<?xml version="1.0"?>
<rss version="2.0"><channel><title>X:CE General Discussion Latest Topics</title><link>https://www.goldhawkinteractive.com/forums/index.php?/forum/21-xce-general-discussion/</link><description>X:CE General Discussion Latest Topics</description><language>en</language><item><title>Save Editing - Aircraft Coordinates</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/50911-save-editing-aircraft-coordinates/</link><description><![CDATA[<p>
	Hello,
</p>

<p>
	I'm trying to find out how to change a Geoscape Aircraft current coordinate through the save file. I don't know if anyone here has any insight on this (or if this forum is even used).
</p>

<p>
	I've successfully changed a Base Coordinate; It's the 8 bytes (XX__ YY__) following the region name of a base definition.<br />
	The event log is useful in that regard to find the coordinates of a base when something happens.
</p>

<p>
	But I haven't been able so far to find something similar for aircrafts.<br />
	Is it the same 16/32 bits integer for Xs &amp; Ys? or is it something else like a floating point number?
</p>

<p>
	Sincerely,
</p>
]]></description><guid isPermaLink="false">50911</guid><pubDate>Mon, 13 Apr 2026 18:55:05 +0000</pubDate></item><item><title>Soldiers limit</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/47929-soldiers-limit/</link><description><![CDATA[<p>
	is it possible increase soldier limit over 16 soldiers and 4 vehicles on latest x ce?
</p>
]]></description><guid isPermaLink="false">47929</guid><pubDate>Sun, 17 Aug 2025 00:57:40 +0000</pubDate></item><item><title>The comprehensive guide to Modding and the Modmerging System for XCE</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/19387-the-comprehensive-guide-to-modding-and-the-modmerging-system-for-xce/</link><description><![CDATA[
<p style="text-align:center;">
	<strong>Introduction</strong>
</p>

<p>
	This is a comprehensive guide to modding and the modmerging system the Xenonauts Community Edition ( short XCE ) introduces. Whether you want to make your own mod, or simply alter a few values there is no way getting past this.
</p>

<p>
	 
</p>

<p>
	<strong>Get XCE</strong>
</p>

<p>
	The basic framework of this guide is XCE. You need to install it to have access to the features described. Steam users can switch to the community edition over the Beta branch.
</p>

<p>
	<img alt="2.png" class="ipsImage ipsImage_thumbnailed ipsAttachLink_image" data-fileid="8688" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/2.png.3141044bb82df51a940c9c4c64c7e9b4.png" style="width:100px;height:auto;" /></p>

<p>
	Others need to follow the manual installation of XCE here: <a href="https://www.goldhawkinteractive.com/forums/index.php?/forum/23-xce-release-announcements/" rel="">https://www.goldhawkinteractive.com/forums/index.php?/forum/23-xce-release-announcements/</a>
</p>

<p>
	 
</p>

<p>
	<strong>The modloader</strong>
</p>

<p>
	This is the modloader.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="8684" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/1.png.e0a06588f3488a3dc84b83f497674c3c.png" rel=""><img alt="1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8684" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/1.thumb.png.3d05a4f1d7bcfc54a15ac340122aac08.png" style="width:100px;height:auto;" /></a>
</p>

<p>
	Mods are getting loaded from the lowest priority to the highest priority. Priority 1 is the highest Priority. Priority is of utmost importance, changing the priority of mods can make or break your game. XCE is not a mod and doesnt obey the same rules explained in this guide. All XCE parts must be at the lowest priority, in the order shown in the image.
</p>

<p>
	 
</p>

<p>
	<strong>Other mods</strong>
</p>

<p>
	Every mod needs a description in what priority it has to be placed. Usually placing everything else above the XCE parts is enough, except if 2 or more mods alter the same files. Be extremely cautious with mods which alter the same content, or better, only use 1 big mod until you can troubleshoot your own problems after reading and understanding this guide.<br />
	The standard activated mods in XCE are troublefree, but the Dreadnaught and Armoured Assault mods would be a first example of where you better choose one over the other, until you understand what you are doing.
</p>

<p>
	 
</p>

<p>
	<strong>The Files</strong>
</p>

<p>
	There are 2 types of files. Files you need the 2003-2007 Excel for, and text based files. Both files can be edited with a text editor, but excel based files can be worked on more easily with excel.
</p>

<p>
	<strong>Excel Files:</strong><br />
	This is a complete list of files which can be worked on with excel: aircrafts, aircraftweapons, AM_***, buildings, items, manufactures, researches, vehicles, vehicleweapons, weapons.
</p>

<p>
	You can only use a 2003-2007 Excel program on this, Libre Office does not work. This is how it looks:
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="8691" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/3.png.cae4e2dedd8bc53fa6a8fe92f202229f.png" rel=""><img alt="3.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8691" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/3.thumb.png.e2b88af1a71460852611974c1e24aa9c.png" style="width:100px;height:auto;" /></a><a class="ipsAttachLink ipsAttachLink_image" data-fileid="8692" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/4.png.4cd282577cd33e7ebcbb12ec2818ad68.png" rel=""><img alt="4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8692" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/4.thumb.png.71d43f62a7847c7b1b46ad586b9ec0f7.png" style="width:100px;height:auto;" /></a>
</p>

<p>
	<strong>Text Based Files:</strong>
</p>

<p>
	All other files are considered text based files, and can be worked on with a text program. Notepad is a choice, but it is recommended you use better programs like Sublime Text or Notepad++. All following examples will use either of those programs.
</p>

<p>
	 
</p>

<p>
	<strong>Making your own mod</strong>
</p>

<p>
	Mods are stored in your Xenonauts\assets\mods folder. Create your own folder in it and alter this blank modinfo.xml file and you are good to go. ( <a class="ipsAttachLink" data-fileid="8697" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=8697" rel="">modinfo.xml</a> )
</p>

<p>
	 <a class="ipsAttachLink ipsAttachLink_image" data-fileid="8693" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/5.png.9d4264f73031adfa718fcbe45defe63b.png" rel=""><img alt="5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8693" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/5.thumb.png.9d7a73b56b6cc958a0fa791e3115b410.png" style="width:100px;height:auto;" /></a><a class="ipsAttachLink ipsAttachLink_image" data-fileid="8694" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/6.png.cd3d516e29f22552dfb70b2df596eda1.png" rel=""><img alt="6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8694" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/6.thumb.png.01a8f56bd007ca8f9f18ee9f63c48d9b.png" style="width:100px;height:auto;" /></a>
</p>

<p>
	You can start by putting blank files into it, by copying over vanilla/xce files and deleting all the content. ( <a class="ipsAttachLink" data-fileid="8698" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=8698" rel="">weapons.xml</a> <a class="ipsAttachLink" data-fileid="8699" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=8699" rel="">weapons_gc.xml</a> )
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="8695" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/7.png.a2939e83c8e8b93344002bda595a81b8.png" rel=""><img alt="7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8695" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/7.thumb.png.90d9e4354ba83bba31ec8d59d94a2389.png" style="width:100px;height:auto;" /></a><a class="ipsAttachLink ipsAttachLink_image" data-fileid="8696" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/8.png.e94e650c97aa7021ea7df2df318d356d.png" rel=""><img alt="8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8696" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/8.thumb.png.f40f5a4b41142a6a279aa9b1a169b7f7.png" style="width:100px;height:auto;" /></a>
</p>

<p>
	You need to activate your mod in your modloader and put it in the right spot.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="8700" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/9.png.7143ef8e1864533bb681c9541e8bc26f.png" rel=""><img alt="9.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8700" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/9.thumb.png.999c32169ae8b92983bafe7792c12bed.png" style="width:100px;height:auto;" /></a>
</p>

<p>
	There you go, the only thing missing is content now.
</p>

<p>
	 
</p>

<p>
	<strong>Excel Files</strong>
</p>

<p>
	Excel Files are easy to manage. The first column is always the identifier for that entity. If the entity already exists, it will overwrite all specified entries with the values you choose. If the entity doesnt exist, it creates a new entity, which will need everything that type of entitiy needs. But we will talk about that later. In this example we simply change the geoscape weight of the pistol from the standard 2 to 4. ( <a class="ipsAttachLink" data-fileid="8702" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=8702" rel="">weapons.xml</a> )
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="8701" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/10.png.7caeb3ecbdc6e070d653606b4e94625e.png" rel=""><img alt="10.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8701" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/10.thumb.png.94aafe4fd7d15aad82cbf218c6fa2bfa.png" style="width:100px;height:auto;" /></a>
</p>

<p>
	If you create a new entity you will need to fill out every missing blank.
</p>

<p>
	 
</p>

<p>
	<strong>Text based files</strong>
</p>

<p>
	Text based files are more difficult, as every code opener needs its own MODMERGE command. Code openers usually look like this: &lt;XXX&gt; or &lt;XXX . An example would be: &lt;Weapons&gt; or &lt;props ,for the weapons_gc.xml. A code closure looks like this: &lt;/XXX&gt; or /&gt; , &lt;/Weapons&gt; or /&gt;.
</p>

<p>
	 
</p>

<p>
	<strong>3 commands</strong>
</p>

<p>
	There are only 3 commands you need to know. Although there is an more indepth guide available here <a href="https://www.goldhawkinteractive.com/forums/index.php?/topic/11156-documentation-modular-mods-system/" rel="">https://www.goldhawkinteractive.com/forums/index.php?/topic/11156-documentation-modular-mods-system/</a> we will stick to only practical things today.
</p>

<p>
	 
</p>

<p>
	MODMERGE="replace" - This completely replaces an entity with all the code provided. If you miss half of the needed code lines than thats what you get. You can only replace exisiting code lines.<br />
	MODMERGE="update" - Updates an existing code line. Only exisiting entities can be updated.<br />
	MODMERGE="insert" - Inserts a new entitiy. Only non existent entities can be inserted.
</p>

<p>
	 
</p>

<p>
	<strong>Understanding the child</strong>
</p>

<p>
	Every new code opener inside of an already existing code bracket is considered a child.
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted">
<span class="tag">&lt;Weapons&gt;</span><span class="pln">
    </span><span class="tag">&lt;Weapon&gt;</span><span class="pln">

    </span><span class="tag">&lt;/Weapon&gt;</span><span class="pln">
</span><span class="tag">&lt;/Weapons&gt;</span></pre>

<p>
	The &lt;Weapon&gt; code bracket inside the &lt;Weapons&gt; code brackets is a child of the &lt;Weapons&gt; code. Thuse &lt;Weapon&gt; is a child of &lt;Weapons&gt;.
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted">
<span class="tag">&lt;Weapons&gt;</span><span class="pln">
    </span><span class="tag">&lt;Weapon&gt;</span><span class="pln">
        </span><span class="tag">&lt;props</span><span class="pln">  </span><span class="tag">/&gt;</span><span class="pln">
    </span><span class="tag">&lt;/Weapon&gt;</span><span class="pln">
</span><span class="tag">&lt;/Weapons&gt;</span></pre>

<p>
	&lt;props /&gt; is a child of &lt;Weapon&gt;, which is a child of &lt;Weapons&gt;.
</p>

<p>
	Every code line needs its own MODMERGE command, except the last child, unless the last child needs a different command. There are exceptions though. As a rule of thumb you can say one more correct MODMERGE command does better than nothing.
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted">
<span class="tag">&lt;Weapons</span><span class="pln"> </span><span class="atn">MODMERGE</span><span class="pun">=</span><span class="atv">"update"</span><span class="tag">&gt;</span><span class="pln">
    </span><span class="tag">&lt;Weapon</span><span class="pln"> </span><span class="atn">MODMERGE</span><span class="pun">=</span><span class="atv">"replace"</span><span class="tag">&gt;</span><span class="pln">
        </span><span class="tag">&lt;props</span><span class="pln">  </span><span class="tag">/&gt;</span><span class="pln">
    </span><span class="tag">&lt;/Weapon&gt;</span><span class="pln">
</span><span class="tag">&lt;/Weapons&gt;</span></pre>

<p>
	We updated the &lt;Weapons&gt; code and replaced a &lt;Weapon&gt;.
</p>

<p>
	 
</p>

<p>
	<strong>The automated modmerge commands</strong>
</p>

<p>
	Should a file only contain entities to update, or only entities to insert, the modmerging system will automatically figure out which to use. This is not what we are focusing on here, as we want to make sure everything works even without the game having to guess.
</p>

<p>
	 
</p>

<p>
	<strong>Identifier</strong>
</p>

<p>
	If an identifier is used, it has to be addressed with the MODMERGEATTRIBUTE command. An identifier is usually the "name". Here the identifier is the name="weapon.pistol".
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted">
<span class="pln">    </span><span class="tag">&lt;Weapon</span><span class="pln"> </span><span class="atn">MODMERGEATTRIBUTE</span><span class="pun">=</span><span class="atv">"name"</span><span class="pln"> </span><span class="atn">MODMERGE</span><span class="pun">=</span><span class="atv">"replace"</span><span class="pln"> </span><span class="atn">name</span><span class="pun">=</span><span class="atv">"weapon.pistol"</span><span class="pln"> </span><span class="atn">bulletType</span><span class="pun">=</span><span class="atv">"normal"</span><span class="pln"> </span><span class="atn">emptySound</span><span class="pun">=</span><span class="atv">"Empty Click 1"</span><span class="tag">&gt;</span></pre>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="8703" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/11.png.d90e822a4137a5976e6bb34150bc32cf.png" rel=""><img alt="11.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8703" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/11.thumb.png.f65398383c8b44b43f19b7191df12d68.png" style="width:100px;height:auto;" /></a>
</p>

<p>
	In this example we replaced the weapon.pistol with our own version. ( <a class="ipsAttachLink" data-fileid="8704" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=8704" rel="">weapons_gc.xml</a> ). Since we are completely replacing the whole entity, the other children dont need any modmerge commands.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="8706" href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/12.png.5cfe0b4697eba846bf3e42821733a340.png" rel=""><img alt="12.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8706" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2018_03/12.thumb.png.74d4a5cf7e729ea516f2d9b579e96dcc.png" style="width:100px;height:auto;" /></a>
</p>

<p>
	In this example we are updating our weapon.pistol with some new values, updating the &lt;SingleShot&gt; Parent with some new values, and bless its child with a new aim set with the MODMERGE="insert" command. Since we are updating the entity sadly we also have to update &lt;Ammos&gt; and &lt;Ammo&gt; to tell the game what they should be doing with the code. ( <a class="ipsAttachLink" data-fileid="8705" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=8705" rel="">weapons_gc.xml</a> )
</p>

<p>
	 
</p>

<p>
	<strong>Be concise</strong>
</p>

<p>
	If, for instance, you only want to add another aim level and dont change anything else, it is not necessary to copy over everything.
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted">
<span class="tag">&lt;Weapons</span><span class="pln"> </span><span class="atn">MODMERGE</span><span class="pun">=</span><span class="atv">"update"</span><span class="tag">&gt;</span><span class="pln">

    </span><span class="tag">&lt;Weapon</span><span class="pln"> </span><span class="atn">MODMERGEATTRIBUTE</span><span class="pun">=</span><span class="atv">"name"</span><span class="pln"> </span><span class="atn">MODMERGE</span><span class="pun">=</span><span class="atv">"update"</span><span class="pln"> </span><span class="atn">name</span><span class="pun">=</span><span class="atv">"weapon.pistol"</span><span class="tag">&gt;</span><span class="pln">
        </span><span class="tag">&lt;SingleShot</span><span class="pln"> </span><span class="atn">MODMERGE</span><span class="pun">=</span><span class="atv">"update"</span><span class="tag">&gt;</span><span class="pln">
            </span><span class="tag">&lt;Set3</span><span class="pln"> </span><span class="atn">MODMERGE</span><span class="pun">=</span><span class="atv">"insert"</span><span class="pln"> </span><span class="atn">ap</span><span class="pun">=</span><span class="atv">"30"</span><span class="pln"> </span><span class="atn">accuracy</span><span class="pun">=</span><span class="atv">"100"</span><span class="pln"> </span><span class="tag">/&gt;</span><span class="pln">
        </span><span class="tag">&lt;/SingleShot&gt;</span><span class="pln">
    </span><span class="tag">&lt;/Weapon&gt;</span><span class="pln">


</span><span class="tag">&lt;/Weapons&gt;</span></pre>

<p>
	What do we want to do ? We want to update the &lt;Weapons&gt; category. We want to update the &lt;Weapon name="weapon.pistol"&gt;. We want to update the &lt;SingleShot&gt; line and we want to insert a new aim level. &lt;Set3&gt; is a child of &lt;SingleShot&gt;, so it needs a modmerge command. &lt;Singleshoot&gt; is a child of the &lt;Weapon&gt;, and &lt;Weapon&gt; is a child of &lt;Weapons&gt;, all need a MODMERGE command. The game needs to know at every step what to do. ( <a class="ipsAttachLink" data-fileid="8707" href="https://www.goldhawkinteractive.com/forums/applications/core/interface/file/attachment.php?id=8707" rel="">weapons_gc.xml</a> )
</p>

<p>
	 
</p>

<p>
	<strong>Mod loading priority</strong>
</p>

<p>
	is of utmost importance because of the commands "replace" "update" and "insert". If you are "update"ing an entitiy of another mod, but than deactivate it, the game can no longer find the entity and the merging fails. The modmerging system is a pyramid which starts loading from the base ( XCE ) upwards. So make sure you know what you want the game to know.
</p>

<p>
	 
</p>

<p>
	<strong>I want to create/change entity X</strong>
</p>

<p>
	Start by simply looking through all files to understand what each entity needs if you want create new ones, or alter only a few lines of code with abilities you have learned so far.
</p>

<p>
	 
</p>

<p>
	<strong>Other files, deeper directories</strong>
</p>

<p>
	All other files hidden in other folders will need to have the same directory structure to get replaced. If you want to replace an image in Xenonauts\assets\aircraft\aircombat you need to put it into Xenonauts\assets\mods\MyMod\aircraft\aircombat .
</p>

<p>
	Images get replaced. Capital letters matter. "Foxtrot.png" is not "foxtrot.png". Most files which are not in the same directory as the excel files dont need any MODMERGE commands, as they can only be replaced.
</p>

<p>
	 
</p>

<p>
	<strong>Another example</strong>
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted">
<span class="tag">&lt;Armours</span><span class="pln"> </span><span class="atn">MODMERGE</span><span class="pun">=</span><span class="atv">"update"</span><span class="tag">&gt;</span><span class="pln">
  </span><span class="tag">&lt;Armour</span><span class="pln"> </span><span class="atn">MODMERGEATTRIBUTE</span><span class="pun">=</span><span class="atv">"name"</span><span class="pln"> </span><span class="atn">MODMERGE</span><span class="pun">=</span><span class="atv">"update"</span><span class="pln"> </span><span class="atn">name</span><span class="pun">=</span><span class="atv">"armour.basic"</span><span class="tag">&gt;</span><span class="pln">
    </span><span class="tag">&lt;Resistance</span><span class="pln"> </span><span class="atn">kinetic</span><span class="pun">=</span><span class="atv">"10"</span><span class="pln"> </span><span class="atn">energy</span><span class="pun">=</span><span class="atv">"0"</span><span class="pln"> </span><span class="atn">chemical</span><span class="pun">=</span><span class="atv">"0"</span><span class="pln"> </span><span class="atn">incendiary</span><span class="pun">=</span><span class="atv">"0"</span><span class="pln"> </span><span class="tag">/&gt;</span><span class="pln">
    </span><span class="tag">&lt;VisualParams</span><span class="pln"> </span><span class="atn">range</span><span class="pun">=</span><span class="atv">"18"</span><span class="pln"> </span><span class="atn">coneAngle</span><span class="pun">=</span><span class="atv">"160"</span><span class="pln"> </span><span class="atn">nightRangeBonus</span><span class="pun">=</span><span class="atv">"0"</span><span class="pln"> </span><span class="tag">/&gt;</span><span class="pln">
    </span><span class="tag">&lt;PsionicDefence</span><span class="pln"> </span><span class="atn">defence</span><span class="pun">=</span><span class="atv">"0"</span><span class="pln"> </span><span class="atn">points</span><span class="pun">=</span><span class="atv">"0"</span><span class="pln"> </span><span class="atn">degradation</span><span class="pun">=</span><span class="atv">"0"</span><span class="pln"> </span><span class="tag">/&gt;</span><span class="pln">
    </span><span class="tag">&lt;Props</span><span class="pln"> </span><span class="atn">moveSpeed</span><span class="pun">=</span><span class="atv">"350"</span><span class="pln"> </span><span class="atn">stairsMoveSpeed</span><span class="pun">=</span><span class="atv">"180"</span><span class="pln"> </span><span class="atn">vaultMoveSpeed</span><span class="pun">=</span><span class="atv">"24"</span><span class="pln"> </span><span class="tag">/&gt;</span><span class="pln">
  </span><span class="tag">&lt;/Armour&gt;</span><span class="pln">
</span><span class="tag">&lt;/Armours&gt;</span></pre>

<p>
	&lt;Armour name="armour.basic" &gt; is an exisitng armour, with an unique identifier and therefore needs a MODMERGE command. All updated children of &lt;Armour&gt; have attributes which exist, and therefore dont need another MODMERGE command.
</p>

<p>
	 
</p>

<p>
	<strong>Files without MODMERGE</strong>
</p>

<p>
	There are a number of text based files which can be modded without the use of any MODMERGE command. This is an incomplete list of the more important ones: colours, config, gameconfig, psioniceffects_gc, psionicpowers_gc, settings, tilerenderer, xenopedia.<br />
	These files mostly contain code which addresses the game itself, and thuse no new things can be added there. This is where the automated MODMERGE system really shines. The xenopedia is a special case, as it gets an excel treatment, although it can only be worked on with text based tools.
</p>

<p>
	 
</p>

<p>
	<strong>Troubleshooting</strong>
</p>

<p>
	Every time you run the game, there is an logfile.txt created in your AppData\Roaming\Goldhawk Interactive\Xenonauts folder. To fully trigger the check of all files you further need to go into a Ground Combat situation. Then you can look at the logfile. The logfile tells you if you made any big and obvious mistakes during the modmerge process.
</p>

<p>
	 
</p>

<p>
	<strong>Clear scripts</strong>
</p>

<p>
	Scripts get temporarily saved in your AppData\Roaming\Goldhawk Interactive\Xenonauts\internal folder. Unfortunately the game doesnt update them when you switch mods. To fix this you need to delete the scripts folder in that directory every time you change your modloader priority and/or activate/deactivate mods, if you want to update to the correct script setup. This is not necessary if you know no scripts have been changed.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>You are done</strong>
</p>

<p>
	You can now start to fill your own mod with your changed and new content as you like. You are now also able to read and understand what each mod is doing, and know which program to open each file with.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>If you want to dig deeper</strong>
</p>
<iframe data-embedcontent="" frameborder="0" src="https://www.goldhawkinteractive.com/forums/index.php?/topic/13350-things-i-want-you-to-know/&amp;do=embed"></iframe><iframe data-embedcontent="" frameborder="0" src="https://www.goldhawkinteractive.com/forums/index.php?/topic/11156-documentation-modular-mods-system/&amp;do=embed"></iframe>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Thank you for reading</strong>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">19387</guid><pubDate>Thu, 01 Mar 2018 05:33:27 +0000</pubDate></item><item><title>more money cheat please</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/38398-more-money-cheat-please/</link><description><![CDATA[<p>
	I dont normally do this , but  due to PC malfunction i lost a campaign on phase 2 took me weeks, i am gutted
</p>

<p>
	i have begun a campaign   again , added some mods but money will run out soon. 
</p>

<p>
	Cant find any cheat engine or similar , any way to  get more money cheat , thanks
</p>
]]></description><guid isPermaLink="false">38398</guid><pubDate>Fri, 10 May 2024 23:05:04 +0000</pubDate></item><item><title>List of current X-Division playthroughs on youtube and twitch</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/19516-list-of-current-x-division-playthroughs-on-youtube-and-twitch/</link><description><![CDATA[
<p>
	Since i cant keep up with all the new playthroughs of X-Division i wanted to make a list so that you can check them out to your liking:
</p>

<p>
	 
</p>

<p>
	<strong>Dadgame</strong><br /><a href="https://www.twitch.tv/dadgame88" rel="external nofollow">https://www.twitch.tv/dadgame88</a><br /><a href="https://www.youtube.com/channel/UCDQ6Hna8soadV-LKJxy28dw" rel="external nofollow">https://www.youtube.com/channel/UCDQ6Hna8soadV-LKJxy28dw</a>
</p>

<p>
	Best streamer i have found, but strugglies deeply with the difficulty of X-Division. Easy Ironmann.
</p>

<p>
	<strong>Coffee Potato</strong><br /><a href="https://www.youtube.com/channel/UC_u27_wfwBGxe7rCBYBolug" rel="external nofollow">https://www.youtube.com/channel/UC_u27_wfwBGxe7rCBYBolug</a>
</p>

<p>
	Has been streaming on youtube lately. 50 Bucks is on the line that he won´t make it to the end of the game on Easy Ironmann. Another 50 bucks is on the line that he won´t make it out of Phase 1.
</p>

<p>
	<strong>bbobantube</strong><br /><a href="https://www.youtube.com/user/bbobantube" rel="external nofollow">https://www.youtube.com/user/bbobantube</a>
</p>

<p>
	Slow and steady apporach, my favourite so far. Easy difficulty.
</p>

<p>
	<strong>Mauro Vega</strong><br /><a href="https://www.youtube.com/channel/UCq9N0-SHxlU3tc9bjPy4LmA" rel="external nofollow">https://www.youtube.com/channel/UCq9N0-SHxlU3tc9bjPy4LmA</a>
</p>

<p>
	The quiet kind of guy.
</p>

<p>
	<strong>Betuor Gripley</strong><br /><a href="https://www.youtube.com/channel/UCG9chQWhx_G4l_S5UYZeuug" rel="external nofollow">https://www.youtube.com/channel/UCG9chQWhx_G4l_S5UYZeuug</a>
</p>

<p>
	Still plays the .40 version.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	And ofcourse the team:
</p>

<p>
	 
</p>

<p>
	<strong>ᚺᛟᛚᚷᛖᚱ ᛞᚨᚾᛊᚴᛖ</strong><br /><a href="https://www.youtube.com/channel/UC6akvzaq2Kioj0qbwSWnkBQ" rel="external nofollow">https://www.youtube.com/channel/UC6akvzaq2Kioj0qbwSWnkBQ</a>
</p>

<p>
	Our map maker. Is stuck saving green greenland.
</p>

<p>
	<strong>Molnar Paul Lucian</strong><br /><a href="https://www.youtube.com/channel/UCxdQqrdtQiK2BACK2TRrolw/videos" rel="external nofollow">https://www.youtube.com/channel/UCxdQqrdtQiK2BACK2TRrolw/videos</a>
</p>

<p>
	Hes the Best. Best in Test. Veteran.
</p>

<p>
	<strong>Charon</strong><br /><a href="https://www.twitch.tv/charon117" rel="external nofollow">https://www.twitch.tv/charon117</a><br /><a href="https://www.youtube.com/channel/UCJiDtR6YHRDiW4dpa_F-2aQ" rel="external nofollow">https://www.youtube.com/channel/UCJiDtR6YHRDiW4dpa_F-2aQ</a>
</p>

<p>
	Developer. Veteran Ironmann.
</p>

<p>
	 
</p>

<p>
	Long timer lurker:
</p>

<p>
	<strong>DagarCoH</strong><br /><a href="https://www.youtube.com/watch?v=HGDkNuQQ6Yk&amp;t=1s" rel="external nofollow">https://www.youtube.com/watch?v=HGDkNuQQ6Yk&amp;t=1s</a>
</p>

<p>
	 
</p>

<p>
	<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> <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>
</p>

<p>
	So i think we are making some waves out there. And 1.0 hasnt even hit yet.
</p>
]]></description><guid isPermaLink="false">19516</guid><pubDate>Sun, 10 Jun 2018 22:09:03 +0000</pubDate></item><item><title>AM_Scout.xml, is it no longer used?</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/32973-am_scoutxml-is-it-no-longer-used/</link><description><![CDATA[<p>
	Doing some testing and reworking of the UFOs and I'd noticed Research in XCE is set to Ticket Value 0, and Scout is set to 4. I started the game with my mod disabled, and a Quantum Cryptology Center to see if the UFOs were spawning properly, but noticed no missions labelled as "Scout" and all of them instead were Research. Setting the Research to a Ticker value of 25 meant no UFOs spawning until that value was reached, even when Scout was set to 0.
</p>

<p>
	Now I'm not sure if this is just normally the case or if I'd messed something up somewhere, but I can't seem to get Scouting missions to spawn.
</p>

<p>
	The idea was to have something generating a passive ticker, that would often go missed since they don't generate events and that you could only catch with a radar or luck, with the global passive ticker lowered accordingly. Meaning catching and destroying a scout would give a slight delay to the alien progress as a bonus.
</p>
]]></description><guid isPermaLink="false">32973</guid><pubDate>Wed, 26 Apr 2023 21:05:39 +0000</pubDate></item><item><title>Cant disable caesan psionics</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21180-cant-disable-caesan-psionics/</link><description><![CDATA[
<p>
	Hey there.
</p>

<p>
	I was craving some Xenonauts, but just remembered how not fun a big craft full of caesans can be. I erased the psionics abilities (edited using Notepad++) in both the vanillla and xce aiprop file but the caesans still use them. What am I missing?
</p>

<p>
	Thanks in advance.
</p>
]]></description><guid isPermaLink="false">21180</guid><pubDate>Fri, 23 Oct 2020 13:58:02 +0000</pubDate></item><item><title>Current version in Download is Bugged</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/22802-current-version-in-download-is-bugged/</link><description><![CDATA[
<p>
	Both version of CE in Download section became bugged. WHile the file is supposed to to several hundred MB, the downloaded file is 0.
</p>
]]></description><guid isPermaLink="false">22802</guid><pubDate>Fri, 17 Jun 2022 13:49:16 +0000</pubDate></item><item><title>Too vague on installation and what mods are included</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21760-too-vague-on-installation-and-what-mods-are-included/</link><description><![CDATA[
<p>
	The description of the thread is one of the worst i have seen, very little information on what the community edition does, and it crashes my game, i cant even boot it up
</p>

<p>
	 
</p>

<p>
	I enable the steam branch thing on steam, then download it on workshop, and found out i had to manually enable active mods on mod manager. then i have no clue on the priority list and it just keep crashing. uninstalled the mod afterwards, and i have no clue what the community mod even does. its so vague
</p>
]]></description><guid isPermaLink="false">21760</guid><pubDate>Thu, 04 Nov 2021 06:27:29 +0000</pubDate></item><item><title>Animations missing - FIXED</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/19488-animations-missing-fixed/</link><description><![CDATA[
<p>
	Hi there,
</p>

<p>
	Hoping someone can help me fix an annoying problem. Starting a new game with community edition (no mods) I'm finding my troops and the aliens are missing animations on the battlescape. Mainly this comes through as the fire animations not being synced to the shots (often cutting short) and the hit animations are hit and miss, often the aliens will simply stand there when hit though they produce the pain sound and the damage numbers.
</p>

<p>
	Any idea what's causing this? I think I've seen it in X:CE gameplay videos so understand if it's a sideffect of some alteration to the engine but would be a bummer since it pulls you out of the immersion somewhat and is kinda irritating!
</p>

<p>
	EDIT
</p>

<p>
	Just found an old post I made about this I'd completely forgotten making - will bump it instead. Must be getting old!
</p>
<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedcontent="" data-embedid="embed7588136101" scrolling="no" src="https://www.goldhawkinteractive.com/forums/index.php?/topic/13120-xce-034-unofficial-weapon-and-wounded-animations-missing-in-gc/&amp;do=embed" style="height:227px;max-width:502px;"></iframe>

<p>
	 
</p>
]]></description><guid isPermaLink="false">19488</guid><pubDate>Wed, 09 May 2018 19:25:03 +0000</pubDate></item><item><title>Question about Mod Priority Message for X:CE</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/13167-question-about-mod-priority-message-for-xce/</link><description><![CDATA[
<p>When I launch the game through the launcher, I get a pop-up saying that "either X:CE mods are not active or they do not have the recommended priority. Do you want to fix this automatically?". I have all of the mods installed/active in the modding tools window and did the steam beta X:CE branch thing, so I assume it's not the former issue and that it's showing up because of their load order. But when I click yes and check the modding tools again it hasn't actually changed the priority of any of my mods. </p>
<p>What exactly is going on?</p>
<p>For reference my load order for the game is (I can provide a screenshot of it if needed)</p>
<p>1.  : X:CE Steam Mod</p>
<p>2-... : the rest of my mods, with the other 3 X:CE mods being on the bottom</p>
]]></description><guid isPermaLink="false">13167</guid><pubDate>Sat, 05 Dec 2015 21:47:05 +0000</pubDate></item><item><title>How do I change the shooting logic?</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21671-how-do-i-change-the-shooting-logic/</link><description><![CDATA[
<p>
	By this I mean how do I change how the game determines what a shot hits.
</p>

<p>
	For those who don't know, XCE makes it so that, when a weapon is fired, the game first checks if the shot hits any obstacles between the shooter and the target, then it checks if the shot hits the target.
</p>

<p>
	This is the opposite of vanilla behavior where the game first checks if the shot hits, then, if it misses, it checks if the shot hits any obstacles.
</p>

<p>
	I want to know how to revert this change because I modded my game so that it's possible to get 100% hit chance, and it frustrates me that, in XCE, I don't actually have 100% hit chance when it says I do.
</p>
]]></description><guid isPermaLink="false">21671</guid><pubDate>Tue, 27 Jul 2021 17:02:17 +0000</pubDate></item><item><title>What am I doing wrong?</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21678-what-am-i-doing-wrong/</link><description><![CDATA[
<p>
	Altering the XML files has no effect, for example changing the amount of starting money in gameconfig has no effect.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	NM found it.
</p>
]]></description><guid isPermaLink="false">21678</guid><pubDate>Tue, 17 Aug 2021 04:16:23 +0000</pubDate></item><item><title>Mod idea: Change the color of the Alien Plasma weapons</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21595-mod-idea-change-the-color-of-the-alien-plasma-weapons/</link><description><![CDATA[
<p>
	It can sometimes be hard to tell between an Alien shotgun and an Alien LMG. To remedy this, it'd be nice if someone could've made a mod that changes the color of the weapons.
</p>

<p>
	Hopefully that doesn't require redoing the weapons for every single alien, but it'd still be a nice idea.
</p>
]]></description><guid isPermaLink="false">21595</guid><pubDate>Wed, 19 May 2021 04:02:26 +0000</pubDate></item><item><title>My base defenses inflicted casualies!</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21593-my-base-defenses-inflicted-casualies/</link><description><![CDATA[
<p>
	<a href="https://imgur.com/a/tELrc4o" rel="external nofollow">https://imgur.com/a/tELrc4o</a>
</p>

<p>
	I'm curious about how many casualties were inflicted by my defensive batteries.
</p>

<p>
	Surely the report can't be wrong? I mean, this is my main base, and this is probably the last report of this run...
</p>
]]></description><guid isPermaLink="false">21593</guid><pubDate>Fri, 14 May 2021 07:49:51 +0000</pubDate></item><item><title>Can we get at least scrap metal from failed base attacks?</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21590-can-we-get-at-least-scrap-metal-from-failed-base-attacks/</link><description><![CDATA[
<p>
	<a href="https://imgur.com/a/rQ3CbiW" rel="external nofollow">https://imgur.com/a/rQ3CbiW</a>
</p>

<p>
	I almost lost my whole base - I should be able to get some scrap at least, right?
</p>
]]></description><guid isPermaLink="false">21590</guid><pubDate>Thu, 13 May 2021 13:24:45 +0000</pubDate></item><item><title>What are these?</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21581-what-are-these/</link><description><![CDATA[
<p>
	I see these things floating in the air. It's probably a bug, but it's a weird one since moving the mouse causes them to appear and disappear.
</p>

<p>
	<a href="https://imgur.com/a/zTaf3TE" rel="external nofollow">https://imgur.com/a/zTaf3TE</a>
</p>

<p>
	Is it a bug?
</p>
]]></description><guid isPermaLink="false">21581</guid><pubDate>Thu, 06 May 2021 21:53:02 +0000</pubDate></item><item><title>Only explosive rockets saved in role equipment.</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21570-only-explosive-rockets-saved-in-role-equipment/</link><description><![CDATA[
<p>
	I discovered and built he alenium rockets, but when I try to save role equipment with a he alenium rocket loaded into the rocket launcher, it still saves with explosive rockets.
</p>

<p>
	This means, unless I drag over a he alenium rocket to the soldier each time, his first shot is at half power.
</p>
]]></description><guid isPermaLink="false">21570</guid><pubDate>Fri, 23 Apr 2021 04:06:04 +0000</pubDate></item><item><title>This looks a little concerning</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21563-this-looks-a-little-concerning/</link><description><![CDATA[<p>
	I was able to walk right through the tank, but if I hadn't been able to, this mission would have been lost.
</p>
<p><a href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2021_04/278990482_Clipboard1.jpg.726f403b41b0053dff11dd2cd6a3ddbe.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="12046" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2021_04/2049347248_Clipboard1.thumb.jpg.85da24da2816cdacfed9e6fa55cbcfe6.jpg" class="ipsImage ipsImage_thumbnailed" alt="Clipboard 1.jpg"></a></p>]]></description><guid isPermaLink="false">21563</guid><pubDate>Thu, 15 Apr 2021 11:34:15 +0000</pubDate></item><item><title>Didn't capture robodog.</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21557-didnt-capture-robodog/</link><description><![CDATA[<p>
	My squad was doomed, but a robodog let itself onto my ship just before take off. I didn't manage to capture a living robodog however.
</p>
<p><a href="https://www.goldhawkinteractive.com/forums/uploads/monthly_2021_04/1643402548_Clipboard1.jpg.780e672309874a3d5e816885ffa8d389.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="12041" src="https://www.goldhawkinteractive.com/forums/uploads/monthly_2021_04/1638936027_Clipboard1.thumb.jpg.bb41b34a3af4bddc594a4cae3491db66.jpg" class="ipsImage ipsImage_thumbnailed" alt="Clipboard 1.jpg"></a></p>]]></description><guid isPermaLink="false">21557</guid><pubDate>Thu, 08 Apr 2021 16:24:31 +0000</pubDate></item><item><title>Help with getting community edition working</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21047-help-with-getting-community-edition-working/</link><description><![CDATA[
<p>
	Hello
</p>

<p>
	I am trying to install the community edition of Xenonauts. I have tried both the forum edition and the steam edition.
</p>

<p>
	I start the game with the load order unchanged from the default and add no other mods or changes.
</p>

<p>
	I have tested several things and the only thing that breaks is hiring any number of scientists.
</p>

<p>
	This removes the current research project and makes the scientists unavailable and the project never completes.
</p>

<p>
	I also let the first project finish and then started another before hiring more and the same thing happened.
</p>

<p>
	Is there a known cause of this?
</p>
]]></description><guid isPermaLink="false">21047</guid><pubDate>Tue, 07 Apr 2020 12:55:37 +0000</pubDate></item><item><title>Not responding on start of Xenonauts</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21482-not-responding-on-start-of-xenonauts/</link><description><![CDATA[
<p>
	I have noticed that when I start Xenonauts:
</p>

<p>
	Xenonauts does a lot of hard drive access, and very little CPU power, and the program becomes not responding.
</p>

<p>
	While I can bring up the task manager, and see the task manager when the task manager is forced to always be on top, nothing I do can let me see or interact with any other programs until Xenonauts is done loading.
</p>

<p>
	Xenonauts takes a very long time to load - a minute or three.
</p>

<p>
	I suspect this problem is caused because Xenonauts is loading in the main thread. If Xenonauts spun off a separate thread to do the load, and the main thread continued looping through the windows message handler, the frozen problem should go away, and allow me to do other things while Xenonauts was loading in the background.
</p>

<p>
	I am a windows programmer, so I can probably code this if no one else wants to.
</p>

<p>
	This is bothering me quite a bit. Can this be fixed?
</p>
]]></description><guid isPermaLink="false">21482</guid><pubDate>Thu, 18 Feb 2021 12:08:11 +0000</pubDate></item><item><title>A few questions</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/21070-a-few-questions/</link><description><![CDATA[
<p>
	First off is one which might be vanilla but I'll ask here: Can you gain accuracy when using reaction fire? Or just reflex?<br /><br />
	Second question: How does CE change bravery gain mechanics, I've noticed that you might be gaining it when anything reduces the blue morale bar, such as suppression, even if it is your own soldiers doing the suppression (making sniper rifles an excellent weapon to train bravery on others).
</p>

<p>
	Third question: How exactly does reaction fire work in general? I understand that your initiative which is a function of percentage remaining TU, reflexes, and weapon modifier, needs to be higher than the aliens initiative. What I am wondering about is how the soldier decides which type of attack to use and whether they will use reaction fire when allies are in the line of fire, in addition to whether they will use it on mind controlled allies and if they can use squad sight for reaction shots.
</p>

<p>
	Thank you.
</p>
]]></description><guid isPermaLink="false">21070</guid><pubDate>Wed, 29 Apr 2020 00:55:33 +0000</pubDate></item><item><title>Base defence rules concering vehicles</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/20913-base-defence-rules-concering-vehicles/</link><description><![CDATA[<p>
	So I read in the forum that during base defence you can deploy 16 soldiers. How about vehicles? Is there some kind of trade-off as when you load them into your dropship? How many can one deploy? Can they be deployed at all? Are there any tactical or strategic implications?
</p>]]></description><guid isPermaLink="false">20913</guid><pubDate>Sat, 01 Feb 2020 18:39:34 +0000</pubDate></item><item><title>Is there any way to increase the base unit limit?</title><link>https://www.goldhawkinteractive.com/forums/index.php?/topic/20873-is-there-any-way-to-increase-the-base-unit-limit/</link><description><![CDATA[<p>
	The unit limit im talking about is the supposed hard cap of 16 soldiers. Can this be increased to say 24?
</p>]]></description><guid isPermaLink="false">20873</guid><pubDate>Thu, 19 Dec 2019 20:37:23 +0000</pubDate></item></channel></rss>
