Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 10/28/2017 in all areas

  1. I would also consider adding models that match every aspect of the character portrait. Your PVT. Bob has a R.J. Macready beard in his portrait? Then during the battle his model should have a beard. Your CPL. Smith has blonde hair in his portrait? Then his model will have blonde hair. I pay a lot of attention to minor details, and adding this feature will make the game better... so you can distinguish who's who. Unless you have already added that.
    1 point
  2. I thank Mr. Trueman for having my idea in his post, voices in xenonauts 1 were lacking, and I would like to have a bit more immersion into the game by adding voices for the civilians, local forces and soldiers, although that would actually require some scripting for it making sense, hear me out. Imagine your 50 year old soldier talking with a young voice, that would be nuts, and also it wouldn't make sense, the voices should need need to be classified just like in the newer Xcom games (Xcom Enemy Within and Xcom 2). This would apply on soldiers and every other human NPC in the game, for it to make sense. I suggest if you add this idea, make it so that NPCs have different voices from the ones of your soldiers. (One part of me thinks that this post isn't going to make sense, but whatever, I'll take the risk)
    1 point
  3. In case it's not already obvious, the 40 starting available troops do all have a range of different skill levels and costs. You can hire level 5 soldiers who are also competent engineers or scientists on Day 1 if you want, they're just very expensive. Or you can hire a larger team of less skilled or less versatile staff instead. (Thats pretty much the entire point of having a static pool of unique characters to choose from.)
    1 point
  4. New version for X-Division - 0.99.42 . Notes: X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam. Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .41 to .42 version is savegame compatible As a basic rule never patch during Ground Combat Installation: The Base for this patch has to be version 0.99.4 or higher. This update is not available for versions lower than 0.99.4 Download the X-Division 0.99.42 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09941/ ( MD5: 68c413101f06689fea41006df005c081 ) Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . DAY 443 Version 0.99.42 "Terror from the Sky" Revised and readjusted the ufocontents for Terror Battleship, Dreadnaught and Mothership UFOs. Their Terror Crashsite, Terror Site and Base Assault was missing the level 1 GC element of making your way to the UFO. Now all 3 type of assaults, Crashsite, Terror Site and Base attacks, now have a unique design: 1. Terror Crashsites have the highest number of aliens on them and should prove to be the most difficult ones, but still see passive AI on the map. 2. Terror Sites get defensive AI removed and slightly less alien. The defensive numbers are put into the aggressive ones. Still passive AI behaviour present. 3. Base Assault removes passive and defensive AI behaviour and puts all numbers into aggressive behaviour. They have the same number of aliens as Terror Sites, but no vehicles. alien and human interceptors were made far more agile and are harder to hit now and need to get closer to, to effectively combat them Increased multi-torpedo launchers torpedos turn rate from to 2 to 20 degree per second, they should now lock on much better Decreased the time Phase 2 and 3 lasts by 25% each @trueman11 found some aim options errors in the weapons_gc. Fixed Increase range for short range aircombat weapons by around +50% Cyclone can now evade Revised the manufacture requirements for aircraft and aircraftweapons Increased Caesan and Sebillity main armour by around +15 to +20 and side armour from +7 to +13 Decreased Lock on time for the FOCUSLENSE, FOCUSBLAST and SHORTCURCUIT aircraft cannons to 1 second, while increasing the firing arc from 30 to up to 210 degree Greatly increased numbers for all alien bases, including small and medium ones Replaced Easy Airgame with No Airgame, updated description 23 new droppod submaps for the valkyrie Increased empress damage from 75 to 120 Reduced sight range for aliens from 60 to 40 Reduced aircraft MAGSTORM ammo capacity from 960 to 768 total damage Increased aircraft BATTLECRUISERSPEARCANNON total damage output from 800 to 990 Decreased aircraft RAILCANNON damage from 115 to 90, total damage from 1725 to 1350 Revised the aquired alien aircraft beams to have more total damage than their human autocannon counterpart in their respective phase Upped the weapon loadout for the mothership. You may find it more interesting now
    1 point
×
×
  • Create New...