Rameses
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[X1.09 + X:CE 0.26HF] XENOPHOBIA- Ultimate Compilation Mod
Rameses replied to Slayerjerman's topic in Completed Game Mods
Mmmkay... Got few thigns to Ask... Why noone adding new weaps to aliens ... Rly quite much alrdy for xenonauts... And 2nd is it only armoured car cant drive&crash most obstacles? Or tank too ? If tank cant drive over pile of boxes or through walls too its epic =D can smone make mod for it to be possible? =_= -
[X1.09 + X:CE 0.26HF] XENOPHOBIA- Ultimate Compilation Mod
Rameses replied to Slayerjerman's topic in Completed Game Mods
Yeah i faced it in many games) its really hard to put alot of mods to work right together... espec different ones >__> so good job on this Slayer ^^ Wonder how many days in average it takes to find those bugs-glitches and fix them >__> -
[X1.09 + X:CE 0.26HF] XENOPHOBIA- Ultimate Compilation Mod
Rameses replied to Slayerjerman's topic in Completed Game Mods
In case of i got previous version of mod installed i can just overwrite? -
[X1.09 + X:CE 0.26HF] XENOPHOBIA- Ultimate Compilation Mod
Rameses replied to Slayerjerman's topic in Completed Game Mods
... Btw why marrifle 1 seems to have stats similar to Ak47 and Zephyr(BTW new dmg stats ar very good in terms of balance i can see that even default rifle and Ak47 got just exact stats as shud(ak 47 mor usual and mitigat dmg nice work ^^ ) for examp... Isnt it suppose to be high end-late game weaps?;o i dunno just rly think images of metal-mar-kar ar bad... no offense whoever made them >_> -
[X1.09 + X:CE 0.26HF] XENOPHOBIA- Ultimate Compilation Mod
Rameses replied to Slayerjerman's topic in Completed Game Mods
is it ok if i install 1.1 skitso last ? Order doesnt matter y? Using Jsgme to install little mods btw very cozy utility ^^ This shud be compatible y? http://www.goldhawkinteractive.com/forums/showthread.php/11629-V1-08-Jsleezy-s-Real-Fighter-Portrait-Pack If i copy file and edit it to make it lets say afri06_portrait.png (by numerical number next one) will it add it to a random face pool? or i have to edit some other txt or xml files?Found it its soldiernamesfemale.xml and soldiernames.xml and it seems that those one come with this mod got lesser of them =\ for old version probab... i guess ill just copy images *__* -
[X1.09 + X:CE 0.26HF] XENOPHOBIA- Ultimate Compilation Mod
Rameses replied to Slayerjerman's topic in Completed Game Mods
No answer about map compability? or theres another better map packs? or hmmm? -
[X1.09 + X:CE 0.26HF] XENOPHOBIA- Ultimate Compilation Mod
Rameses replied to Slayerjerman's topic in Completed Game Mods
Will this map pack do alot of difference? " KABILL RANDOM MAP PACK! - http://www.goldhawkinteractive.com/forums/showthread.php/9760-%28Sort-of%29-Random-Maps! " And is it compatible with latest xenophobia mod?) And why shooting THROUGH floor if i get it right not a bug? U cant shoot even through walls usually... "3) i grounded a landing ship and i board it, in the middle room of the first floor of the ship, i got shot from the upper level by 4-5 sebillians, no fun, i checked every corner of the first floor and there was nobody. " From post before! -
[X1.09 + X:CE 0.26HF] XENOPHOBIA- Ultimate Compilation Mod
Rameses replied to Slayerjerman's topic in Completed Game Mods
Yeah using old version and lil bit wrong compatible for now as u said 5.3.1 xnt while needed lower... Found out another bug ufo "light scout" have 3300% hp and after 2 pirahna rockets hit it got yo 3200% autoresolve shows 0%... Is it fixed in new vers? And its shame that weaps looks in hands as default weaps is it possib at all to mod it? And yeah Ak47 was weaker than m16 default and had glitchy moving animation with standart armor while was fine with Jackal armr...And taliban corpses didnt had ak47 in them...Metal storm weaps feel weak ... Also it feels that even weaps that shoot far have far moar better dmg+armr pen while very close to target! And it would be nice to have some moar maps variety probab dunno...Anyways THX for yur good work about this mod Slayer ^^ -
[X1.09 + X:CE 0.26HF] XENOPHOBIA- Ultimate Compilation Mod
Rameses replied to Slayerjerman's topic in Completed Game Mods
Slayerjerman its u made Multi ammo weaps? i got question... standart ammo is frag rockets? dat fires usual bullets that weaker than ap-inc...anyway why when i change clip size of multirifle(testrifle) in weapons_gc.xml and when i load ammo inc-ap or any of it it ends up with 20/24... Also acidsprayer seems to cras the game when u take it and mission begin...Also when aliens or my ppl oprn the door and dont move behind it and shoot theres no reaction fire... Is it suppose to be so or bug? Why no snipers for so long? only metalstorm it seems... Id say weaps feel like need little rebalancing... -
[X1.08 + X:CE 0.25HF] XENOPHOBIA- An addon mod for XNT
Rameses replied to Slayerjerman's topic in Completed Game Mods
Wont using explosives inside ufo grant me less alien recovery tehnology? and what if i use explosions near corpses of alien with weaps&else wont they dissappear? If its an eggs ( dunno whuts xenomorph) why they dont dissappear after they killed 1? 1 egg - 1 soldier... i lost 5 men when wasnt accurate 1st time ... so 2 eggs hatched 5 times? lol? Do i have to start a new game so that dmg stats take effect?And why ingame description says default Balistc rifle has 30 kinetic dmg not 36 like in weapon_gc.xml ? -
[X1.08 + X:CE 0.25HF] XENOPHOBIA- An addon mod for XNT
Rameses replied to Slayerjerman's topic in Completed Game Mods
killed the bastards with shooting door hek out with machine gun and killing with alien weaps cuz they resistant to ballistics they was shooting with some kind of purple-violet mini clouds... + Looked in the weapons_gc.xml it seems ak-47 got LESS dmg ( <Ammo name="ammo.ballistic.rifle" type="kinetic" damage="35" stunDamage="16" mitigation="0"> <Projectile spectre="projectiles/bullet/bullet" speed="2500" showAfterDistance="60.0"/> ) then default assault rifle RLY ??? =DD(Ammo name="ammo.ballistic.rifle" type="kinetic" damage="36" stunDamage="18" mitigation="3"> <Projectile spectre="projectiles/bullet/bullet" speed="2 500" showAfterDistance="60.0" /> ) -
[X1.08 + X:CE 0.25HF] XENOPHOBIA- An addon mod for XNT
Rameses replied to Slayerjerman's topic in Completed Game Mods
Got a serious bug probably... Theres 2 invisible(transparent 100% it seems (glass?) aliens sitting in ufo and dont come out but when i enter they seem to insta kill my soldiers thru closed door and sounds as if those alien crysalids melee only way i can deal with them is grenades but that wud ruin recover from ufo? My mods is just xnt 5.31 + xenophobia 1.1.6 + femonauts HMMMM? -
[X1.08 + X:CE 0.25HF] XENOPHOBIA- An addon mod for XNT
Rameses replied to Slayerjerman's topic in Completed Game Mods
By the way why yesterday topic of this mod was deleted or moved? oO Again about airplanes... After i lost one in battle and they return i still have one in my hangar but just with empty hp bar ( 0 - zero) it means its gotta be repaired aftr some time or i have to sell it and buy new one?;o And also i managed to pick and shoot alien weapons on 1st mission... Only prob it looks invisible in my soldiers hands =D is it suppose to be so or its a glitch? -
[X1.08 + X:CE 0.25HF] XENOPHOBIA- An addon mod for XNT
Rameses replied to Slayerjerman's topic in Completed Game Mods
""It does not have Kabill's desert & farm pack at all. It should be compatible if you put Kabill's map pack into the folder directories. I never used deserts and farms, so I can't say if its good or not."" When i installed them my game broke -- no default or starting equipment +often crashes also installed ranks insignia +femonauts...Now just xnt+xenophob & femonauts running fine -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Rameses replied to Slayerjerman's topic in Completed Game Mods
Probably asking this in wrong topic but... Why airplanes i lost in battle stays in hangar even after returb? Only difference is health bar empty (0 zero) will they repair and back over time? Or i shud just sell them and buy new one? =_= And ty for tips about weap stats ^^ and Hey i can pick up and use alien weaps in 1st mission but they look invisible in my soldiers hands ;( -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Rameses replied to Slayerjerman's topic in Completed Game Mods
By the way metal storm and multi ammo Weaps dont have any stats or describe =( how can i know how good they are? Is there any other weaps without describe(stats?) is there some table online or file in game i can look to know their stats? -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Rameses replied to Slayerjerman's topic in Completed Game Mods
Well yeah i had in mind that wrech cud work ^^ ... just when carrying 2-3 shields can weight quite alot... by the way is carrying 2-3 shields makes sense if it is as it is now? Or better just use alot of repair/wrenches + 1 shield ? now when i come to think of it *__* ... and im not sure i found(or cud miss 5.3 =_= well i guess gonna have to try it with 5.31... ill tell if encounter any bug-issues ;o -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Rameses replied to Slayerjerman's topic in Completed Game Mods
Slayer u promised to fix that bug with 0/100 shields making them useless ... Installed 5.31 XNT(shud be same as 5.3?)