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Posts posted by hakimio
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Was willing to give this a try but the torrent site is now asking 50 rubles to register hence I'm unable to. Any chance the mod is posted someplace else where it's not asking for money?
I have attached the torrent. Will try to upload the whole setup to Dropbox soon.
[ATTACH]6009[/ATTACH]
I dont advise to try a modded and again modded mod which has no support with no mdodder and wont work at last version of a game.What? What's suppossed to be "no mdodder"?
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I finished XNT 5.1 and 6.0... maybe you are right about 5.1 but XNT 6 was very easy.. I saw Great's videos which one shot weapons to kill aliens.. you want an easy ride, oki..
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Alien base challenge
Here is a challenge for those who like challenging ground missions. 10 relatively experienced soldiers with not the best gear against 28 elite aliens (includes all the highest level monsters from creepers mod; veteran difficulty level). Can you kill all of them with no or minor losses?
For those who think it's "mission impossible" I have attached the last turn of my play-through plus an image showing an outcome of my mission [side note: running out of ammo proved to be useful when soldiers started berserking...].
Would be really interesting to see some videos or at least photos made by some experienced players.
[Man of Doge, wanna show how good your tactical skills are?]
[ATTACH]6004[/ATTACH]
[ATTACH]6005[/ATTACH]
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I installed that mod only ones and i think same as TD and other XNT users.. its a chaos mod with weapons which got no reasons to use and very bad art... two handed swords and middleage shields.. its worse then my english..
I am not talking about quality of artwork or whether all of the weapons are useful, only about balance. XNT 6 mod is not balanced at all while AND_GREAT's Xenophobia has at least some level of balance. XNT mod is like a shooter game where no matter what you do, enemy kills you on the spot Man of Doge will disagree with me...].
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yes
I haven't played your mod yet. I just know that the range is way too big in XNT 6 mod and imho it's just right in AND_GREAT's Xenophobia mod.
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hmm.. are the aliens throw grenades realy from so ar at this mod?
Not sure if I understand what you are asking... Are you asking if aliens throw grenades from too far in your mod?
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I see.. yes shield users are grenade magnets and aliens wont let you stay together and fire together.. but i can think about grenade range balance..
Imho grenade range in AND_GREAT's Xenophobia version is really good. Aliens still use them effectively due to XNT AI but they no longer throw grenades from the other side of the map like in XNT mod.
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Nop.. not yet.
I would honestly prefer if you wouldn't add them ever and, I guess, a lot of people here would agree
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Does this mod include eggs, vipers and other nasty aliens which are not part of vanilla Xenonauts?
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Does anyone know how to get rid of tropical forest maps?
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Finally I decided F*** it, took my Hunter equipped with Rockets, and blew a hole in the side of the ship, chucked a nade in, end of story. Extremely annoying, but you can workaround it if you don't mind blowing things up.
Well, if you don't install "Fire in the Hole" mod in addition to XNT, you can't make holes in UFOs. Also, you have to know why it's freezing. Imho, it would be best if they wouldn't put so much stuff in such a tiny space.
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...I've checked your save, it's a known and discussed bug, here you can see it:
[ATTACH=CONFIG]5923[/ATTACH]
the viper behind the eggs reacts on your action trying to find a path to you but it blocked, hence the infinite freezing loop. Really annoying thing, and I don't remember was there any workaround/solution out there.
I can give you my folder with UFO crews, I haven't put the vipers inside the UFO for this exact reason so you won't experience this bug anymore. This is in addition to the egg patch, just ask...
Thanks, but I've already started playing AND_GREAT's stable Xenophobia version.
It's balanced, they are using the same AI as in XNT, but they didn't put eggs inside UFOs, eggs don't disappear on reload, they don't have area effect attacks, vipers don't come for at least two months, also there aren't so many aliens in the beginning. Much better.
The only thing I don't like about Xenophobia is the economy mod, but I've found here how to edit researches.xml & items.xml to get rid of it.
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Just tried the save game again: it seems the game freezes not only when the soldier throws the grenade but also when he just opens the left door in the UFO and tries to go back to hide from the egg collateral damage...
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They only have a range of 6-7 tiles at most. And most of the time the soldier is merely going to be stunned. Besides; You should really be using Sniper Rifles, Machine Guns, or Frag Grenades against them.
My heavy machine guy and sniper is lying unconscious because some alien threw stunning smoke grenade from the other end of the map and, as I have already mentioned, throwing [frag] grenade at the egg makes the game freeze.
And no, the eggs don't stun my soldiers, they just die on the spot and the eggs seem to cover pretty huge area (in some tests 4 soldiers died at once). Anyway, just try the save game I posted yourself and see how it goes for you. Also, remember that it's the FIRST ground mission in the game. This mod seriously lacks balance... I appreciate good AI but definitely don't appreciate aliens throwing grenades from the other end of the map, hell hounds (or whatever they are called) being super resistive to normal rifle fire and one stupid egg killing my whole squad on the spot...
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I think the freeze and invisibility are not related. Explosions sometimes lead to freezes and I guess it's not an XNT bug. If you don't throw the grenade at this egg, can you continue the combat? If yes, whats the problem then
I've finished vanilla game without a single freeze even I used grenades quite a lot. I really don't think it's a vanilla bug.
If I try to shoot those eggs with rifles, my soldiers are instantly killed. [Pretty tough enemy for the first ground combat... don't you think so?]
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Quote from AND_GREAT's completely stable Xenophobia:
Fixed an animation which led to the invisibility of Viper and egg.Maybe you should also incorporate at least this particular fix?
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disappearing eggs/purple xenomorphs is a known glitch. AFAIK nothing can be done and no plans to fix this
Well, if I can't reload a save in ground combat and continue playing, then this mod is useless.
Maybe if those egg things are so glitchy, they should be just removed.
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Just started playing with this mod.
Everything worked fine until I tried reloading a ground mission. Now it doesn't show the evil eggs and when one of my soldiers tries to throw a grenade at the egg on the left side of the UFO the game freezes.
Only added Skitsos Ultimate Megamix Map pack and Fire in the Hole maps.
The save: [ATTACH]5922[/ATTACH]
( 1.07 - 1.09) completely stable Xenophobia version of AND_GREAT.
in Completed Game Mods
Posted
I have uploaded the mod on Dropbox for those who don't want to mess with the russian site:
The main installler
Patch v 2.3.0