>
			<li>
				Cannons now deal overdamge, except for antimatter ones
			</li>
			<li>
				Endgame content starts to appear 1050 ATP
			</li>
			<li>
				Roborex explosion now deals overdamage ( Thank you <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/19360-phoenix1x52/&amp;do=hovercard" data-mentionid="19360" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/19360-phoenix1x52/" rel="">@Phoenix1x+52</a> for pointing this out )
			</li>
			<li>
				Acidlings revised (They should be beasty little beasts now)
			</li>
			<li>
				Increased the accuracy of the rocketlauncher immensly. The rocketlauncher is now a heavy weapon. TU useage lowered.
			</li>
			<li>
				Decreased range of aircraft weapon MINES from 11 000 to 10 000
			</li>
			<li>
				Increased damage of Flamethrower weapons by 50%
			</li>
			<li>
				Increased range for flamethrowers by 50%
			</li>
			<li>
				Flamethrowers now get the short range bonus
			</li>
			<li>
				Infiltrator crew updated
			</li>
			<li>
				Added Geographic addition 1.1 and Geographic revision 1.1 by <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/11694-axiomatic/&amp;do=hovercard" data-mentionid="11694" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/11694-axiomatic/" rel="">@Axiomatic</a> to the game. All thanks and credits go to <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/11694-axiomatic/&amp;do=hovercard" data-mentionid="11694" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/11694-axiomatic/" rel="">@Axiomatic</a> for letting us integrate his content into X-Division
			</li>
			<li>
				Fixed AI layout behaviour for all 10 corvette layouts
			</li>
			<li>
				Increased rotation for Lancers from 30 to 35 degrees per second
			</li>
			<li>
				Decreased TU usage for the Shock Gun from 80% to 65%
			</li>
			<li>
				new final map
			</li>
			<li>
				many, many bug fixes
			</li>
		</ul>

		<p>
			Sidenotes
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				 
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					[fixed antimatter mk4 sniper weight from 14 to 10]<br />
					[some shotgun/carbine stun values fixed again]<br />
					[civilian weapons adjusted to the phase 2 and 3 time decrease]<br />
					[MeleeVehicles removed from xdrone and xrogue]<br />
					[Infiltrator and Ghost ability animation stutter fix]<br />
					[removed all shields from androns, added shield hp to shield units hp]<br />
					[weapon.alienhugeshield is now able to spawn, which leads into force shield research]<br />
					[check all attributes of all armour]<br />
					[you can no longer close the valkyrie fortress, so choose your exit wisely]<br />
					[Pheonix pointed out that the heavy attribute of weapons were not working as intended. I took a look at it and saw that a line of code was actually taking the inverse of what it should. Where i intended a 90% penalty the game took 10%. Ofcourse this should not be the case and invalidates any and all experience we have build up through the last year. Nevertheless it is the intended mechanic for heavy weapons to be heavily penaltised after moving. I corrected things and heavy weapons now get a 65% aim penatly after moving ( turning doesnt count ). This ofcourse excludes Exoskelett armour which can fire a heavy weapon at their leisure without any aim penalty at any time. This is how it should have been done 2 years ago. I apologise for the inconvenience caused and i hope my testers will continue to play the game. - Cheers Charon. This change affects snipers, precision, machineguns, miniguns and cannon weaponry. This affects xenonauts weaponry as much as it does alien ones.]<br />
					[Additionally i reworked the Recoil values. I increased the Recoil for machineguns to 70, for cannons to 80 and for miniguns to 90. Energy Weapons have a special treat and dont get any recoil except for miniguns if present. This makes them great rookie weapons and should make them more attractive under certain circumstances. The Rest of the changes make the Recoil system more meaningful because most requirements were too low to even matter under any circumstances.]<br />
					[Quickthtrow grenade slot cost decreased by -4 TU]<br />
					[aim penalty for heavy weapons after moving increased from 60% to 70%]<br />
					[aim penalty for heavy weapons after moving decreased from 70% to 65%]<br />
					[Decreased some TU bonus points for the scout class]<br />
					[Fixed max stats gain to the intended round values]<br />
					[A lot of content cleaned up]<br />
					[Infiltrator weapon loadout refined]<br />
					[Reapers got their reflexes back, while i also fixed the melee reaction fire freezing after a GC load by disabled reaction fire for them. Reaction fire has been disabled for Xenomorphs as well, which should remove the melee freezing bug from the game]<br />
					[Fixed the crashed heavy shuttle hull being invisible]<br />
					[quenched infinite strings errors]<br />
					[Fixed the lightshuttle having a 33% chance to not drop the datacore]
				</p>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			New XCE code used in X-Division:
		</p>

		<ul>
			<li>
				Moddable transfer time - transfer time of items and soldiers has been reduced from 24 to 3 hours
			</li>
			<li>
				13 new radar ranges - for now 10 new radar ranges have been enabled. This will likely get a more indepth revision later on
			</li>
			<li>
				LockManufacture fixed - One Time Updates manufactures should now disappear after their corresponding research has been done
			</li>
			<li>
				Zombify - Zombify now only zombifies if the damage kills the units, otherwise its damage only
			</li>
			<li>
				Renaming bases - A highly requested feature for XCE and X-Division
			</li>
			<li>
				Moral Cap moddable - The moral cap in X-Division has been removed, finally making you hard earned bravery something worth
			</li>
			<li>
				Escort code fix - Construction missions are now able to spawn alternative escorts
			</li>
			<li>
				Sightrange modifiable per rank - main races get +5 on sightrange in Phase 3 and +10 in Phase 4
			</li>
			<li>
				Base Evacuation - Should a base get captured by aliens, personel and aircraft will transfer to other bases if available space is free ( this is for X1 and XCE too )
			</li>
			<li>
				Dialoges - Improved dialoge redirections
			</li>
			<li>
				Infiltrator and Ghost ability - The Infiltrator ability will mark units as friendlies on the map, indistinguishable from other friendly units and wont trigger reaction fire - civilian hosts for now. The Ghost ability marks units as props on the map, indistinguishable from other props, but they trigger reaction fire upon moving ( "Sir, i saw that box moving, so i shot" ) - facehuggers, robodog and reaperboxes for now
			</li>
			<li>
				Aircombat - The hotkeys used for geoscape zoom can now be used for aircombat as well. There is a hotkey for afterburner now, "A" as default
			</li>
			<li>
				Aircombat speed - The aircombat speed levels received two revised speed buttons: x0.5 and x0.75 for slower aircombat gameplay.
			</li>
			<li>
				Bugs - The incendiary bonus damage on burst shoots against props and soldiers under certain circumstances got fixed. Now its only against props.
			</li>
		</ul>
	</div>
</div>

<p>
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>You did it. Welcome onboard, Commander ! <img alt=":)" data-emoticon="" height="16" src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/smile.png.d1802ccf9b5c412f23a09006fa9249ab.png" title=":)" width="16" /></strong></span>
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><span style="font-size:16px;"><strong style="font-weight:bold;">3.2 Troubleshooting</strong></span></span>
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong><u>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. </u></strong></span>
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong><u>Sincerely yours, Drages</u></strong></span>
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><b>I think i got a bug, can you help me ?</b></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><em>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 ).</em></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>I cant get the 3 multirar files to work, any help ?</strong></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><em>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.</em></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>Why does the first start take so long to load ?</strong></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><em>Thats normal. X-Division is quite a big mod so loading all of its ressources takes time.</em></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>Help ! I cant click on anything in the geoscape ! Hotkey are working though.</strong></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><em>Make sure that everything is the way it should be and then:</em></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><em>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.</em></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><strong>The top part of this Cruiser does not get transparent. What do i do ?</strong></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><em>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.</em></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<img alt="CruiserTransparent.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8490" data-ratio="56.88" width="269" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_01/CruiserTransparent.png.139b165266ac6560eccfe732594362c6.png" />
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;">
	<strong><span style="font-size:16px;">3.3 Linux Installation Advice</span></strong>
</p>

<p>
	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.
</p>

<ul>
	<li>
		You will have to start XCE through a windows compatability layer, WINE or Proton for instance
	</li>
	<li>
		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.
	</li>
	<li>
		You will need to manually rearrange the mod loading order. Section 3.1 should have some pictures how that should look like.
	</li>
	<li>
		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.
	</li>
</ul>

<p>
	People have reported that that should lead to a working version, mostly depending on how well the windows compatability layer handles the sys calls.<br />
	You can now celebrate that you have a working game on linux :).
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong><span style="font-size:16px;">3.4 Explanation for the installation technology used</span></strong>
</p>

<p>
	The 3 rar parts of the installation are called a Multivolume RAR Archive. We shall further refer to this as MRAR archive, or simply MRAR.
</p>

<p>
	<a href="https://www.win-rar.com/split-files-archive.html?&amp;L=0" rel="external nofollow">https://www.win-rar.com/split-files-archive.html?&amp;L=0</a>
</p>

<p>
	Each MRAR archive is sensitive, or can be sensitive, to the process it got created from. While the endproduct should be the same we found that unpacking the MRAR with the same tool it got created from yields the best result. In this case the tool used to create it was peazip. Therefore in case of doubt, use peazip. WinRAR has been confirmed to work as well.
</p>

<p>
	Each part of an MRAR contains an "archive is finished" or "archive is not finished" flag at the end of its volume. If an unpacking tool finds such flag, it looks for the next part. The information of where the next part is, is not saved inside the current volume, because the next part could literally be on another pc, in another country, on a different continent. The unpacking tool searches its paths for the same named entity with ".partX" before the .rar specifier, where X is the current part + 1. Shall it find such entity it will repeat the same process until it finds an archive with the "archive is finished" flag. If it doesnt find the next volume it will throw an error, or worse, throw no error and assume its a standalone rar while opening a half backed archive. You start the whole process from the first archive, that is .part1.rar, and the unpacking tool will find the rest, if it can.
</p>

<p>
	At the time of writing this (2.6.24) the first part has a size of 2,5gb. If you want to check whether or not your unpacking tool openend the archive correctly you can look at the total size of the archive, which should be displayed somewhere in the GUI of your tool. The total size of the archive is ~7gb. If it says so, it found all volumes of its MRAR.
</p>

<p>
	All patches are distributed as standalone RARs.
</p>

<p>
	All data pertaining X-Division is contained in assets.7z. It is therefore entirely possible to install X-Division without the use of the installer, as well as rehosting X-Division without including the installer. The installer only automates steps the user could take themself.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong><span style="font-size:16px;">3.5 Licenses and Copyright Notices</span></strong>
</p>

<p>
	All original copyright holders are still the original copyright holders of the creative works used in this combined work, especially including, but not limited to, Goldhawk Interactive™. All original work of the X-Division project is owned by the creative content holder of the project, at the current moment <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/14304-charon/&amp;do=hovercard" data-mentionid="14304" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/14304-charon/" rel="">@Charon</a>. All contributions towards X-Division implicitely issue the current creative content holder a revocable license, which allows the useage,  copying, altering and distrubtion of such content, unless otherwisely stated, issued in a written form.
</p>

<p>
	As it pertains to the original creative content of the X-Division project, you may:<br />
	[] rehost such content<br />
	unless otherwise stated (revocable), as long as the original authors and contributors are prominently displayed.<br />
	You are not allowed to:<br />
	[] modifiy the content and redistribute it under your own name<br />
	You are encouraged to:<br />
	[] Create your own creative content based on this project, host it and name this project as its prerequisite.<br />
	[] When such standalone creative content has proven to not cause gameplay instabilities, is useful and desired by the  community you may request the integration of your content into the project by issueing a revocable license for your creative content to use, copy, alter and distribute it, as well as make yourself heard that you desire such integration.
</p>

<p>
	 
</p>

<p>
	The installer is proprietary software of the development team for which the X-Division team paid and holds a license for. Its use, copying and redistribution is allowed under the following, revocable license:
</p>

<p>
	--- License Terms start
</p>

<p>
	Revocable permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to use, copy and redistribute the Software subject to the following conditions:
</p>

<p>
	The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
</p>

<p>
	THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
</p>

<p>
	--- License Terms end
</p>

<p>
	These are also known as the "Dont sue me when your PC catches on fire" terms.
</p>

<p style="color:rgb(38,38,38);text-transform:none;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><span style="font-size:16px;"><strong style="font-weight:bold;">4. Known Bugs ( at least until the next patch )</strong></span></span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;">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.</span>
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><span style="font-size:16px;"><strong style="font-weight:bold;">5. Some things before you start</strong></span></span>
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<div>
	<div class="ipsSpoiler" data-ipsspoiler="">
		<div class="ipsSpoiler_header">
			 
		</div>

		<div class="ipsSpoiler_contents">
			<p lang="zxx" style="line-height:0.5cm;margin-bottom:0cm;" xml:lang="zxx">
				<span style="color:#bdc3c7;"><strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><b>I just produced Alien Flamer Rifle 4:1B but the weapon doesnt show up.</b></span></span></font></font></span></strong></span>
			</p>

			<p lang="zxx" style="line-height:0.5cm;margin-bottom:0cm;" xml:lang="zxx">
				<span style="color:#bdc3c7;"><em><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><span style="font-weight:normal;">Thats not a production but a dissasemble. You disassemble X alien weapons for X ballistic/energy/antimatter/chemical cores. You need the cores later for better weapon production. This is the disassemble system. You can sell the weapons either for good money or produce cores for better weapon production. Your choice :).</span></span></span></font></font></span></em></span>
			</p>

			<p lang="zxx" style="line-height:0.5cm;letter-spacing:normal;font-variant:normal;margin-bottom:0cm;" xml:lang="zxx">
				<span style="color:#bdc3c7;"> </span>
			</p>

			<p lang="zxx" style="line-height:150%;margin-bottom:0.53cm;" xml:lang="zxx">
				<span style="color:#bdc3c7;"><strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><b>I just produced an Alien Scout DSB but i cant find it ?</b></span></span></font></font></span></strong></span>
			</p>

			<p lang="zxx" style="line-height:150%;letter-spacing:normal;font-style:normal;font-variant:normal;font-weight:normal;margin-bottom:0.53cm;" xml:lang="zxx">
				<span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;">DSB means disassemble. You are disassembling the UFO and get its part. The Xpedia has detailed information what parts it EXACTLY produces so check that out. Those are needed for aircrafts and aircraft weapons. Most aircraft need the engine, the controlsystem and alien computers. The weapon systems are mostly for aircraft weapons. This is the UFO disassemble and aircraft production system.</font></font></span>
			</p>

			<p lang="zxx" style="line-height:150%;letter-spacing:normal;font-variant:normal;margin-bottom:0.53cm;" xml:lang="zxx">
				<span style="color:#bdc3c7;"> </span>
			</p>

			<p lang="zxx" style="line-height:150%;margin-bottom:0.53cm;" xml:lang="zxx">
				<span style="color:#bdc3c7;"><strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><b>What does your "fixed" mean ?</b></span></span></font></font></span></strong></span>
			</p>

			<p lang="zxx" style="line-height:150%;margin-bottom:0.53cm;" xml:lang="zxx">
				<span style="color:#bdc3c7;"><em><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><span style="font-weight:normal;">The problem you are stating has 1. been noted 2. completely been fixed. This means you will get the fix with the next patch. In urgent situations ill put up a direct link where you will be able to download the patch for exactly the stated problem but usually you will get all fixes with the next patch available. You can check the </span></span></span></font></font></span></em><strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><b>Known Bugs </b></span></span></font></font></span></strong><em><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><span style="font-weight:normal;">part in the OP before you report one to check if it doesnt already has been noticed. This is also where we put emergency links directly beside the stated bug.</span></span></span></font></font></span></em></span>
			</p>

			<p lang="zxx" style="line-height:150%;letter-spacing:normal;font-variant:normal;margin-bottom:0.53cm;" xml:lang="zxx">
				<font color="#262626"> </font>
			</p>

			<p align="center" lang="zxx" style="line-height:0.5cm;margin-bottom:0cm;" xml:lang="zxx">
				<span style="color:#cc0033;"><strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><b>Next questions</b></span></span></font></font></span></strong></span>
			</p>

			<p align="center" lang="zxx" style="line-height:0.5cm;margin-bottom:0cm;" xml:lang="zxx">
				 
			</p>

			<blockquote class="ipsQuote" data-ipsquote="">
				<div class="ipsQuote_citation">
					Quote
				</div>

				<div class="ipsQuote_contents">
					<p>
						<span style="padding:0cm;"><span style="font-variant:normal;"><span style="text-decoration:none;"><span style="letter-spacing:normal;"><span style="background:none;"><a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/13414-165xce-v0341-x-division-099-beta/#" rel=""><span style="color:#bdc3c7;"> </span></a></span></span></span></span><span style="color:#bdc3c7;"><span style="letter-spacing:normal;"><span style="font-variant:normal;"> </span></span></span></span><span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><b><span style="font-variant:normal;">On 12.8.2016 at 9:40 PM, </span></b></span></span></font></font></span><span style="font-variant:normal;"><span style="text-decoration:none;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><b><span style="background:none;"><a href="https://www.goldhawkinteractive.com/forums/?app=core&amp;module=members&amp;controller=profile&amp;id=15114" rel=""><span style="color:#bdc3c7;">TideofKhatanga</span></a></span></b></span></span></font></font></span></span><span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><b><span style="font-variant:normal;"> said:</span></b></span></span></font></font></span>
					</p>

					<p>
						<span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;">From the few bits I've seen, the air game is incredibly punishing. The two starting condors can barely keep their shit together against a Light Scout. For the rest, well, I've lost four condors in two weeks. One pair against a Fighter (I should have won but I massively screwed up the manual engagement), and one pair against a Scout (no error here, they stood no chance from the very start). This isn't a problem because the Scouts seem to love landing (keeping my cash flowing) but the Foxtrot can't come soon enough. Corvettes are going to be major FUN at this rate.</font></font></span>
					</p>
				</div>
			</blockquote>

			<blockquote class="ipsQuote" data-ipsquote="">
				<div class="ipsQuote_citation">
					Quote
				</div>

				<div class="ipsQuote_contents">
					<p>
						Charon:
					</p>

					<p>
						<span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;">Yes, the Airgame is painted in my needs. Gone are the times where you said "The first UFO, ah, one condor should be able to take care of that". Condors are BAD, very BAD. You are practically fighting with sticks and stones right now. My advice: get as many condors as you can get. My first base has 9 hangars, my second base has 8, and my third base has 10 hangars. Build them all on your first day. ... the bases i mean.</font></font></span>
					</p>

					<p>
						<span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;">With some more experience you will be able to handle the airfights pretty easily. I mean, they are scouts and lightscouts after all ... . But you can only make experience if you have enough condors. Soon you will know EXACTLY what to do and how to behave in the airfight. At this point corvettes will crush your dreams. Just ... at ... the ... right ... time. When you thought you started to be able to handle the fight for air supremecy. What will follow are a lot of smokeing airplanes and your need to think a way out of this mess.</font></font></span>
					</p>

					<p>
						 
					</p>

					<p>
						 
					</p>

					<p>
						<span style="color:#bdc3c7;"><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><span style="font-weight:normal;">Heres how you </span></span></span></font></font></span><strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><b>L2P</b></span></span></font></font></span></strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><span style="font-weight:normal;">:</span></span></span></font></font></span></span>
					</p>

					<p>
						 
					</p>

					<ul>
						<li>
							<span style="color:#bdc3c7;"><strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><b>Knowledge:</b></span></span></font></font></span></strong></span>
						</li>
					</ul>

					<p>
						<span style="color:#bdc3c7;"><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><span style="font-weight:normal;"> This is the first step. Collect information. The most important information is the HP. You will only get this information AFTER you brought that specific UFO down and SUCCESSFULLY raided it.</span></span></span></font></font></span></span>
					</p>

					<p>
						<span style="color:#bdc3c7;"><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><span style="font-weight:normal;">The next step is to count your total dmg. Do i have enough dmg to bring this UFO down ? Other questions are:<br />
						How fast is this UFO ?<br />
						Can i outturn it ? Can it outturn me ?<br />
						What weapons does it use ?<br />
						After some time you will get a handle on the information and put it together what this UFO is so special about. Let me stress this again: You can only learn through EXPERIENCE. Nobody has yet learned how to handle a situation without having a minimum of experience. This means destroyed aircraft.</span></span></span></font></font></span><br />
						<strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><u><b>Learn to handle that you are up against the unknown.</b></u></span></span></font></font></span></strong></span>
					</p>

					<p>
						 
					</p>

					<ul>
						<li>
							<span style="color:#bdc3c7;"><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><b>Get the right aircraft/weapon lodout:</b></span></span></font></font></span></span>
						</li>
					</ul>

					<p>
						<span style="color:#bdc3c7;"><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><span style="font-weight:normal;">This means that you learn what weapon is good in what situation and equipt it on the appropriate aircraft. An example is the fighter UFO in the first Phase. Get Asierus and 2 short range mauser cannons and you will destroy a fighter 1 on 1 with only sustaining 15 % dmg. Learn what aircraft is good against what UFO. Learn how a weapon behaves. </span></span></span></font></font></span></span>
					</p>

					<p>
						 
					</p>

					<ul>
						<li>
							<span style="color:#bdc3c7;"><strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><u><b>ADAPT your aircraft/weapon lodout to YOUR PLAYSTYLE.</b></u></span></span></font></font></span></strong></span>
						</li>
					</ul>

					<p>
						<span style="color:#bdc3c7;"><strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><b>DECISIONS: </b></span></span></font></font></span></strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><span style="font-weight:normal;">This is the utmost perfection of the airgame. After you learned how your enemy behaves and learned to deploy simple and advanced tactics like baiting, holding down, piercing, rolling into the enemy, choseing the right angle, fishing, throttleing and learned how to have the appropriate aircraft and weapon lodout, tailored to YOUR playstyle you will know what is possible. Than you will have different options in your head to choose from. Do i make it simply but lose one foxtrot ? Do i have enough fuel to bait it out ? Do i do 50% dmg and draw back and reengage again ? Is it worth it to sustain 40% dmg on this aircraft. These are ALL your options.</span></span></span></font></font></span><br />
						<strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><u><b>Choseing from ALL of this options is a GEOSCAPE decision which will determine your future options and possbilities, thus setting your path to victory or defeat.</b></u></span></span></font></font></span></strong></span>
					</p>

					<p>
						 
					</p>

					<p>
						<span style="color:#bdc3c7;"><strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><b>Why is it so hard ?</b></span></span></font></font></span></strong></span>
					</p>

					<p>
						<span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;">Its not, it has specific goals:</font></font></span>
					</p>

					<p>
						<span style="color:#bdc3c7;">1. <font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;">Throw you into a situation where you are CLEARLY inferior. Activate your brain and think your way out of it. Its just an AI after all, not a human.</font></font><br />
						2. <font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;">The gradual mastering of the situation is an immense factor of satisfaction, provided you can do it. Try again or start on lower difficulties.<br />
						3. Baffling you RIGHT at the time you think you are starting to get a grip on it, throwing you in another crisis. Saying "Start to learn to fight your way out of disadvantageous positions."</font></font></span>
					</p>

					<ul>
						<li>
							<span style="color:#bdc3c7;"><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><span style="font-weight:normal;">This is the most important point: </span></span></span></font></font></span><strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><u><b>Decisions.</b></u></span></span></font></font></span></strong><span style="font-variant:normal;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;"><span style="letter-spacing:normal;"><span style="font-style:normal;"><span style="font-weight:normal;"> Even if a moderate skilled person with the right aircraft/weapon lodout cannot switch on the autowin button, but has to make a decision on how he wants to play his cards/aircrafts. If he screws up he screws up. If he hesitates in the wrong moment, he may pay the price for it. Theres no clear right or wrong. Its an individual experience which shows you and your way with dealing with challenging uncertainties, most importantly it shows YOUR way. There will never be a "OMG, its that UFO again. This is so boring"</span></span></span></font></font></span></span>
						</li>
					</ul>

					<p>
						<span style="color:#bdc3c7;"><font face="Tahoma, sans-serif"><font size="2" style="font-size:9pt;">or you activate Easy Airgame and autoresolve</font></font></span>
					</p>
				</div>
			</blockquote>

			<p lang="zxx" style="text-align:center;line-height:0.5cm;margin-bottom:0cm;" xml:lang="zxx">
				 
			</p>
		</div>
	</div>
</div>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#bdc3c7;"><span style="font-size:16px;"><strong style="font-weight:bold;">6. Credits</strong></span></span>
</p>

<p style="text-align:center;">
	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.
</p>

<p style="text-align:center;">
	I especially want to thank the team who made it possible and accompanied X-Division through its various stages of development.
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/6228-solver/&amp;do=hovercard" data-mentionid="6228" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/6228-solver/" rel="">@Solver</a> 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"
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/10939-drages/&amp;do=hovercard" data-mentionid="10939" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/10939-drages/" rel="">@drages</a> 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.
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/13971-draku/&amp;do=hovercard" data-mentionid="13971" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/13971-draku/" rel="">@Draku</a>One 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.
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/17771-sfarrelly/&amp;do=hovercard" data-mentionid="17771" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/17771-sfarrelly/" rel="">@sfarrelly</a> 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.
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/19360-phoenix1x52/&amp;do=hovercard" data-mentionid="19360" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/19360-phoenix1x52/" rel="">@Phoenix1x+52</a>For 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.
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/19543-maera/&amp;do=hovercard" data-mentionid="19543" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/19543-maera/" rel="">@Maera</a>for giving moral support and a lot of enthusiams for new maps.
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/20173-marandor1/&amp;do=hovercard" data-mentionid="20173" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/20173-marandor1/" rel="">@Marandor1</a> 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.
</p>

<p>
	<a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/23242-svinedrengen/&amp;do=hovercard" data-mentionid="23242" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/23242-svinedrengen/" rel="">@Svinedrengen</a>For making some good maps.
</p>

<p style="text-align:center;">
	and ofcourse ...
</p>

<p>
	@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 <span><img alt=":)" data-emoticon="" height="16" src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/smile.png.d1802ccf9b5c412f23a09006fa9249ab.png" title=":)" width="16" />.</span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	Thank you for everybody who i didnt mention but was still part of this journey.
</p>

<p style="text-align:center;">
	A big thanks to <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.goldhawkinteractive.com/forums/index.php?/profile/2-chris/&amp;do=hovercard" data-mentionid="2" href="https://www.goldhawkinteractive.com/forums/index.php?/profile/2-chris/" rel="">@Chris</a> for making Xenonauts.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	Enjoy !
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;color:rgb(38,38,38);text-transform:none;line-height:19.5px;text-indent:0px;letter-spacing:normal;font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;margin-bottom:0px;word-spacing:0px;white-space:normal;">
	<span style="color:#cc0033;"><span style="font-size:18px;">The next three posts were the continuation of the OP, please take a moment to glance over it.</span></span>
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="12064" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2021_04/1700287459_modloader1_00.11c(1).png.6d141154c5816a1a92172b4a0f00db0c.png" rel=""><img alt="modloader 1.00.11c (1).png" class="ipsImage ipsImage_thumbnailed" data-fileid="12064" data-ratio="31.2" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2021_04/1368090511_modloader1_00.11c(1).thumb.png.e3e756e3d1bac036e3f2ff997eb4afd8.png" /></a>
</p>
]]></description><guid isPermaLink="false">13414</guid><pubDate>Wed, 10 Aug 2016 17:22:46 +0000</pubDate></item><item><title>[1.65/X.CE V0.35.0 X-Division 1.00.11c] X Division: The Devils Toys Reborn</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50124-165xce-v0350-x-division-10011c-x-division-the-devils-toys-reborn/</link><description><![CDATA[<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="19809" data-embedcontent="" data-embedid="embed7992192092" src="https://www.goldhawkinteractive.com/forums/index.php?/topic/21888-165xce-v0350-x-division-the-devils-toys-addon/&amp;do=embed" style="height:397px;max-width:502px;"></iframe>
<p>
	In the original mod, you can use almost all alien equipment — except shields — because the shield mechanic behaves oddly when shields aren’t unlimited. I fixed that.
</p>

<p>
	Now you can equip alien shields and recharge them during battle using <strong>Laser Battery Mk1</strong>.
</p>

<p>
	<strong>Tip:</strong> If you don’t want a soldier to deploy with an empty shield, make a loadout/template that includes the alien shield and equip it via that template.
</p>

<p>
	<strong>How to recharge a shield:</strong>
</p>

<ol>
	<li>
		<p>
			Empty the soldier’s <strong>first hand</strong>.
		</p>
	</li>
	<li>
		<p>
			On the soldier UI, click <strong>Reload</strong>.
		</p>
	</li>
</ol>

<p style="background-color:#212429;color:#babcc1;font-size:14px;">
	<u>Installation:</u>
</p>

<p style="background-color:#212429;color:#babcc1;font-size:14px;">
	<span style="font-size:18px;"><strong>You must start a new game or else the mod will only work on newly researched items.</strong></span>
</p>

<p style="background-color:#212429;color:#babcc1;font-size:14px;">
	<br />
	1. Download the file (of course).
</p>

<p style="background-color:#212429;color:#babcc1;font-size:14px;">
	2. Move the "X-Division The Devil's Toys" folder in the downloaded .zip file to                                                          (Xenonauts folder where X-Division is installed)/Assets/Mods.
</p>

<p style="background-color:#212429;color:#babcc1;font-size:14px;">
	3. Enable the mod in the XCE mod manager and place it above X-Division in the load order.
</p>

<p style="background-color:#212429;color:#babcc1;font-size:14px;">
	4. Play the addon, I hope. 
</p>

<p>
	<img alt="Изображение" data-ratio="75.08" width="999" src="https://media.discordapp.net/attachments/845300148917370890/1454895291185500193/image.png?ex=696f1894&amp;is=696dc714&amp;hm=1cd7f9a19b0614bb376ab5ab8f415a55f3af79c38896215002772325ac5d2c62&amp;=&amp;format=webp&amp;quality=lossless&amp;width=1382&amp;height=863" />
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			All rights to the original mod and its assets belong to the original author.
		</p>
	</div>
</blockquote>

<p>
	 
</p>
<p>
<a class="ipsAttachLink" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=21624&amp;key=e23978551e860e474fd0e21fa048e0a0" data-fileExt='zip' data-fileid='21624' data-filekey='e23978551e860e474fd0e21fa048e0a0'>X-Division The Devil&#039;s Toys Reborn.zip</a></p>]]></description><guid isPermaLink="false">50124</guid><pubDate>Mon, 19 Jan 2026 15:42:52 +0000</pubDate></item><item><title>[V1.59] Names Of The World [V1.17]</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/12967-v159-names-of-the-world-v117/</link><description><![CDATA[
<p><a href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2015_08/workshop_thumb.jpg.6ade273437a5e1ed8f78a00e8b0b2936.jpg" class="ipsAttachLink ipsAttachLink_image" data-fileid="5565" rel="external nofollow"><img data-fileid="5565" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2015_08/workshop_thumb.jpg.6ade273437a5e1ed8f78a00e8b0b2936.jpg" class="ipsImage ipsImage_thumbnailed" alt="workshop_thumb.jpg" /></a></p>
<br /><br />Hello, due to several requests by Linux users for whom the Steam Workshop is acting up, I'm posting the latest version of my mod here.<br /><br />NOTE: Uninstall all my other soldier names mods. This one includes all their content and is tweaked for compatibility. As for the installation itself, just extract the zip to the Xenonauts/assets/mods/ folder (let it create a "SteelGonads Names Of The World" folder)<br /><br />This mod is a merge of all my previous nationality mods as well as new nationalities and tweaks. <br />As of version 1.18 these are the features: <br /><br />More countries, more variety of ethnicities in those countries and probability of occurrence is balanced according to population in 1979. <br /><br />Currently added/altered countries: <br /><br />PORTUGAL: <br />Features: <br />- 53 female first names, 197 male first names, 173 surnames <br />- 3 Portuguese regiments <br />- 3 Portuguese war experiences, all related to the Ultramar war of the 60s-70s <br />- Portuguese flag in the soldier mission UI. <br /><br />SOVIET UNION: <br />Features: <br />- 106 male first names, 80 female first names, 125 surnames <br />- Ethnical backgrounds: Russian (extended from original), Ukranian (extended from original) , Belarussian (new or extended), Uzbek (new), Kazakh (new), Tajik (new), Azeri (new), Armenian (new), Moldovan (new), Georgian (new), Lithuanian (new), Latvian (new), Estonian (new), Tatar (new) , Kyrgyz (new) , Turkmen (new) , Chechen (new) <br />- Retains experience and regiment info. <br /><br />YUGOSLAVIA: <br />Features: <br />- 111 male first names, 90 female first names, 85 surnames <br />- Ethnical backgrounds: , Serbs/Montenegrins, Croats, Bosniaks, Slovenes, Macedonians, Albanians <br />- 3 regiments whose existance I'm not completely sure of, but couldn't find much information online.<br />- No war experience, since between WWII and the 90s, there was no major conflict where Yugoslavians fought, that I'm aware of. <br />- Yugoslavian flag in the soldier mission UI. <br /><br />BELGIUM (contributor: Dr Perry Kocks): <br />Features: <br />- 100 male Flemish names, 100 female Flemish names, 73 Flemish surnames <br />- 18 male Wallonian names, 20 female Wallonian names, 17 Wallonian surnames (due to lack of sources, had to go with the ones used for France in the vanilla game) <br />- 2 Regiments, 1 war experience (Congo) <br />- Belgian flag in the soldier mission UI. <br /><br />NETHERLANDS (contributor: Dr Perry Kocks): <br />Features: <br />- 114 male names, 85 female names, 100 surnames. <br />- Retains experience and regiment info. <br /><br />CHILE (contributor: Yunusoglu): <br />Features: <br />- 99 male names, 99 female names, 100 surnames <br />- 3 Regiments, 1 war experience (Tierra del Fuego) <br />- Chilean flag in the soldier mission UI <br /><br />TURKEY (contributor: Yunusoglu): <br />Features: <br />- 101 male names, 100 female names, 37 surnames <br />- 4 Regiments, 1 war experience (Cyprus) <br />- Turkish flag in the soldier mission UI <br /><br />AUSTRIA (contributor: Yunusoglu): <br />Features: <br />- 60 male names, 60 female names, 40 surnames <br />- 2 Regiments <br />- Austrian flag in the soldier mission UI <br /><br />IRELAND (contributor: Yunusoglu): <br />Features: <br />- 99 male names, 103 female names, 60 surnames <br />- 1 Regiment, 1 war experience (Congo) <br />- Irish flag in the soldier mission UI <br /><br />NORWAY (contributor: Yunusoglu): <br />Features: <br />- 56 male names, 40 female names, 100 surnames <br />- 2 Regiments <br />- Norwegian flag in the soldier mission UI <br /><br />SWITZERLAND (contributor: Yunusoglu): <br />Features: <br />- 100 male names, 50 female names, 772 (!!!) surnames <br />- 2 Regiments <br />- Swiss flag in the soldier mission UI <br /><br />BULGARIA (contributor: Yunusoglu): <br />Features: <br />- 65 male names, 68 female names, 100 surnames <br />- 1 Regiment, 3 experiences <br />- Bulgarian flag in the soldier mission UI <br /><br />ROMANIA (contributor: Yunusoglu): <br />Features: <br />- 50 male names, 48 female names, 36 surnames <br />- 2 Regiments <br />- Romanian flag in the soldier mission UI <br /><br />BRAZIL <br />Features: <br />- 60 male names, 70 female names, 50 surnames <br />- 3 Regiments, 1 war experience <br />- Brazilian flag in the soldier mission UI <br /><br />ARGENTINA (contributor: Yunusoglu): <br />Features: <br />- 79 male names, 80 female names, 101 surnames <br />- 3 Regiments <br />- Argentinian flag in the soldier mission UI <br /><br />Tweaked countries: <br /><br />HUNGARY (contributor: Yunusoglu): <br />- Added experience <br />GREECE (contributor: Yunusoglu): <br />- Added experience <br /><br />COMPATIBLITY: <br />This mod has been tested for compatibility with "Khall's More Portraits".<br /><br />COMPATIBLITY: <br />This mod has been tested for compatibility with "Khall's More Portraits".<br /><br /><img src="http://images.akamai.steamusercontent.com/ugc/536266705757522284/7CC3A3B7C25FCFA43ECB764BB31798AA576FA283/" alt="7CC3A3B7C25FCFA43ECB764BB31798AA576FA283" /><br /><br /><img src="http://images.akamai.steamusercontent.com/ugc/536266705757500343/9B8CF439A6640A2034F01D612BB18E4A1F59DC4F/" alt="9B8CF439A6640A2034F01D612BB18E4A1F59DC4F" /><br /><br /><img src="http://images.akamai.steamusercontent.com/ugc/536267337455648409/F3746F60AEE34A3F4129E70EA2C3B727EC63918B/" alt="F3746F60AEE34A3F4129E70EA2C3B727EC63918B" /><p><a href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2015_09/NamesOfTheWorld_zip.b5e08e25137bd4b97a5869f36e8adb4d" class="ipsAttachLink ipsAttachLink_image" data-fileid="5624" rel="external nofollow"><img data-fileid="5624" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2015_09/NamesOfTheWorld_zip.b5e08e25137bd4b97a5869f36e8adb4d" class="ipsImage ipsImage_thumbnailed" alt="NamesOfTheWorld.zip" /></a></p>
<p><a class="ipsAttachLink ipsAttachLink_image" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2015_08/workshop_thumb.jpg.6ade273437a5e1ed8f78a00e8b0b2936.jpg" rel="external nofollow" data-fileid="5565"><img src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2015_08/workshop_thumb.jpg.6ade273437a5e1ed8f78a00e8b0b2936.jpg" data-fileid="5565" class="ipsImage ipsImage_thumbnailed" alt="workshop_thumb.jpg" /></a></p>
<p><a href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=5624" data-fileid="5624" rel="">NamesOfTheWorld.zip</a></p>
<p><a class="ipsAttachLink ipsAttachLink_image" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2015_08/workshop_thumb.jpg.6ade273437a5e1ed8f78a00e8b0b2936.jpg" rel="external nofollow"><img src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2015_08/workshop_thumb.jpg.6ade273437a5e1ed8f78a00e8b0b2936.jpg" data-fileid="%7B___base_url___%7D/applications/core/interface/file/attachment.php?id=5565" class="ipsImage ipsImage_thumbnailed" alt="workshop_thumb.jpg.6ade273437a5e1ed8f78a" /></a></p>
<p><a href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=5624" data-fileid="5624" rel="">NamesOfTheWorld.zip</a></p>
]]></description><guid isPermaLink="false">12967</guid><pubDate>Mon, 31 Aug 2015 15:29:59 +0000</pubDate></item><item><title>[1.65/X.CE V0.35.0 X-Division 1.00.11c] Ivangelions Unlimited Mod</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/47936-165xce-v0350-x-division-10011c-ivangelions-unlimited-mod/</link><description><![CDATA[<p>
	Increase chinooks limit to 98 soldiers or 9 vehicles and 8 soldiers. Perfect for x division superhuman run. Even if u play first time. No more save loading. You can safely kill 10 or more soldiers during UFO assault and its will be still fun! You can beat motherships with common shotguns and no armor!  YOU WILL HAVE MORE SOLDIERS THAN ENEMY BULLETS!<br />
	Lore friendly if you make first base in Soviet Union.<br />
	Known Bugs: not all icons loaded in chinook loyaout (see second screen)<br />
	<span style="background-color:#212429;color:#babcc1;font-size:14px;">Installation Instructions:</span><br style="background-color:#212429;color:#babcc1;font-size:14px;" />
	<span style="background-color:#212429;color:#babcc1;font-size:14px;">1. Go to your Xenonauts assets folder </span><br style="background-color:#212429;color:#babcc1;font-size:14px;" />
	<span style="background-color:#212429;color:#babcc1;font-size:14px;">2. Unzip into the /mods folder</span><br style="background-color:#212429;color:#babcc1;font-size:14px;" />
	<span style="background-color:#212429;color:#babcc1;font-size:14px;">3. Launch Xenonauts.exe</span><br style="background-color:#212429;color:#babcc1;font-size:14px;" />
	<span style="background-color:#212429;color:#babcc1;font-size:14px;">4. In the opened "Xenonauts launcher" hit the "Modding Tools" button</span><br style="background-color:#212429;color:#babcc1;font-size:14px;" />
	<span style="background-color:#212429;color:#babcc1;font-size:14px;">5. Select mod and hit "Activate" Button</span><br style="background-color:#212429;color:#babcc1;font-size:14px;" />
	<span style="background-color:#212429;color:#babcc1;font-size:14px;">6  Set mod priority after X division<br />
	<br />
	Future mods that you get from me soon:</span><br />
	- increase and randomise enemy count for x division (x1-x3)<br />
	- Phase Mix. all type of UFO will spawn till end of the game<br />
	- Personal tweaks. the game will be more easier and.. unpredictable. also tweak buildings to have more space for soldiers and vehicles.<br />
	- Unlimited soldiers stats capacity (up to 1000).  <br />
	- (small chance) pill mod. currently implemented for 0.25 CE. adds pills that can overheal or give extra 100% APs. but you need to craft them.
</p>

<p>
	You can request mod that you want and receive that faster.<br />
	<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="20606" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2025_08/photo_2025-08-19_03-18-59.jpg.b8c0d9c386289a9b9a0cf37426d8b0fc.jpg" rel=""><img alt="photo_2025-08-19_03-18-59.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="20606" data-ratio="64.1" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2025_08/photo_2025-08-19_03-18-59.thumb.jpg.48c7e4dcf74c358c822ba02894288350.jpg" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="20607" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2025_08/photo_2025-08-19_03-18-48.jpg.5586b33d23ad59aa9cb7e42823bab48c.jpg" rel=""><img alt="photo_2025-08-19_03-18-48.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="20607" data-ratio="42.9" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2025_08/photo_2025-08-19_03-18-48.thumb.jpg.10a3073de80f13e61a93f3ba26cf2ce0.jpg" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="20608" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2025_08/photo_2025-08-17_17-20-00.jpg.db2649cb2cd21aca86e0046d57251ba3.jpg" rel=""><img alt="photo_2025-08-17_17-20-00.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="20608" data-ratio="63.2" width="1000" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2025_08/photo_2025-08-17_17-20-00.thumb.jpg.e1d44e16d078a91c205ee5a36b18bc4e.jpg" /></a>
</p>

<p>
	<br />
	v2 - alien base spawn points adaptation that prevents crash.
</p>

<p>
	 
</p>

<p><a href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_01/image(2).webp.20afcbb29bc641d1bc1f613bfa7ae575.webp" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="21619" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_01/image(2).thumb.webp.c0ad56280795000cbe36b179eeea8b7b.webp" data-ratio="52" width="1000" class="ipsImage ipsImage_thumbnailed" alt="image (2).webp"></a></p>
<p><a href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_01/image(1).webp.cbd2cdc88324a7f0a3fd6343571e0739.webp" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="21620" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2026_01/image(1).thumb.webp.c0deb579ff8a9d0f1d93ca2581620eb7.webp" data-ratio="61.6" width="1000" class="ipsImage ipsImage_thumbnailed" alt="image (1).webp"></a></p><p>
<a class="ipsAttachLink" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=21618&amp;key=ecda3258b0ceb11b634208728c0e2ac0" data-fileExt='zip' data-fileid='21618' data-filekey='ecda3258b0ceb11b634208728c0e2ac0'>IvangelionsUnlimitedMod3.zip</a></p>]]></description><guid isPermaLink="false">47936</guid><pubDate>Tue, 19 Aug 2025 00:31:12 +0000</pubDate></item><item><title>[X:CE] Geographic addition 1.1</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/13367-xce-geographic-addition-11/</link><description><![CDATA[<p style="margin:0cm 0cm 8pt;">
	<span lang="en-us" xml:lang="en-us"><font color="#000000" face="Calibri" size="3">This simply mod adds a several cities to global map, mostly in sparse distant regions, and adjust type of cities (soviet or non-soviet). The names of the countries show (additional to the city names) only at maximum zoom global map. This is more convenient because labels less obstruct the map. </font></span>
</p>

<p style="margin:0cm 0cm 8pt;">
	<span lang="en-us" xml:lang="en-us"><font color="#000000" face="Calibri" size="3"> </font></span>
</p>

<p style="margin:0cm 0cm 8pt;">
	<span lang="en-us" xml:lang="en-us"><font color="#000000" face="Calibri" size="3">Features: </font></span>
</p>

<p style="margin:0cm 0cm 8pt;">
	<span lang="en-us" xml:lang="en-us"><font color="#000000" face="Calibri" size="3">1. Add soviet-style cities: Pyongyang (North Korea), Novosibirsk, Krasnoyarsk, Anadir, Petropavlovsk-Kamchatskiy (Russia), Shanghai, Urumchi (China). </font></span>
</p>

<p style="margin:0cm 0cm 8pt;">
	<span lang="en-us" xml:lang="en-us"><font color="#000000" face="Calibri" size="3">2. Add non-soviet style cities: Denver (United States), Manaus (Brazil), Samarinda (Indonesia), Addis Ababa (Ephiopia), Colombo (Sri Lanka), Punta Arenas (Chile). </font></span>
</p>

<p style="margin:0cm 0cm 8pt;">
	<span lang="en-us" xml:lang="en-us"><font color="#000000" face="Calibri" size="3">3. Change style from soviet to non-soviet: Tokyo, Seoul, Dublin, London, Edinburgh, Copenhagen. </font></span>
</p>

<p style="margin:0cm 0cm 8pt;">
	<span lang="en-us" xml:lang="en-us"><font color="#000000" face="Calibri" size="3">New distant cities designed to do proper to cover more area. </font></span>
</p>

<p style="margin:0cm 0cm 8pt;">
	<span lang="en-us" xml:lang="en-us"><font color="#000000" face="Calibri" size="3"> </font></span>
</p>

<p style="margin:0cm 0cm 8pt;">
	<span lang="en-us" xml:lang="en-us"><font color="#000000" face="Calibri" size="3">v1.1 </font></span>
</p>

<p style="margin:0cm 0cm 8pt;">
	<span lang="en-us" xml:lang="en-us"><font color="#000000" face="Calibri" size="3">The names of the countries show (additional to the city names) only at maximum zoom global map.</font></span>
</p>

<p style="margin:0cm 0cm 8pt;">
	<span lang="en-us" xml:lang="en-us"><font color="#000000" face="Calibri" size="3">Added cities: Addis Ababa (Ephiopia), Colombo (Sri Lanka), Punta Arenas (Chile).</font></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	23.06.202 - Uploaded files again
</p>

<p>
	 
</p>

<p>
	 
</p>

<p><a href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2024_06/SU.jpg.243db862bf9b94e58991c2818db3f13c.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="18744" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2024_06/SU.thumb.jpg.abf2298ee0304d72ca2aedf4ae34a516.jpg" data-ratio="56.2" width="1000" class="ipsImage ipsImage_thumbnailed" alt="SU.jpg"></a></p><p>
<a class="ipsAttachLink" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=18742&amp;key=4237c0ec2bff5e4948063151888f7ff7" data-fileExt='zip' data-fileid='18742' data-filekey='4237c0ec2bff5e4948063151888f7ff7'>Geographic addition 1.1.zip</a></p>]]></description><guid isPermaLink="false">13367</guid><pubDate>Fri, 17 Jun 2016 21:17:27 +0000</pubDate></item><item><title>[B4X2] arms trade</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21751-b4x2-arms-trade/</link><description><![CDATA[
<p>
	<img class="ipsImage ipsImage_thumbnailed ipsAttachLink_image ipsAttachLink_left" data-fileid="12408" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2021_11/logo.png.7d09420040cfcd73d29f6ca5c220f369.png" style="width:300px;height:auto;float:left;" alt="logo.png.7d09420040cfcd73d29f6ca5c220f369.png" /></p>

<p style="background-color:rgba(240,247,250,.85);color:#262626;font-size:13px;">
	v.2 as part of my [B4X2] mod collection
</p>

<ul style="background-color:rgba(240,247,250,.85);color:#262626;font-size:13px;"><li>
		works in Community Edition (0.35) and in Vanilla too
	</li>
	<li>
		~ 4 MB download
	</li>
</ul><p style="background-color:rgba(240,247,250,.85);color:#262626;font-size:13px;">
	This mod changes:
</p>

<ul style="background-color:rgba(240,247,250,.85);color:#262626;font-size:13px;"><li>
		3 new ballistic weapons: machine pistol, carbine, flamethrower.
		<ul><li>
				custom premade loadouts. soldier roles make use of new gear.
			</li>
		</ul></li>
	<li>
		1 new laser weapon: laser shotgun.
	</li>
	<li>
		1 nerfed laser weapon: laser carbine.
	</li>
	<li>
		new research tree items with according Xenopedia entries.
	</li>
	<li>
		3 laser weapon variants for sale:
		<ul><li>
				can be produced/sold for profit.
			</li>
		</ul></li>
</ul>
<p><a class="ipsAttachLink" href="//www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=12409">arms_trade_v2[B4X2].zip</a></p>]]></description><guid isPermaLink="false">21751</guid><pubDate>Mon, 01 Nov 2021 13:04:41 +0000</pubDate></item><item><title>[1.65/X.CE V0.35.0] Pataschka's X2 Uniforms</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/39807-165xce-v0350-pataschkas-x2-uniforms/</link><description><![CDATA[<p>
	This modification changes rank images and the uniforms of the agents to look like resemble the concepts of Xenonauts 2 by Diego Garcia Yanieri
</p>

<p>
	Mirror: <a href="https://www.nexusmods.com/xenonauts/mods/67" rel="external nofollow">https://www.nexusmods.com/xenonauts/mods/67</a>
</p>

<p>
	Version history:<br />
	1.0<br />
	Initial Release
</p>

<p>
	Pataschka's X2 Uniforms - main file of the modification<br />
	Pataschka's X2 Uniforms Khall's More Portraits - Support of the Pataschka's X2 Uniforms modification for Khall's More Portraits mod
</p>

<p>
	---------------------------------------------<br />
	<strong>Pataschka's X2 Uniforms Khall's More Portraits</strong>
</p>

<p>
	<a href="https://staticdelivery.nexusmods.com/mods/532/images/67/67-1719191565-163286555.jpeg" rel="external nofollow">Screen01</a>
</p>

<p>
	This mod adds support to Pataschka's X2 Uniforms mod for the Khall's More Portraits from the Community Edition version of the game. <br />
	If you are using X:CE with Khall's More Portraits you will need to install both Pataschka's X2 Uniforms and this file for the mod to work properly. <br />
	If you are using the vanilla version of the game then you don't need this support file. Download only Pataschka's X2 Uniforms file instead.
</p>

<p>
	Installation Instructions:<br />
	1. Go to your Xenonauts assets folder (C:/Program Files (x86)/Steam/steamapps/common/Xenonauts/assets/mods)<br />
	2. Unzip into the /mods folder<br />
	3. Launch Xenonauts.exe<br />
	4. In the opened "Xenonauts launcher" hit the "Modding Tools" button<br />
	5. Select "Pataschka's X2 Uniforms Khall's More Portraits" string and hit "Activate" Button<br />
	6. Select "Pataschka's X2 Uniforms Khall's More Portraits" string and hit "Move up" Button for this mod to be higher than "Pataschka's X2 Uniforms" <br />
	6. Click "Back" button<br />
	Now you can launch the game
</p>

<p>
	---------------------------------------------<br />
	<strong>Pataschka's X2 Uniforms</strong>
</p>

<p>
	<a href="https://staticdelivery.nexusmods.com/mods/532/images/67/67-1719191561-1506203882.jpeg" rel="external nofollow">Screen02</a>
</p>

<p>
	<a href="https://staticdelivery.nexusmods.com/mods/532/images/67/67-1719191560-996900330.jpeg" rel="external nofollow">Screen03</a>
</p>

<p>
	<a href="https://staticdelivery.nexusmods.com/mods/532/images/67/67-1719191564-1774143916.jpeg" rel="external nofollow">Screen04</a>
</p>

<p>
	<u>For this modification to work properly you need Jsleezy's Real Armors</u>
</p>

<p>
	This modification changes rank images and the uniforms of the agents to look like resemble the concepts of Xenonauts 2 by <strong>Diego Garcia Yanieri</strong>
</p>

<p>
	Credits:<br />
	The red beret and also the uniform used for xenonauts portraits are not mine, they were  taken from the concepts made by <strong>Diego Garcia Yanieri  </strong><br />
	<a href="https://digyan.artstation.com/projects/XnavLl" rel="external nofollow">https://digyan.artstation.com/projects/XnavLl</a><br />
	<a href="https://digyan.artstation.com/projects/68vyE6" rel="external nofollow">https://digyan.artstation.com/projects/68vyE6</a> 
</p>

<p>
	I give full credit to Diego Garcia Yanieri as the author of the original images. If you're the author and for some reason, you see the usage of your art as inappropriate, please PM me and I'll remove them as soon as possible.
</p>

<p>
	Special Thanks:<br />
	-<strong> Goldhawk Interactive</strong> - for creating and publishing such a beautiful game<br />
	- <strong>Diego Garcia Yanieri </strong> - for the beautiful art of characters and uniforms<br />
	-<strong> Jsleezy</strong> for the Jsleezy's Real Armors modification<br />
	- All those people who decided to download this modification.
</p>

<p>
	Installation Instructions:<br />
	1. Go to your Xenonauts assets folder (C:/Program Files (x86)/Steam/steamapps/common/Xenonauts/assets/mods)<br />
	2. Unzip into the /mods folder<br />
	3. Launch Xenonauts.exe<br />
	4. In the opened "Xenonauts launcher" hit the "Modding Tools" button<br />
	5. Select "Pataschka's X2 Uniforms" string and hit "Activate" Button<br />
	6  Select "Pataschka's X2 Uniforms" string and hit "Move up" Button for this mod to be higher than "Jsleezy's Real Armors"<br />
	8. Click "Back" button<br />
	Now you can launch the game
</p>

<p>
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="18748" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=18748&amp;key=b6738e977a617beb85d82931ded97b40" rel="">Pataschka's X2 Uniforms Khall's More Portraits.zip</a> <a class="ipsAttachLink" data-fileext="zip" data-fileid="18749" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=18749&amp;key=c821af3466924e19ad2c261b2865e15e" rel="">Pataschka's X2 Uniforms.zip</a>
</p>
]]></description><guid isPermaLink="false">39807</guid><pubDate>Mon, 24 Jun 2024 01:29:31 +0000</pubDate></item><item><title>winner gets a&#xA0; steam trophy points&#xA0;, X-division, i need a leader</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/38752-winner-gets-a%C2%A0-steam-trophy-points%C2%A0-x-division-i-need-a-leader/</link><description><![CDATA[<p>
	 
</p>

<p>
	 
</p>

<p>
	Hello.
</p>

<p>
	X-division , may 1980 cant find a leader to interrogate , winner gets a  steam trophy points <br />
	X-division, i need a leader<br />
	May 1980 , there is a fortress, i shot down and cleared 100 UFO. But no leader, do i have to take the fortress?
</p>

<p>
	 I tried to take a fortress.... i dropped a full clip of scimitar´s  mag minigun lv 2  on on 1 red ceasan  plus full 60 shots of minigun´s  laser 2 on the same ceasar......didnt even mitigate armor. ZERO DAMAGE.
</p>

<p>
	Same prob with andron fortress. i have tried  plasma weapons but too slow and no minigun....but in any case they 1 shot my scimitar in the fortress.....
</p>

<p>
	 
</p>

<p>
	I got nothingleft  to research am i missing something?.... i have boarded 105 spaceships, all kinds , the game is on light cruisers , heavy bomber cruisers , advanded assault transports and i  took a terror transport 1 month ago....i dont get the very large ships anymore...... or terror missions......
</p>

<p>
	my weapons are all i can get , laser minigun 3  , mag minigun 3.... and PREDATOR armor...and plasma...which i dont use
</p>

<p>
	the aliens are SOOOO tough i need full 60-80 shots at 1 sq or 2 away to kill some xenomorphs , blue androns , and close to full 60 shots for robodogs
</p>

<p>
	DIFFICULTY is NG,  and settings is for delayed alien progress.......
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">38752</guid><pubDate>Tue, 21 May 2024 15:20:56 +0000</pubDate></item><item><title>tech support REDUX..... i only need....ADD alien fighter parts/console commands?..... PLEASE</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/38351-tech-support-redux-i-only-needadd-alien-fighter-partsconsole-commands-please/</link><description><![CDATA[<p>
	<img alt=":)" data-emoticon="" height="16" src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/smile.png.d1802ccf9b5c412f23a09006fa9249ab.png" title=":)" width="16" />hi, thanks for your time.... really nice mod, but i am having  1 issue only
</p>

<p>
	1-fighers dont give me parts to create my own fighters,  i only get  alloys.... and yes i take them  down  on land ...
</p>

<p>
	 i just need to know how to  ADD  the  heavy fighters and fighters  PARTS.....
</p>

<p>
	 
</p>

<p>
	I am full-on phase 2
</p>

<p>
	 
</p>

<p>
	nothing else , needed THANKS IN ADVANCE!!!!!
</p>
]]></description><guid isPermaLink="false">38351</guid><pubDate>Sun, 05 May 2024 01:00:13 +0000</pubDate></item><item><title>Alien base crash.</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/37451-alien-base-crash/</link><description><![CDATA[<p>
	End of month 3 or 4. Alien terror UFO attacks my base and converts into alien base that I load into. Crashed like 10 turns in - it frozed the game and the pc, so I had to forcefully shut down. When I boot up the game and try to load up the save, it crashes closes the game after clicking "Resume game". I was playing on NG+2 ironman. Any way to save it?<br />
	<br />
	Something random to add: after the forced shut down, my default windows desktop wallpaper changed. Not sure what to make of that.
</p>
]]></description><guid isPermaLink="false">37451</guid><pubDate>Tue, 12 Mar 2024 08:58:36 +0000</pubDate></item><item><title>[1.65/X.CE] Xenonauts: Arms Race (0.4.3 discontinued)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/36985-165xce-xenonauts-arms-race-043-discontinued/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-size:8px;"><img alt="JjjRGcrzrTM.jpg?size=728x455&amp;quality=96&amp;" class="ipsImage" data-ratio="62.50" height="455" width="728" src="https://sun5-2.userapi.com/impg/yTf4RDHmbn69aJc83pyDXRdZ9mGtI8OJ7rfqyw/JjjRGcrzrTM.jpg?size=728x455&amp;quality=96&amp;sign=c1a34ab992baa84521367102126b7c1c&amp;type=album" /></span>
</p>

<p style="text-align:center;">
	<strong>Xenonauts: Arms Race</strong>
</p>

<p style="text-align:center;">
	<strong>v0.4.3.</strong>
</p>

<p>
	<strong>Annotation:</strong><br />
	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.<br />
	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.
</p>

<p>
	<strong>Features:</strong><br />
	- Significant early stage gameplay rework<br />
	- Almost 200 new weapons<br />
	- 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.<br />
	- Updated tree with new technologies<br />
	- 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.<br />
	- Increased arsenal of alien invaders<br />
	- Elite soldiers from the start
</p>

<p>
	<strong>Installation:</strong><br />
	1. Download last version of XCE<br />
	2. Clear "Mods" folder<br />
	3. Move and replace files from the mod to the "assets" folder<br />
	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.<br />
	5. Launch and play
</p>

<p>
	<br />
	<strong>Download link (Google disk):</strong> <a href="https://drive.google.com/file/d/1P8dXp9gT45LZAq_p9PM4mncjfUr6monz/view?usp=sharing" rel="external nofollow">https://drive.google.com/file/d/1P8dXp9gT45LZAq_p9PM4mncjfUr6monz/view?usp=sharing</a>
</p>

<p>
	 
</p>

<p>
	<strong>Known and possible errors: </strong>
</p>

<p>
	- No descriptions of some weapons<br />
	- Some inscriptions are replaced with "####"<br />
	- A sledgehammer can be given in the inventory along with another one-handed weapon or shield, but in tactical mode some of this disappears;<br />
	- Possible incorrect operation of new weapons for vehicles<br />
	- Possible errors with animations of new alien weapons<br />
	- Possible errors with animations of new xenonaut weapons
</p>

<p>
	<em>Sorry for text mistakes</em>
</p>

<p>
	<strong>Mod development discontinued.</strong>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">36985</guid><pubDate>Mon, 12 Feb 2024 02:07:10 +0000</pubDate></item><item><title>[V1.07] Skitso's Oppressive UI Mod</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/10685-v107-skitsos-oppressive-ui-mod/</link><description><![CDATA[
<p><img src="http://i.imgur.com/mW5xUMj.jpg" alt="mW5xUMj.jpg" /></p>
<p><strong>Xenonauts 1.51 and X:CE v0.31 or newer compatible</strong></p>
<p>This is a completely visual mod, so it doesn't alter game balance or content in any way.</p>
<p>What it does offer, is a complete graphical overhaul to add a more oppressive overall mood to the game. Darker tones and more muted color choises give the game much more brooding and omnious feel. I've also polished several UI elements that I thought were lacking, and added transparent elements.</p>
<p>I've tried to maintain or surpass the original level of visual quality and preserve the original feel and look of Xenonauts as well as possible. I hope you enjoy this mod! </p>
<p><strong><span style="text-decoration:underline;">Images:</span></strong></p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p><img src="http://i.imgur.com/deIdjeK.jpg" alt="deIdjeK.jpg" /></p>
<p>Vignetted, darker background graphics, added logo, removed animations</p>
<p><img src="http://i.imgur.com/ndD3g94.jpg" alt="ndD3g94.jpg" /></p>
<p>Vignetted, darker background graphics, transparent menu elements, more toned down color choises</p>
<p><img src="http://i.imgur.com/TymuaQV.jpg" alt="TymuaQV.jpg" /></p>
<p>Vignetted, darker background graphics, transparent menu elements</p>
<p><img src="http://i.imgur.com/PNZfguO.jpg" alt="PNZfguO.jpg" /></p>
<p>Vignetted, darker background graphics, more toned down color choises</p>
<p><img src="http://i.imgur.com/cGNkoYx.jpg" alt="cGNkoYx.jpg" /></p>
<p>Completely overhauled geoscape with new color scheme, colorgrading, new icons etc.</p>
<p><img src="http://i.imgur.com/Jjars9X.jpg" alt="Jjars9X.jpg" /></p>
<p>Vignetted, darker background graphics</p>
<p><img src="http://i.imgur.com/PmdZLYy.jpg" alt="PmdZLYy.jpg" /></p>
<p>Vignetted, darker background graphics, more toned down color choises</p>
<p><img src="http://i.imgur.com/zIMu3Kq.jpg" alt="zIMu3Kq.jpg" /></p>
<p>colorgraded, oppressive night missions</p>
<p><img src="http://i.imgur.com/gDryaOC.jpg" alt="gDryaOC.jpg" /></p>
<p>Transparent menu elements, polished gui bars and bar icons, polished dialog close button.</p>
</div>
</div>
<p><strong><span style="text-decoration:underline;">Installation:</span></strong></p>
<p>The new modular version should work fine via game's mod loader.</p>
<p><a href="https://www.mediafire.com/?n3dmdh331lwk8m8" rel="external nofollow"><strong><span style="text-decoration:underline;">DOWNLOAD HERE</span></strong></a></p>
<p><strong><span style="text-decoration:underline;">Change log:</span></strong></p>
<p>The new modular version should be compatible with at least XCE v0.31+; I haven't checked it with vanilla 1.5+ but assume it will work fine with that as well. </p>
<p>Complete version history:</p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p><strong>MODULAR</strong> Thanks to kabill, this mod is now modular and easily installed via mod loader. This version also has new color grading settings for dawn/dusk and alien base missions.</p>
<p><strong>1.05</strong> Compatible with Xenonauts 1.07. Polished medal GFX and they now look delicious! <img src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/tongue.png" alt=":P" srcset="https://www.goldhawkinteractive.com/forums/uploads/emoticons/tongue@2x.png 2x" width="20" height="20" /> Also reverted the mission debriefing to more original look as the earlier layout caused problems with bigger ufos when there's more salvage.</p>
<p><strong>1.04</strong> Compatible with Xenonauts 1.04. Lost continent GFX fixed. Also few other small adjustments. </p>
<p><strong>1.03</strong> Compatible with Xenonauts 1.03. Also made few improvements per user feedback: geoscape day/night contrast made a bit more visible, also equipment screen's over weight bar color made a bit darker.</p>
<p><strong>1.0</strong> Compatible with Xenonauts 1.0. Added completely new geoscape graphics, colorgraded and dark night missions, new door open/close cursor, polished GC GUI with new icons and bars that are in line and much, much more. </p>
<p><strong>0.6</strong> </p>
<p>V21 Stable compatible. Improved Xenonaut base icon graphics in GS, small improvements and fixes.</p>
<p><strong>0.5</strong> </p>
<p>Lot's of changes and additions in this version:</p>
<p>-Complete geoscape overhaul: new objectives text, color grading on the map, all new blue color theme, new crash site, terror, alien base icons etc...</p>
<p>-Transparent menu screens</p>
<p>-a few font and button modifications</p>
<p>-added new role images</p>
<p>-Slight changes to injured soldiers' health bar in the equipment screen </p>
<p>-completely new close buttons in ground combat inventory, xenopedia and interceptor menu</p>
<p>-added a slight edge vignetting in ground combat</p>
<p>- Fixed a bug that caused the game to crash in certain situations when entered in vehicle equipment screen.</p>
<p><strong>0.42</strong></p>
<p>Fixed a bug that caused the game to crash in certain situations when entered in aircraft equipment screen. Sorry about this! Also few other small additions</p>
<p><strong>0.411</strong></p>
<p>Made the mod compatible with the yesterdays v20.1 update and also fixed one missing file. This is the final version for v.20 stable. </p>
<p><strong>0.41</strong></p>
<p>AC weapon slots and nametags match now MOD's overall look - also fixed few bugs. </p>
<p><strong>0.4</strong></p>
<p>Modified vehiclescreen to match aircraft screens look, more complete menu overhaul with matching, darker tones and colors. Modified role icons to greyscale.</p>
<p><strong>0.3</strong></p>
<p>New darker and more transparent menu graphics to fit better with the backgrounds. Modified soldier equipment screen, .</p>
<p><strong>0.2</strong></p>
<p>Includes now modified titlescreen and geoscape and further improved base ui background graphics for even darker mood.</p>
<p><strong>0.1</strong></p>
<p>Darker, more moody background images for base UI screens</p>
</div>
</div>
<p>Any feedback is more than welcome!</p>
<p>Special thanks to kabill for modularizing this mod!</p>
]]></description><guid isPermaLink="false">10685</guid><pubDate>Wed, 25 Jun 2014 16:10:05 +0000</pubDate></item><item><title>[B4X2] bigger pool</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21753-b4x2-bigger-pool/</link><description><![CDATA[
<p style="background-color:rgba(240,247,250,.85);color:#262626;font-size:13px;">
	<img class="ipsImage ipsImage_thumbnailed ipsAttachLink_image ipsAttachLink_left" data-fileid="12412" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2021_11/logo.png.2bacbe18add1ab2736c1d7fe0756c76f.png" style="width:300px;height:auto;float:left;" alt="logo.png.2bacbe18add1ab2736c1d7fe0756c76f.png" />v 0.98 as part of my [B4X2] mod collection
</p>

<ul style="background-color:rgba(240,247,250,.85);color:#262626;font-size:13px;"><li>
		works in Community Edition (0.35) and in Vanilla too
	</li>
	<li>
		in mod launcher: DEACTIVATE other mods that alter soldier or armour graphics!
	</li>
	<li>
		~ 50 MB per file download, was unable to upload to Steam Workshop, because of "file too big Error" <img alt=":mad:" data-emoticon="" height="16" src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/mad.png.7c5b00d6eeb10c0e63c2f914e28d0fdb.png" style="border-style:none;vertical-align:middle;" title=":mad:" width="16" /> although older versions are there and the split into separate smaller files, I gave up on modding Xenonauts after hours of trying to update the file there
	</li>
	<li>
		<u><strong>Important:</strong></u> Download &amp; unpack <u>all 3 files</u> &amp; order in mod launcher needs to be: <u>part 3 above part 2 above part 1</u>
	</li>
</ul><p style="background-color:rgba(240,247,250,.85);color:#262626;font-size:13px;">
	This mod changes:
</p>

<ul><li>
		Bigger pool makes soldier spawns much less repetitive, and makes the game a more global effort in defending earth
	</li>
	<li>
		gives soldier portraits a Xenonaut 2 look
		<ul><li>
				Goldhawk´s Potrait Editor used as well as adapting open source photos in Photoshop - it took weeks
			</li>
		</ul></li>
	<li>
		more than double as many new nations to recruit from (was 21 is <strong>57</strong>, work on name lists shared with Steelgonad)
	</li>
	<li>
		many more soldier portraits (was 167 is <strong>611</strong>)
	</li>
	<li>
		8 ethnicities (was 4 is <strong>8</strong>)
	</li>
	<li>
		adds new cities in Asia
	</li>
	<li>
		tweaked basic (&amp; basic female), jackal, wolf, buzzard armour graphics
	</li>
</ul><p>
	<br />
	 
</p>

<p><a class="ipsAttachLink" href="//www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=12413">[B4X2]bigger_pool_I.zip</a></p>
<p><a class="ipsAttachLink" href="//www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=12414">[B4X2]bigger_pool_II.zip</a></p>
<p><a class="ipsAttachLink" href="//www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=12415">[B4X2]bigger_pool_III.zip</a></p>]]></description><guid isPermaLink="false">21753</guid><pubDate>Mon, 01 Nov 2021 14:00:55 +0000</pubDate></item><item><title>[1.65 + XCE 0.35] Reaper Rebalance - Fixed! (1.2)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/20619-165-xce-035-reaper-rebalance-fixed-12/</link><description><![CDATA[<p>
	This mod rebalances Reapers and their resulting zombies to fit more in line with the capabilities of their alien brethren. Reapers are now designated more as what they're described to be; used for terror missions. Something to quickly wipe out large civilian populations, but no longer something capable of decimating any organized military resistance they come across in the process... unless it's an Alpha. Expect tougher Alpha Reaper encounters, but easier Reaper encounters, and overall more intuitive gameplay.
</p>

<p>
	Steam Workshop Link: <a href="https://steamcommunity.com/sharedfiles/filedetails/?id=1865910798" rel="external nofollow">https://steamcommunity.com/sharedfiles/filedetails/?id=1865910798</a>
</p>

<ul>
	<li>
		<strong>Reapers and Alpha Reapers now respect the rules of armor and damage, and no longer insta-kill.</strong>
	</li>
</ul>

<p>
	Reapers should reliably one-hit any civilian, but rarely will it one-hit one of your troops, especially if you're wearing armor.
</p>

<ul>
	<li>
		<strong>Reaper claws now follow the same rules as other melee weapons, and as such, should be able to miss/be dodged.</strong>
	</li>
</ul>

<p>
	This may result in some civilians escaping to safety from what would be certain doom to vanilla civilians.
</p>

<ul>
	<li>
		<strong>Alpha Reapers are now capable of attacking vehicles.</strong> 
	</li>
</ul>

<p>
	In fact, they're quite dangerous to armored vehicles. Those claws are built like a Mantis Shrimp's claws, spearing straight through steel into vulnerable crew or electronics.
</p>

<ul>
	<li>
		<b>All reapers HP increased by 20.</b>
	</li>
</ul>

<p>
	That's 100HP for Reapers and 140HP for Alpha Reapers. Since you'll likely face far fewer of them.
</p>

<ul>
	<li>
		<b>Reapers and zombies can attack multiple times per turn</b>
	</li>
</ul>

<p>
	Reapers can attack twice and have leftover AP for movement, Alpha Reapers can attack three times. Zombies have just enough AP to attack twice if they don't move.
</p>

<ul>
	<li>
		<strong>Alpha Reapers have Jackal-level kinetic armor.</strong>
	</li>
</ul>

<p>
	This makes them harder to kill with conventional and MAG weaponry. Consider bringing a few laser weapons where you know you'll face them.
</p>

<ul>
	<li>
		<strong>All Zombies die when killed. (Imagine that)</strong>
	</li>
</ul>

<p>
	Note: This might mean zombies are now capture-able if stunned, but I don't know if the game will like that. Try at your own risk.
</p>

<ul>
	<li>
		<strong>Alpha Zombies will become reapers after 3 turns, but not if killed before then.</strong>
	</li>
</ul>

<p>
	Normal Zombies do not turn into Reapers anymore, they're just zombified husks carrying infertile parasites. If you would like a version where normal zombies still turn into reapers (after 4 turns), check out this alternate version on the Steam Workshop:<br />
	<br />
	<a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2125631569" rel="external nofollow">https://steamcommunity.com/sharedfiles/filedetails/?id=2125631569</a>
</p>

<p>
	 
</p>

<ul>
	<li>
		<strong>Reaper Changes</strong> (X:CE Default -&gt; Reaper Rebalance)
	</li>
</ul>

<ol>
	<li>
		<em>Resilience (HP): 80 -&gt; 100</em>
	</li>
	<li>
		<em>Accuracy: 200 -&gt; 60</em>
	</li>
	<li>
		<em>Attack accuracy: 1000 -&gt; 80 (Identical to stun baton)</em>
	</li>
	<li>
		<em>Attack AP: 35 -&gt; 25</em>
	</li>
	<li>
		<em>Attack damage: 9001 -&gt; 35</em>
	</li>
	<li>
		<em>Attack Mitigation: 500 -&gt; 0</em>
	</li>
</ol>

<ul>
	<li>
		<strong>Alpha Reaper Changes</strong>
	</li>
</ul>

<ol>
	<li>
		<em>Resilience (HP): 120 -&gt; 140</em>
	</li>
	<li>
		<em>Accuracy: 200 -&gt; 70</em>
	</li>
	<li>
		<em>Attack accuracy: 1000 -&gt; 80</em>
	</li>
	<li>
		<em>Attack AP: 35 -&gt; 25</em>
	</li>
	<li>
		<em>Attack damage: 9001 -&gt; 40</em>
	</li>
	<li>
		<em>Attack Mitigation: 500 -&gt; 25</em>
	</li>
	<li>
		<i>Kinetic Armor: 0 -&gt; 20</i>
	</li>
	<li>
		<em>Added ability: MeleeVehicles</em>
	</li>
</ol>

<ul>
	<li>
		<strong>Zombie Changes</strong>
	</li>
</ul>

<ol>
	<li>
		<em>Accuracy: 200 -&gt; 60</em>
	</li>
	<li>
		<em>Action Points (AP): 36 -&gt; 40</em>
	</li>
	<li>
		<em>Attack accuracy: 100 -&gt; 60</em>
	</li>
	<li>
		<em>Attack AP: 35 -&gt; 20</em>
	</li>
	<li>
		<em>Attack Mitigation: 40 -&gt; 0</em>
	</li>
	<li>
		<em>Removed ability: SpawnReaper</em>
	</li>
</ol>

<ul>
	<li>
		<strong>Alpha Zombie Changes</strong>
	</li>
</ul>

<ol>
	<li>
		<em>Accuracy: 200 -&gt; 60</em>
	</li>
	<li>
		<em>Action Points (AP): 36 -&gt; 50</em>
	</li>
	<li>
		<em>Attack accuracy: 100 -&gt; 60</em>
	</li>
	<li>
		<em>Attack AP: 35 -&gt; 20</em>
	</li>
	<li>
		<em>Attack Mitigation: 40 -&gt; 0</em>
	</li>
	<li>
		<em>Tweaked ability: SpawnReaper,3 turns,Permadeath</em>
	</li>
</ol>

<p>
	<br />
	Note: This is my first officially released mod, so there may be mistakes or issues I hadn't foreseen. Not every feature has been tested, so let me know if something doesn't work. I have tried to keep this mod as balanced and non-cheaty as I could, but the reapers were a bit overpowered and ridiculous to begin with. Suggestions and feedback are welcome.
</p>

<p>
	X:CE is required, as that is what adds the framework that allows tampering with otherwise hard-coded reapers.
</p>

<p>
	Thanks to Charon and Myron on the Steam forums for helping me out with the coding.
</p>

<p>
	V1.0 - Original Release<br />
	V1.1 - Removed redundant or incorrect stat changes, lowered attack AP for zombies, added Alpha Reaper armor, general clean-up
</p>

<p>
	V1.2 - Corrected issue preventing mod from loading properly, hopefully.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="18024" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=18024&amp;key=6cf39f1d4251cb0d460959de87cf7bf0" rel="">Reaper_Rebalance_1.2.zip</a>
</p>
]]></description><guid isPermaLink="false">20619</guid><pubDate>Tue, 17 Sep 2019 20:40:05 +0000</pubDate></item><item><title>[1.65/X.CE V0.35.0] Pataschka's Real Medals</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/35128-165xce-v0350-pataschkas-real-medals/</link><description><![CDATA[<p>
	This mod replaces the original medals with the real ones
</p>

<p>
	<span style="background-color:rgb(68,68,68);font-size:14px;">version:</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:rgb(68,68,68);font-size:14px;">1.0</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:rgb(68,68,68);font-size:14px;">This mod changes medals to real ones (Both images and names)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">CitationForBravery</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Blucher Order (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">German Democratic Republic</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">CitationForCurage</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Medal of Merit (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">Federal Republic of Germany</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">CitationForValor</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Honoris Crux (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">Republic of South Africa</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">CrimsonHeart</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Purple Heart (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">United States of America</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">CruxSolaris</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Star of Courage (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">Canada</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">ServiceMedal</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Bronze Star Medal (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">United States of America</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">LongServiceMedal</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Silver Star Medal (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">United States of America</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">DistinguisedServiceMedal</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Medal of Honor (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">United States of America</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">MilitaryCross</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Military Cross (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">Great Britain</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">OrderOfGallantry</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Order of the Red Banner (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">Union of Soviet Socialist Republics</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">OrderOfMerit</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Order of Lenin (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">Union of Soviet Socialist Republics</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">OrderOfTerra</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Hero of the Soviet Union (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">Union of Soviet Socialist Republics</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">SaviorMedal</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Order of Bravery (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">Yugoslavia</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;">SurvivalMedal</strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - Order of the Nile (</span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">Egypt</em><span style="background-color:rgb(68,68,68);font-size:14px;">)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;"><em>ServiceMedal, LongServiceMedal, and DistinguisedServiceMedal</em></strong><span style="background-color:rgb(68,68,68);font-size:14px;"> - </span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">replace one another during the campaign, for this reason, all of them from one country of origin (USA)</em><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<strong style="background-color:#444444;color:#f1f1f1;font-size:14px;"><em>OrderOfGallantry, OrderOfMerit, and OrderOfTerra</em></strong><span style="background-color:rgb(68,68,68);font-size:14px;">  - </span><em style="background-color:#444444;color:#f1f1f1;font-size:14px;">replace one another during the campaign, for this reason, all of them from one country of origin (USSR)</em><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:rgb(68,68,68);font-size:14px;">Original Medals</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<img data-ratio="75.08" style="background-color:#444444;border:0px;color:#f1f1f1;font-size:14px;" width="999" alt="62-1690107253-1069019441.png" src="https://staticdelivery.nexusmods.com/mods/532/images/62/62-1690107253-1069019441.png" /><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">New Medals</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<img data-ratio="75.08" style="background-color:#444444;border:0px;color:#f1f1f1;font-size:14px;" width="999" alt="62-1690107261-1368290285.png" src="https://staticdelivery.nexusmods.com/mods/532/images/62/62-1690107261-1368290285.png" /><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">Disclaimer:</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">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 any regime or ideology. </span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">All the images for the medals were taken from the internet, they hadn't been made from scratch by me, only edited.</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">Special Thanks:</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">- Goldhawk Interactive - for creating and publishing such a beautiful game</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">- All those people who decided to download this modification.</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">Installation Instructions:</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">1. Go to your Xenonauts assets folder (C:/Program Files (x86)/Steam/steamapps/common/Xenonauts/assets/mods)</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">2. Unzip "Pataschka's Real Medals" folder into the /mods folder</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">3. Launch Xenonauts.exe</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">4. In the opened "Xenonauts launcher" hit the "Modding Tools" button</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">5. Select "Pataschka's Real Medals" string and hit "Activate" Button</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">6. Click "Back" button</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">Now you can launch the game</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">------------------------------</span><br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#444444;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#444444;color:#f1f1f1;font-size:14px;">This mod is compatible with anything that does not replace the same files (unless you go around tweaking them).</span>
</p>

<p>
	<a class="ipsAttachLink" data-fileid="17045" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=17045&amp;key=3c5eb577e9ec6cf4c0411fc47fe952f4" data-fileext="zip" rel="">Pataschka's Real Medals.zip</a>
</p>

<p>
	Mirror
</p>

<p>
	<a href="https://www.nexusmods.com/xenonauts/mods/62?tab=files" rel="external nofollow">https://www.nexusmods.com/xenonauts/mods/62?tab=files</a>
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">35128</guid><pubDate>Sun, 23 Jul 2023 10:21:21 +0000</pubDate></item><item><title>[X:CE 0.31+]  Building and Salaries Overhaul</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/12225-xce-031-building-and-salaries-overhaul/</link><description><![CDATA[
<p>Taken from modern-day salaries and with inflation calculated; I have reduced the salaries of all Xenonaut Staff closer to that of how how they'd be during the back-end of the Cold War.</p>
<p>In addition I have overhauled the Vanilla Xenonaut Buildings for the sake of realism and balance.</p>
<p>No longer will such a tiny Storage Room take a whole FIVE DAYS to build!</p>
<p>No longer shall a Supercomputer be built in a mere TEN DAYS with cheap costs and NO Tracking capability!</p>
<p>Today I present to you!</p>
<p><a href="https://www.goldhawkinteractive.com/forums/downloads.php?do=file&amp;id=73" rel=""><span style="text-decoration:underline;">The Building And Salaries Overhaul Mod for Community Edition v0.31</span></a></p>
<p><span style="text-decoration:underline;">Installation</span>: </p>
<p>Extract to /Mods/ folder or use XCE's "Modding Tools" to install.</p>
<p><span style="text-decoration:underline;">Features</span>: </p>
<p>Increased Realism (duh, :3)</p>
<p>Compatible with everything (Even X-Division)</p>
<p>Buildings take more realistic times and costs to build.</p>
<p>Salaries are more realistic to that of the Cold War time period.</p>
<p>Better Defense Battery names! (example: Hydraulic Gauss Mega-Cannon)</p>
<p>Base Building can prove to be more costly despite decreased cost for the initial construction.</p>
<p>Quantum Cryptology Center now acts as a radar but takes longer to build and is more costly.</p>
<p>Earlygame is easier on the player, but as new researches are researched things can become more costly.</p>
<p><span style="text-decoration:underline;">Tactical Notice(s)</span>: </p>
<p>-New Fortified Command Center and three new buildings to aid the Xenonauts' survival.</p>
<p>-Medical Centers heal soldiers quicker but hold the same number of soldiers as shown during Base Attacks.</p>
<p>-Turrets take longer to build depending on how advanced they are so you might want to build them in advance!</p>
<p>-Command Centers now let you station 8 Soldiers in them while the remainder of the base is being built. This means you can hire soldiers in advance and send them over to protect the new base before aliens can make that $250000 Command Center a waste of cash.</p>
<p><em>Recommended for those who regularly play with XNT or X-Division installed.</em></p>
<p><em>NOT Recommended for new players or those who are reluctant to build additional bases.</em></p>
<p><strong>THIS MOD IS ALSO NOW ON STEAM, IF YOU ARE A STEAM USER IT IS RECOMMENDED THAT YOU GET THE MOD OVER THERE IN ORDER TO RECEIVE UPDATES TO THE MOD MUCH FASTER.</strong></p>
<p>(Link to Steam Version: <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=367403073" rel="external nofollow">http://steamcommunity.com/sharedfiles/filedetails/?id=367403073</a>)</p>
]]></description><guid isPermaLink="false">12225</guid><pubDate>Sat, 20 Dec 2014 21:47:10 +0000</pubDate></item><item><title>[v1.5/XCE] Hold the Line! - A Morale and Psionics Mod</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/11313-v15xce-hold-the-line-a-morale-and-psionics-mod/</link><description><![CDATA[
<p>
	<span style="font-size:18px;"><strong>Hold the Line! - A Morale and Psionics Mod</strong></span>
</p>

<p>
	<span style="font-size:12px;"><strong>Features:</strong></span>
</p>

<p>
	This mod changes the morale and psionics systems to make them both less random and arbitrary.
</p>

<p>
	<strong>Morale Overhaul:</strong>
</p>

<p>
	Morale has been reconceptualised as representing the strains and stresses of combat rather than sudden moments of shock. As such, rather than depleting and recovering quickly, it depletes more slowly but barely recovers at all. As such, over the course of a mission soldier's morale will tend to worsen, making them more vulnerable to psionic attack.
</p>

<p>
	To account for this, the threshold for panicking has been lowered significantly. As such, soldiers will only panic once they have been worn down. Obviously, soldiers with higher bravery scores will endure for longer, making the more valuable as the game goes on.
</p>

<p>
	Specific changes:
</p>

<p>
	- Morale penalities for deaths have been reduced. Furthermore, the morale penalties for deaths caused by higher ranking officers have been flattened somewhat since having higher ranking soldiers doesn't generally mean having soldiers with higher morale.
</p>

<p>
	- Morale recovery reduced to 3 points/turn. Also, a small amount of morale is gained from killing aliens (3 for the shooter; 1 for everyone else).
</p>

<p>
	- Soldiers automatically panic if they are reduced to 9 morale or less, and recover 10 morale when they panic.
</p>

<p>
	- To try and help bravery level a bit more, soldiers can earn up to +2 bravery per mission (if they panic more than once).
</p>

<p>
	<strong>Psionics Overhaul:</strong>
</p>

<p>
	The more powerful psionic abilities have been heavily nerfed in terms of their ability to affect soldiers. As such, they only have a reasonable chance of affecting soldiers who have had their morale severely depleted (morale of ~20 will have roughly even odds of success, depending on the alien and distance).
</p>

<p>
	As a result of this change, the more powerful psionic abilities should only become significant during the latter stages of a mission, when soldiers' morale has been worn down by fighting and the Fear psionic power. Since skillful play will minimise morale damage taken over the course of a mission, these powers can potentially be negated.
</p>

<p>
	Specific changes:
</p>

<p>
	- The Fear power does less morale damage.
</p>

<p>
	- All other powers have been reduced to 50% of their vanilla psionic strength.
</p>

<p>
	- All powers also have a shorter effective range, which means that the strength of attacks will likely be lower the further soldiers are from the UFO/Command Room.
</p>

<p>
	- Some changes to the psionic abilities used by different aliens.
</p>

<p>
	- Different psionic attacks have different coloured animations.
</p>

<p>
	<strong>Balance:</strong>
</p>

<p>
	Note that I've not had chance to fully test this. I've tested the morale system and I think it works fine, but I've not had chance to see the effects on psionics much. As always, feedback is welcome.
</p>

<p>
	<span style="font-size:18px;"><strong>Download:</strong></span>
</p>

<p>
	<strong><a href="https://www.goldhawkinteractive.com/forums/index.php?/files/file/42-hold-the-line/" rel="">Hold the Line!</a></strong><span style="font-size:12px;"> </span>
</p>

<p>
	<strong>Install Instructions:</strong>
</p>

<p>
	To install, either:
</p>

<p>
	1) Unpack the zip file into assets/mods; or
</p>

<p>
	2) Install using the mod manager in the Xenonauts game launcher
</p>

<p>
	Alternatively, for Steam users, you can install the mod via Steam Workshop.
</p>

<p>
	However you install the mod, make sure you set it to 'active' in the mod manager.
</p>

<p>
	<strong>Uninstall Instructions:</strong>
</p>

<p>
	To uninstall, either:
</p>

<p>
	1) Delete the mod's folder from assets/mods; or
</p>

<p>
	2) Uninstall using the mod manager in the Xenonauts game launcher
</p>

<p>
	If you installed using Steam Workshop, you should also unsubscribe from the mod (otherwise it will keep re-downloading). Note that simply unsubscribing from the mod will not delete it; you must also delete the mod using one of the above methods.
</p>
]]></description><guid isPermaLink="false">11313</guid><pubDate>Sat, 19 Jul 2014 18:41:38 +0000</pubDate></item><item><title>[V1.59] Full Soviet Weapons Extension Pack [V1.01]</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/13022-v159-full-soviet-weapons-extension-pack-v101/</link><description><![CDATA[
<p>After several months not playing the game I decided to share the "Full Soviet Weapons Extension Pack"-mod which I created long ago but never really finished. It includes all available soviet weapons such as <strong><em>Makarov </em></strong>pistol, <strong><em>AK-47</em></strong> assault rifle, <strong><em>AK-74</em></strong>assault rifle, <strong><em>PK</em></strong><strong> </strong>machine gun and <strong><em>RPG-7</em></strong><strong> </strong>rocket launcher.</p>
<p><strong>Description:</strong></p>
<p>This mod expands the set of ballistic nato weapons by their soviet counterparts. Simply put, it makes it possible for players to equip their soldiers with soviet and nato weapons during the same campaign. The soviet weapons have the identical ballistic stats to the nato weapons (the only significant difference is the larger magazines used by soviet rifles - these contain 30 instead of 20 rounds). The already existing AK-47 assault rifle has been slightly modified - it has lower accuracy and range but better armour penetration and the ability to fire 5 rounds bursts. (These facts make it an interesting option in close combat especially when facing armoured enemies like the androns) Besides all soviet weapons now use a consistent colouring scheme.</p>
<p><strong>Weapons included:</strong></p>
<p>  - <em><strong>Makarov </strong></em>(weapon.pistol2)</p>
<p>  - <em><strong>AK-47</strong></em> (weapon.ak there is also a weapon.ak47 in the game which is not the same)</p>
<p>  - <em><strong>AK-74</strong></em> (weapon.rifle2)</p>
<p>  - <em><strong>SWD</strong></em> (weapon.sniper2)</p>
<p>  - <strong><em>PK</em></strong> (weapon.machinegun2)</p>
<p>  - <em><strong>RPG-7</strong></em>  (weapon.rocketlauncher2)</p>
<p><strong>Installation notes:</strong></p>
<p>To install, you could either:</p>
<p>(a) Unpack the file into assets/mods</p>
<p>(b) Or install the mod using the mod manager</p>
<p><strong>Download:</strong><a href="https://www.goldhawkinteractive.com/forums/downloads.php?do=file&amp;id=141" rel=""></a></p>
<p>http://http://www.goldhawkinteractive.com/forums/downloads.php?do=file&amp;id=141</p>
<p><a href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2015_10/screenshot.jpg.0e2f74fd5d790c16daf714b52535ae0f.jpg" class="ipsAttachLink ipsAttachLink_image" data-fileid="5647" rel="external nofollow"><img data-fileid="5647" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2015_10/screenshot.jpg.0e2f74fd5d790c16daf714b52535ae0f.jpg" class="ipsImage ipsImage_thumbnailed" alt="screenshot.jpg" /></a></p>
<p><a class="ipsAttachLink ipsAttachLink_image" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2015_10/screenshot.jpg.0e2f74fd5d790c16daf714b52535ae0f.jpg" rel="external nofollow" data-fileid="5647"><img src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2015_10/screenshot.jpg.0e2f74fd5d790c16daf714b52535ae0f.jpg" data-fileid="5647" class="ipsImage ipsImage_thumbnailed" alt="screenshot.jpg" /></a></p>
<p><a class="ipsAttachLink ipsAttachLink_image" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2015_10/screenshot.jpg.0e2f74fd5d790c16daf714b52535ae0f.jpg" rel="external nofollow"><img src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2016_07/screenshot.thumb.jpg.314f98ed14273923298e4211d511baad.jpg" data-fileid="%7B___base_url___%7D/applications/core/interface/file/attachment.php?id=5647" class="ipsImage ipsImage_thumbnailed" alt="screenshot.thumb.jpg.314f98ed14273923298" /></a></p>
]]></description><guid isPermaLink="false">13022</guid><pubDate>Wed, 30 Sep 2015 00:13:31 +0000</pubDate></item><item><title>[v1.5/X:CE] Fire in the Hole!  Destructible UFO Hulls (v1.3.3)</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/10633-v15xce-fire-in-the-hole-destructible-ufo-hulls-v133/</link><description><![CDATA[
<p>
	<span style="font-size:18px;"><strong>Fire in the Hole! Destructible UFO Hulls and Dynamic UFO Assaults (v3.0)</strong></span>
</p>

<p>
	<strong>Features:</strong>
</p>

<p>
	- Destructible UFO hulls! Certain parts of UFOs can be damaged and destroyed, allowing you to make additional entryways into a UFO.
</p>

<p>
	- Rooftop Assault: Units can now land on and move across UFO roofs. In addition, larger UFOs possess one or more sections above ground level which can be destroyed to allow access. Buzzard and Sentinel armour therefore have additional uses when assaulting a UFO.
</p>

<p>
	- Enhanced crash sites: Damage marks have been added around the UFOs and fire and smoke effects added too. Sometimes UFOs will already have damaged hulls as a result of the crash, and internal damage to the UFOs can result in destroyed rooms.
</p>

<p>
	- Breaching charge weapons for penetrating UFO hulls. While their size and weight make them unsuited for combat, they will destroy UFO hull sections and other props in one go. With only a small radius, soldiers can be deployed nearby to attack as quickly as possible. (Information on how to use the Breaching Charge is contained in a Xenopaedia entry in game).
</p>

<p>
	For previous discussion about the mod, <a href="https://www.goldhawkinteractive.com/forums/showthread.php/9882-%28Proof-of-Concept%29-Destructible-UFO-Hulls%21" rel="">here is the original concept</a> thread and<a href="https://www.goldhawkinteractive.com/forums/showthread.php/10109-Fire-in-the-Hole%21-Destructible-UFO-Hulls-and-Dynamic-UFO-Assaults" rel=""> here is the previous release</a> thread.
</p>

<p>
	<strong>Known Issues:</strong>
</p>

<p>
	The mod is 100% stable, but there are a number of minor issues that I will list here. If you encounter any bugs, please post in this thread or PM me.
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>Major:</strong>
		</p>

		<p>
			- (Very) occasionally, Landing Ship UFOs demonstrate some odd issues with LoS between floors and the hull on the upper floor flickers on and off when moving for no apparent reason. This appears to be a vanilla bug which has a habit of manifesting with the Landing Ship for some reason. Hopefully XCE will fix it one day. - I think this is fixed now.
		</p>

		<p>
			<strong>Minor:</strong>
		</p>

		<p>
			- Sometimes if the UFO has just been caught on the edge of a soldier's vision, you will reveal the hull sections and UFO doors without the rest of the UFO hull. There's nothing I can do about this; it happens with UFO doors in vanilla too.
		</p>

		<p>
			- The level immediately above the top level of a UFO often has invisible barriers which cannot be moved through (shooting is fine so far as I know). It is always possible to fly up and over these (although the mid section of the battleship is a bit tight in places). There's some technical reasons for this so I can't make it not happen; it should have practically no impact on gameplay.
		</p>

		<p>
			- There appears to be a single tile flying around a battleship which reveals a single tile inside the UFO. I don't know exactly what is causing this so I can't fix it. It should have no game impact in any case, as the tile revealed is impassable unless you have destroyed the relevant hull section. (I think this is fixed now)
		</p>

		<p>
			- Some plays have reported heavy lag due to the smoke and fire around crash sites. If this is problematic for you but you still want to play the mod, I have uploaded a variant (available above) which turns the smoke and fire off.
		</p>
	</div>
</div>

<p>
	---
</p>

<p>
	<span style="font-size:18px;"><strong>Download:</strong></span>
</p>

<p>
	<strong><a href="https://www.goldhawkinteractive.com/forums/index.php?/files/file/40-fire-in-the-hole/" rel="">Fire in the Hole v3.0</a></strong>
</p>

<p>
	ALSO, DO NOT RUN THIS MOD WITH THE ENHANCED CRASH SITES MOD! FIRE IN THE HOLE ALREADY INTEGRATES ADDITIONAL CRASH DAMAGE SO ENHANCED CRASH SITES IS NOT NEEDED.
</p>

<p>
	<strong>Install Instructions:</strong>
</p>

<p>
	To install, either:
</p>

<p>
	1) Unpack the zip file into assets/mods; or
</p>

<p>
	2) Install using the mod manager in the Xenonauts game launcher
</p>

<p>
	Alternatively, for Steam users, you can install the mod via Steam Workshop.
</p>

<p>
	However you install the mod, make sure you set it to 'active' in the mod manager.
</p>

<p>
	<strong>Uninstall Instructions:</strong>
</p>

<p>
	To uninstall, either:
</p>

<p>
	1) Delete the mod's folder from assets/mods; or
</p>

<p>
	2) Uninstall using the mod manager in the Xenonauts game launcher
</p>

<p>
	If you installed using Steam Workshop, you should also unsubscribe from the mod (otherwise it will keep re-downloading). Note that simply unsubscribing from the mod will not delete it; you must also delete the mod using one of the above methods.
</p>

<p>
	---
</p>

<p>
	<span style="font-size:18px;"><strong>Appendix:</strong></span>
</p>

<p>
	<strong>Tips:</strong>
</p>

<p>
	- The breaching charge is used like C4. It cannot be thrown, however, so you must drop it next to the prop you wish to destroy.
</p>

<p>
	- The breaching charge has a + shaped explosion, allowing you to stand soldiers diagonally from where it is dropped without risk of being harmed.
</p>

<p>
	- Destructible hull segments can be highlighted using the free-aim mode. When the UFO hull is not displaying, the lighter areas around the UFO shadow's edge indicate where breaches may be made.
</p>

<p>
	- To destroy hull sections above ground level, fly next to the segment and drop an activated breaching charge next to it.
</p>

<p>
	- To destroy roof sections, you must drop a charge on top of the relevant section (at the moment, there's no good way to identify these sections; I'll think of something at some point that will make this easy).
</p>

<p>
	- Fire inside the UFO cannot be moved through unless you are wearing Predator armour (if it's working as I think it should; I've not tested this!)
</p>

<p>
	<strong>Acknowledgements:</strong>
</p>

<p>
	- Special thanks to Skitso for designing the breaching charge images (and for sparing me the whip!).
</p>

<p>
	- Thanks to Tactical Dragon and Gijs-Jan for AI related tips.
</p>

<p>
	- Thanks also to Silencer who has been invaluable in providing feedback for the mod.
</p>

<p>
	- General thanks to to all those who have expressed enthusiasm for the mod and thrown in suggestions/ideas.
</p>
]]></description><guid isPermaLink="false">10633</guid><pubDate>Mon, 23 Jun 2014 21:45:32 +0000</pubDate></item><item><title>[v1.08] Skitso's Femonauts</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/11118-v108-skitsos-femonauts/</link><description><![CDATA[
<p><img src="http://i.imgur.com/bpWhb67.jpg" alt="bpWhb67.jpg" /></p>
<p>'Nuff said. <img src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/smile.png" alt=":)" srcset="https://www.goldhawkinteractive.com/forums/uploads/emoticons/smile@2x.png 2x" width="20" height="20" /></p>
<p><strong>This is compatible with pretty much any version.</strong></p>
<p><span style="text-decoration:underline;"><strong>Installation:</strong></span></p>
<p><a href="http://www.mediafire.com/download/1hg7coorx6j7363/Skitsos_Femonauts.rar" rel="external nofollow"><span style="text-decoration:underline;"><strong><span style="font-size:12px;">Download</span></strong></span></a> </p>
<p>Unpack to  /assets/soldierimagesfemale/armour.basic/ -folder. Overwrite everything.</p>
]]></description><guid isPermaLink="false">11118</guid><pubDate>Thu, 10 Jul 2014 10:22:11 +0000</pubDate></item><item><title>[V1.09 / X:CE 0.30] Khall's More Portraits Pack [V1]</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/11921-v109-xce-030-khalls-more-portraits-pack-v1/</link><description><![CDATA[
<p>This mod adds 74 new portraits and unlocks 18 custom ones to bring the amount of male portraits up to 115 from 36, and female portraits up to 36 from 22. This mod is for people who want more variation in portraits. but in the default art style.</p>
<p>What it does:</p>
<p> Male:</p>
<p> - Adds 10 new African portraits (13 from 3)</p>
<p> - Adds 14 new Asian portraits (19 from 5)</p>
<p> - Adds 19 new Mediterranean portraits and unlocks 2 custom portraits (29 from 8) </p>
<p> - Adds 21 new Northern portraits and unlocks 12 custom portraits (53 from 20)</p>
<p> Female:</p>
<p> - Adds 2 new African portraits (5 from 3)</p>
<p> - Adds 2 new Asian portraits (5 from 3)</p>
<p> - Adds 2 new Mediterranean portraits and unlocks 1 unused portrait (10 from 7)</p>
<p> - Adds 4 new Northern portrait and unlocks 3 unused portraits (16 from 9)</p>
<p>Some Examples:</p>
<p><a href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2014_10/577e7d285df80_V1Portraits.jpg.4f498d98563c8a59b09528a5d5923af2.jpg" class="ipsAttachLink ipsAttachLink_image" data-fileid="4827" rel="external nofollow"><img data-fileid="4827" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2014_10/577e7d285df80_V1Portraits.jpg.4f498d98563c8a59b09528a5d5923af2.jpg" class="ipsImage ipsImage_thumbnailed" alt="V1 Portraits.jpg" /></a></p>
<p> The new portraits were created by mixing and matching different elements of existing portraits in photoshop. I'll still need to create more female portraits (which are a lot harder to do than male) and I'll do some more male portraits as well when I feel like it. But there's enough in it to consider it completed.</p>
<p>Installation instructions for <strong>X:CE</strong>:</p>
<p>1. Download the mod and install using the mod installer in the game launcher or unpack the mod in assets/mods</p>
<p>Installation instructions for <strong>Vanilla</strong>:</p>
<p> 1. Download the mod and extract it</p>
<p> 2. Just add the downloaded "soldierimage" and "soldierimagefemale" folders to their respective folders in "assets"</p>
<p> 3. Open "soldiernames.xml" with notepad</p>
<p> 4. Change this</p>
<pre class="ipsCode">&lt;Ethnicity name="afri" count="3" /&gt;   &lt;Ethnicity name="asi" count="5" /&gt;   &lt;Ethnicity name="med" count="8" /&gt;   &lt;Ethnicity name="nor" count="20" /&gt;</pre>
<div></div>
<p>to this</p>
<pre class="ipsCode">&lt;Ethnicity name="afri" count="13" /&gt;   &lt;Ethnicity name="asi" count="19" /&gt;   &lt;Ethnicity name="med" count="29" /&gt;   &lt;Ethnicity name="nor" count="50" /&gt;</pre>
<div></div>
<p>5. Open "soldiernamesfemale.xml" with notepad</p>
<p>6. Change this</p>
<pre class="ipsCode">&lt;Ethnicity name="afri" count="3" /&gt;   &lt;Ethnicity name="asi" count="3" /&gt;   &lt;Ethnicity name="med" count="7" /&gt;   &lt;Ethnicity name="nor" count="9" /&gt;</pre>
<div></div>
<p>to this</p>
<pre class="ipsCode">&lt;Ethnicity name="afri" count="5" /&gt;   &lt;Ethnicity name="asi" count="5" /&gt;   &lt;Ethnicity name="med" count="10" /&gt;   &lt;Ethnicity name="nor" count="15" /&gt;</pre>
<div></div>
<p>to allow use of the new portraits.</p>
<p>Credit:</p>
<p>Thanks to llunak for doing the modularized version and Theon Greyjoy and Ogaburan for working with me on the portraits</p>
<p><strong><span style="text-decoration:underline;">Download:</span></strong></p>
<p><a href="https://www.goldhawkinteractive.com/forums/downloads.php?do=file&amp;id=53" rel="">http://www.goldhawkinteractive.com/forums/downloads.php?do=file&amp;id=53</a></p>
<p><a class="ipsAttachLink ipsAttachLink_image" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2014_10/577e7d285df80_V1Portraits.jpg.4f498d98563c8a59b09528a5d5923af2.jpg" rel="external nofollow" data-fileid="4827"><img src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2014_10/577e7d285df80_V1Portraits.jpg.4f498d98563c8a59b09528a5d5923af2.jpg" data-fileid="4827" class="ipsImage ipsImage_thumbnailed" alt="V1 Portraits.jpg" /></a></p>
<p><a class="ipsAttachLink ipsAttachLink_image" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2014_10/577e7d285df80_V1Portraits.jpg.4f498d98563c8a59b09528a5d5923af2.jpg" rel="external nofollow"><img src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2014_10/577e7d285df80_V1Portraits.jpg.4f498d98563c8a59b09528a5d5923af2.jpg" data-fileid="%7B___base_url___%7D/applications/core/interface/file/attachment.php?id=4827" class="ipsImage ipsImage_thumbnailed" alt="577e7d285df80_V1Portraits.jpg.4f498d9856" /></a></p>
]]></description><guid isPermaLink="false">11921</guid><pubDate>Wed, 01 Oct 2014 03:45:55 +0000</pubDate></item><item><title>[B4X2] turtle tank</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21748-b4x2-turtle-tank/</link><description><![CDATA[
<p>
	<strong><span style="color:#c0392b;"><span style="font-size:12px;"><u>Turtle Tank Mod</u></span></span></strong>
</p>

<p>
	v.5 as part of my [B4X2] mod collection<img class="ipsImage ipsImage_thumbnailed ipsAttachLink_image ipsAttachLink_left" data-fileid="12403" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2021_11/logo.png.2e1d2c35165b1f1107b20d578b6a7765.png" style="width:300px;height:auto;float:left;" alt="logo.png.2e1d2c35165b1f1107b20d578b6a7765.png" /></p>

<ul><li>
		made for Community Edition (0.35), probably works in Vanilla too
	</li>
	<li>
		not compatible with mods changing dropships or vehicles
	</li>
	<li>
		~ 40 MB download, was unable to upload to Steam Workshop, because of "file too big Error" <img alt=":mad:" data-emoticon="" height="16" src="https://www.goldhawkinteractive.com/forums/uploads/emoticons/mad.png.7c5b00d6eeb10c0e63c2f914e28d0fdb.png" title=":mad:" width="16" /> although older versions are there since 2017
	</li>
	<li>
		main difference to Steam version: all gameconfig.xml and dropship stat modifications were moved to separate mods ([B4X2]more planes, [B4X2]ironman vet rebalance)
	</li>
</ul><p>
	This mod changes:
</p>

<ul><li>
		Hunter, Scimitar, Hyperion are sturdier &amp; Hunter is faster for scouting,
	</li>
	<li>
		some other stats modified also to make vehicles more distinct
	</li>
	<li>
		new Turtle tank vehicle:
		<ol><li>
				tactical purpose: slow and sturdy bullet magnet
			</li>
			<li>
				unlocks with Hunter &amp; Alien Plasma Tech research, first upgrades requires Alien Assault Plasma
			</li>
			<li>
				four Turtle Tank and six Turtle weapon versions researchable
			</li>
			<li>
				Turtle occupies 9 space slots in dropships - therefore get my "More Planes" Mod!
			</li>
		</ol></li>
</ul>
<p><a class="ipsAttachLink" href="//www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=12402">turtle_tank_v5[B4X2].zip</a></p>]]></description><guid isPermaLink="false">21748</guid><pubDate>Mon, 01 Nov 2021 12:41:26 +0000</pubDate></item><item><title>[1.65/X.CE V0.35.0/X-DIVISION 1.00.10] Jaz0/skiller317 Personal Mods</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/20122-165xce-v0350x-division-10010-jaz0skiller317-personal-mods/</link><description><![CDATA[<p>
	<span style="font-size:12pt;">Well, I'm not able to play much, so I've decided to upload my personal mod which contains lots of  Soviet weapons each with custom sounds and some NATO weapons. This MOD is for those who want a different playstyle early game and it can be used for roleplaying. The soviet weapons and ammo are bulkier and less accurate compared to NATO weapons but provide higher damage and offers armor penetration.</span>
</p>

<p>
	<b><span style="color:#FF0000;font-size:12pt;">Requires X.CE V0.35.0 or X-DIVISION 1.0.10. </span></b>
</p>

<p>
	<span style="font-size:12pt;">MOD Compatibility: Seems to be compatible with other mods but must be loaded after X-DIV but before XCE.</span>
</p>

<p>
	<b><span style="color:#FF0000;font-size:12pt;">WARNING: IF YOU DOWNLOADED THIS MOD BEFORE 6/30/2019 DO NOT UPGRADE UNLESS YOU STARTED A NEW GAME ALSO DELETE THE OLD MOD FOLDER</span></b>
</p>

<p>
	<b><span style="color:#FF0000;font-size:12pt;">ALL MODS ARE INCLUDED IN A SINGLE DOWNLOAD LINK AS OF 10/10/2022<br />
	MOD IS FREE TO MODIFIY AND REDISTRIBUTE WITH CREDIT GIVEN</span></b>
</p>

<p>
	<b><span style="font-size:12pt;">Google Drive: </span></b><span style="font-size:12pt;"><a href="https://drive.google.com/file/d/10F6YWX8y-EQLsVjE4wuCbdClFYbvPWml/view" rel="external nofollow">https://drive.google.com/file/d/10F6YWX8y-EQLsVjE4wuCbdClFYbvPWml/view</a></span>
</p>

<p>
	<b><span style="font-size:12pt;">Special thanks:</span></b>
</p>

<p>
	<b><span style="font-size:12pt;">Charon for helping me reduce file size.</span></b>
</p>

<p>
	<b><span style="font-size:12pt;">p6kocka for providing backup.</span></b><br />
	<br />
	<span style="font-size:12pt;">Soviet Weapons:  High damage, high armor mitigation, low accuracy</span>
</p>

<ul type="disc">
	<li>
		<span style="font-size:12pt;">Rifles: AK47, AK74, SKS</span>
	</li>
	<li>
		<span style="font-size:12pt;">Carbines: AG-043</span>
	</li>
	<li>
		<span style="font-size:12pt;">Shotguns: SAIGA</span>
	</li>
	<li>
		<span style="font-size:12pt;">Precision Rifles: KSVK, SVD, Mosin Nagant</span>
	</li>
	<li>
		<span style="font-size:12pt;">Pistols: Makarov, Nagant 1895 Revolver</span>
	</li>
	<li>
		<span style="font-size:12pt;">SMG: OTs-02 Kiparis, PPSH-41</span>
	</li>
	<li>
		<span style="font-size:12pt;">Other: RPG-7</span>
	</li>
</ul>

<p>
	<span style="font-size:12pt;">NATO Weapons: Low Damage, little armor mitigation, high accuracy</span>
</p>

<ul type="disc">
	<li>
		<span style="font-size:12pt;">Rifles: M16, M14, HK G41, Galil</span>
	</li>
	<li>
		<span style="font-size:12pt;">Machine Guns: M60</span>
	</li>
	<li>
		<span style="font-size:12pt;">Carbines: M4, HK G41C, Galil Carbine</span>
	</li>
	<li>
		<span style="font-size:12pt;">Shotguns: Saiga, HK FABARM FP6</span>
	</li>
	<li>
		<span style="font-size:12pt;">Precision Rifles: Barrett M82A1, Remington 700, PSG1, Galil Sniper</span>
	</li>
	<li>
		<span style="font-size:12pt;">Pistols: Colt 1911, S&amp;W M15, Desert Eagle, Glock 17, Beretta M9</span>
	</li>
	<li>
		<span style="font-size:12pt;">SMG: H&amp;K MP5, FN P90, THOMPSON, UZI</span>
	</li>
</ul>

<p>
	<span style="font-size:12pt;">Psionics for Xenonauts:</span>
</p>

<p>
	<span style="font-size:12pt;">Adds three tiers of Psi Amps mk1, mk2 and mk3 unlocked through research. Each tier boosts the abilities range, radius and damage but requires a corpse of a caesian psion corpse and the previous tier unlocked. The requirements can be edited in researches.xml.</span>
</p>

<p>
	<span style="font-size:12pt;">Abilities:</span>
</p>

<ul type="disc">
	<li>
		<span style="font-size:12pt;">Mindblast - stuns a target deals extra damage to robots</span>
	</li>
	<li>
		<span style="font-size:12pt;">Pyrokinesis - sets an area on fire</span>
	</li>
	<li>
		<span style="font-size:12pt;">Illuminate - lights an area up (used to work but now it doesn't)</span>
	</li>
	<li>
		<span style="font-size:12pt;">Kinetic Blast - explodes an area (like a grenade on steroids)</span>
	</li>
	<li>
		<span style="font-size:12pt;">Doubt - suppresses a target</span>
	</li>
</ul>

<p>
	<b><span style="color:#FF0000;font-size:12pt;">Known Issues: Make sure to reload the psi amp in the loadout screen with one of the abilities found under rockets.</span></b>
</p>

<p>
	<span style="font-size:12pt;">CAS MOD:</span>
</p>

<p>
	<span style="font-size:12pt;">You can call in air support using a radio found under the explosives category. Like I said it is very OP but somewhat balanced due to the inaccuracy and how much the radio weighs. May cause lag on older computers.</span>
</p>

<p>
	<span style="font-size:12pt;">Atomic Weapons MOD:</span>
</p>

<p>
	<span style="font-size:12pt;">Adds two atomic bombs to the game. Has custom audio and has research/manufacturing requirements. Both of which can be viewed in research.xml and manufactures.xml. Also there is "radiation" in the blast zone using the toxic gas effect.</span>
</p>

<p>
	<span style="font-size:12pt;">Tranquilizer Guns MOD:</span>
</p>

<p>
	<span style="font-size:12pt;">Adds 6 tranquilizer guns 3 rifle tiers and 3 pistol tiers for capturing those pesky aliens. Includes custom sounds, custom projectiles and all the good stuff.</span>
</p>

<p>
	<span style="font-size:12pt;">Grenade Launchers MOD:</span>
</p>

<p>
	<span style="font-size:12pt;">Adds 4 grenade launchers (m79, HK 69a1, china lake and Milkgor MGL) ballistic tier, laser tier, plasma tier and mag tier. They are unlocked once you research the appropriate weapon tier. All have custom sounds and use 40mm variants of the different grenade tiers.</span>
</p>

<p>
	<b><span style="color:#FF0000;font-size:12pt;">Known Issues: Make sure to reload the grenade launcher in the loadout screen with one of the 40mm types found under rockets.</span></b>
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">20122</guid><pubDate>Sat, 22 Jun 2019 22:28:20 +0000</pubDate></item><item><title>[B4X2] ironman vet rebalance</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21752-b4x2-ironman-vet-rebalance/</link><description><![CDATA[
<p style="background-color:rgba(240,247,250,.85);color:#262626;font-size:13px;">
	<img alt="logo.png.2b9020ced4fd65b531cf57edeb8f2e72.png" class="ipsImage ipsImage_thumbnailed ipsAttachLink_image ipsAttachLink_left" data-fileid="12410" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2021_11/logo.png.2b9020ced4fd65b531cf57edeb8f2e72.png" style="width:300px;height:auto;float:left;" />v.1 as part of my [B4X2] mod collection
</p>

<ul style="background-color:rgba(240,247,250,.85);color:#262626;font-size:13px;"><li>
		works in Community Edition (0.35) and in Vanilla too
	</li>
	<li>
		~ 5 kB download
	</li>
</ul><p style="background-color:rgba(240,247,250,.85);color:#262626;font-size:13px;">
	This mod changes:
</p>

<ul><li>
		summarizes all gameconfig.xml changes to make the [B4X2] collection possible to win in IRONMAN &amp; VETERAN difficulty, most importantly the "More Planes" Mod where you need to run several bases holding independent dropship squads to tackle distant alien terror sites
	</li>
	<li>
		boosts starting funds
	</li>
	<li>
		boosts relation bonus for doing ground missions
	</li>
	<li>
		changes starting layout and staff
	</li>
	<li>
		changes staff costs (cheaper soldiers, more expensive scientists) - you´ll lose 10 or so men per month, have a roster of 60+ men
		<ul><li>
				to make your many soldiers look distinct with less repetition in portraits, use my "Bigger Pool" Mod
			</li>
		</ul></li>
	<li>
		changes buildings.xml and reduces staff capacity to encourage base founding
	</li>
	<li>
		lost continents can be reconquered by eliminating alien base(s)
	</li>
	<li>
		slowed down alien ticker progression to prolong early game
	</li>
</ul><p>
	<a class="ipsAttachLink" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=12411" data-fileid="12411" rel="">ironman_vet_rebalance[B4X2].zip</a>
</p>
]]></description><guid isPermaLink="false">21752</guid><pubDate>Mon, 01 Nov 2021 13:19:04 +0000</pubDate></item><item><title>[B4X2] more planes</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21749-b4x2-more-planes/</link><description><![CDATA[
<p>
	<img alt="logo.png.d96f01735dff832d9c20460f124a991b.png" class="ipsImage ipsImage_thumbnailed ipsAttachLink_image ipsAttachLink_left" data-fileid="12405" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2021_11/logo.png.d96f01735dff832d9c20460f124a991b.png" style="width:300px;height:auto;float:left;" />v.4 as part of my [B4X2] mod collection
</p>

<ul><li>
		made for Community Edition (0.35)
	</li>
	<li>
		~ 5 MB download
	</li>
</ul><p>
	This mod changes:
</p>

<ul><li>
		Starting helicopter (Chinook) carries 8 men.
	</li>
	<li>
		Improved helicopter (Charlie) carries 14 men (or less with vehicle)
	</li>
	<li>
		Chengdu mig 21 variant = early low cost fighter.
	</li>
	<li>
		Saracen torpedo bomber = mid/late game heavy aerial torpedo launcher.
	</li>
	<li>
		Foxtrott Mig13 improved = carries 2 additonal light missiles.
	</li>
	<li>
		Nimrod surveillance plane = slow recon plane.
	</li>
	<li>
		Shrike/ Valkyrie = up to 16 men, can bring 2 vehicles.
	</li>
</ul><p>
	Important: <em>Fuel range of helicopters is low. You need SEVERAL bases with ready dropships to be able to reach distant Alien terror sites in early game! Therefore base founding cost was reduced and starting money increased in my other mod "Ironman Vet rebalance" that is highly suggested together with the other mods of my [B4X2] mod collection.</em><br />
	 
</p>

<p>
	<a class="ipsAttachLink" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=12404" data-fileid="12404" rel="">more_planes_v4[B4x2].zip</a>
</p>
]]></description><guid isPermaLink="false">21749</guid><pubDate>Mon, 01 Nov 2021 12:50:18 +0000</pubDate></item></channel></rss>
