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Showing content with the highest reputation on 08/18/2018 in all areas

  1. Hm, I hadn't expected that handover... I have no intention to do anything to assist translation (nor anything to hinder it). This means those interested in translation will have to use whatever assets are available in the mod (and in this thread regarding what I've written) to do what's necessary, subject to whatever licensing restrictions there may be (of which I know nothing). You're free to use whatever I've produced to use as a source for translation mods. What I know about creating mods is that Charon posted a reference a few posts up. I have no knowledge of which licenses the text based files in this mod are subjected to, and thus whether they can be published on various sites or not. Nor do I know if all text in the game is available in such files, or whether some is hard coded or require changes to text in images. Edit: Very little progress in the form of new entries today, as I've spent a lot of time pasting the texts into the xenopedia.xml file in my installation and have done a cursory check of its appearance in the game. I'll enter future texts into the xenopedia.xml as I go in the future, so it should be kept updated to match the progress. A few corrections have been made in posts above, whereas the following is "new", i.e. modified existing entries or corrections to entries posted above: Early Specialists Caesan Key information: They have spilled the beans, literally. Do you know that there is a very effective bean interrogation technique, commander ? Well anyway now we have an good overview of the different aliens we might encounter: •Chieftain: Leader of the mission •Operator Light Scout: Light Scout mission operator •Operator Scout: Scout mission operator •Operator Corvette: Corvett mission operator •Early Terror Operator: Terror mission operator •Early Assault Operator: Base assault mission operator •Early Bomber Operator: Bomber mission operator •Weapon Sergeant: Weapon system operator •Navigator: Craft navigation •Technician: Craft maintenance and repair •Medic: Crew health Early Specialists Sebillian Key information: They have spilled the beans, literally. Do you know that there is a very effective bean interrogation technique, commander ? Well anyway now we have an good overview of the different aliens we might encounter: •Chieftain: Leader of the mission •Operator Light Scout: Light scout mission operator •Operator Scout: Scout mission operator •Operator Corvette: Corvette mission operator •Early Terror Operator: Terror mission operator •Early Assault Operator: Base assault mission operator •Early Bomber Operator: Bomber mission operator •Weapon Sergeant: Weapon system operator •Navigator: Craft navigation •Technician: Craft maintenance and repair •Medic: Crew health Basic Specialists Caesan Key information: They have spilled the beans, literally. Do you know that there is a very effective bean interrogation technique, commander ? Well anyway now we have an good overview of the different aliens we might encounter: •Officer: Leader of the mission •Operator Landing: Landing mission operator •Operator Cruiser: Cruiser mission operator •Operator Alien Outpost: Outpost mission operation •Basic Terror Operator: Terror mission operator •Basic Assault Operator: Base assault mission operator •Basic Bomber Operator: Bomber mission operator •Weapon Officer: Weapon system operator •Pilot: Craft navigation •Engineer: Craft maintenance and repair •Physician: Crew health •Terror Soldier: Grunt used in terror/base assault missions, as well as outpost defense Basic Specialists Sebillian Key information: They have spilled the beans, literally. Do you know that there is a very effective bean interrogation technique, commander ? Well anyway now we have an good overview of the different aliens we might encounter: •Officer: Leader of the mission •Operator Landing: Landing mission operator •Operator Cruiser: Cruiser mission operator •Operator Alien Outpost: Outpost mission operator •Basic Terror Operator: Terror mission operator •Basic Assault Operator: Base assault mission operator •Basic Bomber Operator: Bomber mission operator •Weapon Officer: Weapon system operator •Pilot: Craft navigation •Engineer: Craft maintenance and repair •Physician: Crew health •Terror Soldier: Grunt used in terror/base assault missions, as well as outpost defense Sebillian Physician Interrogation The Sebillian Physician provided to have a broader knowledge about Sebillian aligned aliens than the Sebillian Medic. In practical terms, this means we have been able to upgrade our medikit to be twice as effective, at the cost of a slightly larger weight. This gain is effective immediately, so you should review your troops needs for medikits before sending them out on their next mission. In addition to this, we have also gained sufficient knowledge to start researching the fearsome zombification process. Division SMG Mk-3 The Division SMG Mk-3 isn't a new weapon, but an upgrade of the Mk-2 model. As such, it doesn't only require a Ballistic Core and some Alenium for its manufacture, it also requires a Mk-2 weapon, typically requiring one of your soldiers to downgrade to an inferiour weapon during the process. However, it should be worth your while as the upgrade allows the weapon do do 10% more damage at an increased armour mitigation. It also provides a stronger suppression effect (as did the Mk-2 over the Mk-1 before it). Division Shotgun Mk-3 The Division Shotgun Mk-3 isn't a new weapon, but an upgrade of the Mk-2 model. As such, it doesn't only require a Ballistic Core and some Alenium for its manufacture, it also requires a Mk-2 weapon, typically requiring one of your soldiers to downgrade to an inferiour weapon during the process. The upgraded weapon fires two additional slugs (14 vs 12) and has a larger ammo clip capacity. The Specialist need to go through a second pass, as the "spilled beans" description gets old quickly. Also, I noted the Psion was missing from the Caesan lists, but haven't done anything about it (yet). As far as I can see there's an analysis, and I can collect them, but I haven't been able to perform either autopsy or vivisection on them. Lastly, the alien crafts caused some rework, as there are basically two entries for more or less every craft: one DSB one and one without DSB, and it's the latter that's actually used. I would guess the DSB ones are redundant remains from a version where you'd first examine a craft and that would open up a DSB research, while we now get the DSB results directly.
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  2. Sorry, was adding comments for my benefit as much as anything else to make sure I didn't miss anything.
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  3. This mod has been re-uploaded to the forums and can be found through the Downloads tab.
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  4. Version 1.0.0

    1,652 downloads

    This mod makes it possible to breach the hull of a landed or crashed UFO, as well as adding crash damage including already-existing breaches. DO NOT USE THIS MOD WITH ENHANCED CRASH SITES AS IT IS ALREADY INCLUDED IN THIS MOD. Link to full thread
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