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  1. Version 0.35.1

    34,731 downloads

    This is the full download for Xenonauts: Community Edition. The archive is available in zip or 7z format - they have the same contents, you only need one. Steam users shouldn't download this - instead, if you use Steam, switch to X:CE from your Steam Library. Right-click Xenonauts, choose Properties, and then in the Betas tab, pick "community" (no access code/password needed). For installation instructions and changelog, see: X:CE 0.35 release announcement
    5 points
  2. Version 4.0

    614 downloads

    ON THE EDGE - More Realistic Battle Mod v4.0 (11.11.2020) Made very important corrections (!!!) to previous versions of the mod and changes in the behavior of aliens, their weapons. Graphical fixes and improvements have been made. Please, use only version 4.0 of this mod!!! DOWNLOAD  First. I am grateful to the creators of this game and all the active community involved in improving it. The mod was created in an effort to add more realism to the game in the equipment of tactical combat groups, their appearance, and also analogues of existing military aircraft and light armored vehicles. The mod does not affect the economic aspects, and does not change the main plot and atmosphere, which, as I see, the developers have created at the highest level. (Sorry, English is not my native language... vodka, matryoshka, balalaika). Important! When installing this mod, "OTE" should be at the top of the list when activating any other mods (including XCE). This mod is compatible with both the original game (ver. 1. 65) and XCE 0.35x. It can also be compatible with any other mods that add new weapons, enemies, maps, and any equipment. The mod slightly changes the game's graphics and some parameters: - ballistic weapons, body armor, grenades, shields, first aid kits, and some other equipment; - alien and human aircraft, their weapons, display on the tactical plan; - behavior of the original enemies in air and ground combat. A few details. Ground battles. - Your special forces, now really are a group of trained military, not a gang of housewives, as in the original game (with all due respect). Characteristics of combat skills that are essential for every soldier, such as the ability to shoot at the enemy (the accuracy and precision shooting), ability to shoot at moving targets (the reaction and attention during the fight), basic physical training (strength) - now no lower than 50. The percentage of presence women in the сombat tactical groups reduced to 10%. - The outfit on your subordinates is now more appropriate to the case. Added my armor mod (it cost me a lot of work.. but it was interesting) changing the appearance of your combat group (made only for original faces). - All of the original ballistic weapon now more corresponds to their real-world samples (changed the number of bullets in a clip, weight, range, killing power, reload time). The machine gun deals more damage than rifles, and things like that.. - All blast weapons now deals more damage and has a wider kill zone. (As possible, of course. For example, in real life, a fragmentation grenade has the radius of the splash damage more than 5m). - Increased firing(and throw grenades) range. - Аll grenades explode with the end of the turn. (Time delay fuse, again, the f-1 grenades: 3.2 to 4.2 seconds). - The explosive and large-caliber weapon has a large effect of suppressing, and also have stunning damage. - Medkits now contains more medicine and bandages than before. - The shields are now not made of "сhinese porcelain" (which in the original game is broken down into dust after a couple of hits). Now they are really doing something for which they were created. Margin of safety is increased. - A lot of work has been done to improve the original textures to make them clearer, more detailed and less blurry. Changes affected all weapons and appearance of characters, portraits of agents and the environment of the base. Due to improved textures, the size of the mod has increased significantly. But it's worth it. - Now the enemies are better armed, and more accurately shoot. - All frequently used shot by the reaction. - All the enemies and your operatives can now see further in the daytime. Air battles. - Aliens are more active and smarter during air combat. Now they aggressively shoot your interceptors from a long distance and actively evade missiles. Therefore, I advise you to use missiles only from a short distance, if possible from the side. And of course, constantly hold the hand on the button pause and dodge .. How it is not realistic .. However. - UFOs have enlarged Sectors and firing range. - The boundaries of sectors and the range of shooting for a UFO on the tactical plane are not visible any more. It's strange that at the first meetings with a UFO, the headquarters already had information about their weapons, was not it? - Downed in combat aircraft can be recovered only 20% chance. This is a grim reality. Damaged from enemies, jets losing altitude, and most likely explode and burn after hitting the ground or water, or fall apart in the air.. - More realistic armament of our aircraft. For example, F-16(which prototype is f-17), armed: > Guns: 1 × 20 mm (0.787 in) M61A1 Vulcan 6-barrel rotary cannon, 511 rounds (!!!). > 6 × AIM-9 Sidewinder (Not two!) MiG-31 is designed to intercept and destroy air targets at extremely low, low, medium and high altitudes at any time of the day, in simple and difficult weather conditions, when the enemy uses active and passive radar interference, as well as false thermal targets. That is, it is able to actively maneuver, dodge and evade. (fixed). On Board, one 23mm gun GSH-6-23M (260 shells), up to four long-range missiles + up to four medium-or short-range missiles. - And other changes... Install using the mod manager in the Xenonauts game launcher. Or unzip the contents of the archive into the mods folder and then activate it in the mod manager when the game starts. Use only with highest priority to other mods. (This mod should be the topmost in the list of mod manager!) After installation it is advisable to restart the game launcher. However, I highly recommend XCE and the mods adding new maps and some other aspects of the game, for example - Armoured Assault! It is also advisable to start a new game and kick the alien's ass again ... with more realism And one more thing... time is the only real wealth we have in our lives. Keep this in mind when playing computer games. And may God bless You and your family in the name of Jesus Christ...
    2 points
  3. Version 1.0.0

    1,150 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
    2 points
  4. Version 1.0.0

    339 downloads

    This mod adds in crash damage to crashed UFOs in ground combat, including fire, smoke and damaged components. DO NOT USE THIS MOD WITH FIRE IN THE HOLE AS THIS MOD IS INCLUDED ALREADY Link to full thread
    2 points
  5. Version 1.0.0

    1,384 downloads

    A selection of colour-swapped armour sprites for modding purposes, for example my mod Cybernetic Armour. Link to main thread
    1 point
  6. Version 1.1

    130 downloads

    The angle of view most people is approximately equal to 120 degrees in the horizontal plane.And this is without turning your head. Ridiculous, when for a better overview, you must turn the whole body!Following this, the angles of view in the game were changed.Basic 90 > 120Jackal 90 > 120Wolf 90 > 120Buzzard 90 > 120Predator 60 = 60Sentinel 360 = 360Also range of view (LoS) was increased up to 20 for all armor.And sentinel armor received night range bonus +3.Version 1.1Due to numerous requests, for fair gameplay (if it correct in relation to the invaders, far outpacing humanity in technological progress) LoS and view angle of aliens now is also 20 and 120.
    1 point
  7. Version 3.4

    41 downloads

    ON THE EDGE (OTE) - More Realistic Battle Mod v3.4 (Sorry, English is not my native language... vodka, balalaika). First. I am grateful to the creators of this game and all the active community involved in improving it. The mod was created in an effort to add more realism to the game in the equipment of tactical combat groups, their appearance, and also analogues of existing military aircraft and light armored vehicles. Important! "OTE" should be at the top of the list when activating any other mods (including XCE). This mod is compatible with both the original game (ver. 1. 65) and XCE 0.35x. It can also be compatible with any other mods that add new weapons, enemies, maps, and any equipment. The mod slightly changes the game's graphics and some parameters: - ballistic weapons, body armor, grenades, shields, first aid kits, and some other equipment; - alien and human aircraft, their weapons, display on the tactical plan; - behavior of the original enemies in air and ground combat. A few details. - Your special forces, now really are a group of trained military, not a gang of housewives, as in the original game (with all due respect). Characteristics of combat skills that are essential for every soldier, such as the ability to shoot at the enemy (the accuracy and precision shooting), ability to shoot at moving targets (the reaction and attention during the fight), basic physical training (strength) - now no lower than 50. The percentage of presence women in the сombat tactical groups reduced to 10%. - The outfit on your subordinates is now more appropriate to the case. Added my armor mod (it cost me a lot of work.. but it was interesting) changing the appearance of your combat group (made only for original faces). - All of the original ballistic weapon now more corresponds to their real-world samples (changed the number of bullets in a clip, weight, range, killing power, reload time). The machine gun deals more damage than rifles, and things like that.. - All blast weapons now deals more damage and has a wider kill zone. (As possible, of course. For example, in real life, a fragmentation grenade has the radius of the splash damage more than 5m). - Increased firing(and throw grenades) range. - Аll grenades explode with the end of the turn. (Time delay fuse, again, the f-1 grenades: 3.2 to 4.2 seconds). - The explosive and large-caliber weapon has a large effect of suppressing, and also have stunning damage. - Medkits now contains more medicine and bandages than before. - The shields are now not made of "сhinese porcelain" (which in the original game is broken down into dust after a couple of hits). Now they are really doing something for which they were created. Margin of safety is increased. - A lot of work has been done to improve the original textures to make them clearer, more detailed and less blurry. Changes affected all weapons and appearance of characters, portraits of agents and the environment of the base. Due to improved textures, the size of the mod has increased significantly. But it's worth it. - Now the enemies are better armed, and more accurately shoot. - All frequently used shot by the reaction. - All the enemies and your operatives can now see further in the daytime. - Aliens are more active and smarter during air combat. Now they aggressively shoot your interceptors from a long distance and actively evade missiles. Therefore, I advise you to use missiles only from a short distance, if possible from the side. And of course, constantly hold the hand on the button pause and dodge .. How it is not realistic .. However. - UFOs have enlarged Sectors and firing range. - The boundaries of sectors and the range of shooting for a UFO on the tactical plane are not visible any more. It's strange that at the first meetings with a UFO, the headquarters already had information about their weapons, was not it? - Downed in combat aircraft can be recovered only 20% chance. This is a grim reality. Damaged from enemies, jets losing altitude, and most likely explode and burn after hitting the ground or water, or fall apart in the air.. - More realistic armament of our aircraft. For example, F-16(which prototype is f-17), armed: > Guns: 1 × 20 mm (0.787 in) M61A1 Vulcan 6-barrel rotary cannon, 511 rounds (511! Carl! Not a 80). > 6 × AIM-9 Sidewinder (Not two!) MiG-31 is designed to intercept and destroy air targets at extremely low, low, medium and high altitudes at any time of the day, in simple and difficult weather conditions, when the enemy uses active and passive radar interference, as well as false thermal targets. That is, it is able to actively maneuver, dodge and evade. (fixed). On Board, one 23mm gun GSH-6-23M (260 shells), up to four long-range missiles + up to four medium-or short-range missiles. - And other changes... Install using the mod manager in the Xenonauts game launcher. Or unzip the contents of the archive into the mods folder and then activate it in the mod manager when the game starts. Use only with highest priority to other mods. (This mod should be the topmost in the list of mod manager!) After installation it is advisable to restart the game launcher. However, I highly recommend XCE and the mods adding new maps and some other aspects of the game, for example - Armoured Assault! It is also advisable to start a new game and kick the alien's ass again ... with more realism.
    1 point
  8. Version -

    37,710 downloads

    I would ask everybody to create an account so they can give us feedback in this forum and that we can count the traffic. The download button is the black one to the right. The "Download this file" button has 2 options, both contain the same content. One link is for MEGA for faster download speed, the other uses this forum servers for people who cant cope with MEGA. Its slower but its an working alternative. Thanks again to @Solver for making this possible. For those who dont want to register here are the links: If you didnt read the installation instructions you can look them up here: Here is the latest patch, which installation instructions are in the main thread as well:
    1 point
  9. Version 1.0.0

    860 downloads

    24Mb mod for early game. adds ballistic and laser weapons, with research requirements. some laser weapons can be sold for profit has custom loadouts for all weapons and xenopedia /lore entries. requires Community edition.
    1 point
  10. Version 0.9.2

    88 downloads

    -> Modifies rank names and insignia-> the 8 Xenonaut ranks match alien rank name logic now-> new rank names focus less on military hierarchy but rather soldier experienceWhy?It always felt strange to have a team consisting solely of officers from midgame onwards.Other small changes:Also level up thresholds and starting squad skills were somewhat increased. see gameconfig.xml for those.
    1 point
  11. Version -

    5,578 downloads

    This is the latest Patch for X-Division 1.00.X. - 1.00.01 is the current version. I would ask everybody to create an account so they can give us feedback in this forum and that we can count the traffic. The download button is the black one to the right. The "Download this file" button has 2 options, both contain the same content. One link is for MEGA for faster download speed, the other uses this forum servers for people who cant cope with MEGA. Its slower but its an working alternative. Thanks again to @Solver for making this possible. For those who dont want to register here are the links: If you havent read the installation instructions you can look them up here
    1 point
  12. Version 1.1

    133 downloads

    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. Reapers and Alpha Reapers now respect the rules of armor and damage, and no longer insta-kill. Reapers should reliably one-hit any civilian, but rarely will it one-hit one of your troops, especially if you're wearing armor. Reaper claws now follow the same rules as other melee weapons, and as such, should be able to miss/be dodged. This may result in some civilians pulling off some Neo shit, dodging Reaper swipes while you move in to save him. This is definitely a feature, not a bug. Alpha Reapers are now capable of attacking vehicles. 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. All reapers HP increased by 20. That's 100HP for Reapers and 140HP for Alpha Reapers. Since you'll likely face far fewer of them. Reapers and zombies can attack multiple times per turn 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. Alpha Reapers have Jackal-level kinetic armor. This makes them harder to kill with conventional and MAG weaponry. Consider bringing a few laser weapons where you know you'll face them. All Zombies die when killed. (Imagine that) 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. Alpha Zombies will become reapers after 3 turns, but not if killed before then. Normal Zombies do not turn into Reapers anymore, but this is more or less an arbitrary choice. This may be subject to change in a future version. Reaper Changes (X:CE Default -> Reaper Rebalance) Resilience (HP): 80 -> 100 Accuracy: 200 -> 60 Attack accuracy: 1000 -> 80 (Identical to stun baton) Attack AP: 35 -> 25 Attack damage: 9001 -> 35 Attack Mitigation: 500 -> 0 Alpha Reaper Changes Resilience (HP): 120 -> 140 Accuracy: 200 -> 70 Attack accuracy: 1000 -> 80 Attack AP: 35 -> 25 Attack damage: 9001 -> 40 Attack Mitigation: 500 -> 25 Kinetic Armor: 0 -> 20 Added ability: MeleeVehicles Zombie Changes Accuracy: 200 -> 60 Action Points (AP): 36 -> 40 Attack accuracy: 100 -> 60 Attack AP: 35 -> 20 Attack Mitigation: 40 -> 0 Removed ability: SpawnReaper Alpha Zombie Changes Accuracy: 200 -> 60 Action Points (AP): 36 -> 50 Attack accuracy: 100 -> 60 Attack AP: 35 -> 20 Attack Mitigation: 40 -> 0 Tweaked ability: SpawnReaper,3 turns,Permadeath 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. X:CE is required, as that is what adds the framework that allows tampering with otherwise hard-coded reapers. Thanks to Charon and Myron on the Steam forums for helping me out with the coding. V1.0 - Original Release V1.1 - Removed redundant or incorrect stat changes, lowered attack AP for zombies, added Alpha Reaper armor, general clean-up
    1 point
  13. Version 1.0.0

    395 downloads

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

    431 downloads

    This mod adds in random maps for the farm biome. Link to full thread
    1 point
  15. Version 1.0.0

    289 downloads

    This small mod changes grenades so they explode immediately rather than at the end of the turn. Link to full thread
    1 point
  16. Version 1.0.0

    478 downloads

    This mod overhauls most elements of ground combat, e.g. new weapons, alternative alien stats, adjusted range and accuracy mechanics, etc. For a full list of changes, see the main thread. Link to full thread
    1 point
  17. Version 1.0.0

    687 downloads

    Overhauls the morale system to make soldiers more resilient to psyonic attacks when their morale is strong and provides more opportunities for bravery improvement from missions. Link to full thread
    1 point
  18. Version 1.0.0

    249 downloads

    This mod adds in a flame-thrower weapon for incinerating aliens at close range! Link to full thread
    1 point
  19. Version 1.0.0

    430 downloads

    This mod adds more variation to both the UFO spawns and the UFO crews, for wider variety in ground combat missions. Link to full thread
    1 point
  20. Version 1.0.0

    302 downloads

    Adds in new variant armour types which give additional bonuses to equipped soldiers. Requires the Armour Resource Pack mod to function. Link to full thread
    1 point
  21. Version 1.0.0

    660 downloads

    This mod improves and diversifies Xenonaut vehicles, as well as adding a choice of weapons at each tier (options being rapid-fire or explosive). Link to full thread
    1 point
  22. Version 1.0.0

    130 downloads

    Test Area 51.
    1 point
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