-
Posts
294 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Downloads
Everything posted by Man of Doge
-
BitDefender deleted Xenonauts.exe
Man of Doge replied to bovi's topic in Xenonauts Bug Reports / Troubleshooting
Avira seems okay with Xenonauts. :3 -
I would like to make a late nomination: Gifty's Music Addon
-
What affects aliens getting stronger?
Man of Doge replied to Zolden's topic in Xenonauts General Discussion
Medals can be gained by killing enemies and lasting a number of missions. Stats have a max and min set in "gameconfig.xml", it determines how much of any stat a new soldier starts out with. You can 'focus' it by making them do certain things such as making them carry more than normal, or by making them shoot more at aliens. Bravery is the hardest and most dangerous for a soldier to train for as it requires the soldier to resist a psionic attack or panic, however gaining medals will increase their Bravery by 1 for each medal gained. -
[V1.09 / X:CE 0.30] Khall's More Portraits Pack [V1]
Man of Doge replied to Khall's topic in Completed Game Mods
XNT already includes this mod in it's files... -
1) You have to set a UFO Prop to "isPowerCore=1" in order for it to explode (BTW; the engines look a LOT like Power Sources) 3) You need "Parabolic Power". Setting Parabolic Power to 1 will make invasion progression linear, setting it to Below 1 will make invasion progression have more curvature. NOTE: a Parabolic Power of "0.1" has an extreme curvature.
-
Xenonauts: Community Edition 0.31
Man of Doge replied to llunak's topic in X:CE Release Announcements
Thread detailing the bug has been made. Thanks for your response. :3 http://www.goldhawkinteractive.com/forums/showthread.php/12485-X-CE-0-31-Mod-Management-All-Non-XCE-Mods-Deactivate-upon-Installation-of-New-Mods -
I am using the Non-Steam Version of Xenonauts v1.09 with the latest version of XCE (0.31) of which I downloaded from the forums on Dec/9/2014. Step 1 - Install X:CE 0.31 using the "Modding Tools" part of the Xenonauts v1.09 Launcher then close the launcher. Step 2 - Open XCE's Launcher from it's file in "/mods/". Step 3 - Go into the "Modding Tools" section of XCE's Launcher and install a few mods such as "Armoured Assault!", "MagFromVenthe", and "NewLasers_v0_2". Step 4 - Activate all of the currently installed mods and then proceed to install another mod such as "Fire in The Hole". Result - All Non-XCE mods will be deactivated and the latest installed mod will be auto-activated.
-
Xenonauts: Community Edition 0.31
Man of Doge replied to llunak's topic in X:CE Release Announcements
Sweet codename for this version. EDIT: Strangely enough whenever you install a new mod all of the other mods deactivate. Is that a feature or a bug? Because honestly I can't tell... -
Xenonauts: Community Edition - changelog and downloads
Man of Doge replied to Solver's topic in X:CE Release Announcements
XNT works perfectly fine with X:CE 0.30 -
Wait, so all those values in the game files for it do nothing whatsoever? Aw...
-
What is our speical ops name? Xenonauts or ?
Man of Doge replied to drages's topic in Xenonauts General Discussion
lol -
Reapers will run straight through the gas in an attempt to get a quick kill. -Alpha Reapers will be in Large-to-Massive UFOs. -Three stun gas grenades should be enough to knock a Reaper out. -If it's an Alpha Reaper it's better to focus on killing it than risking lives to try to capture it. If you're interested in looking at the AI directly you can open up the Xenonauts' "Assets" folder and find a file labeled "aiprops.xml".
-
Reapers only show up on maps with Sebillians.
-
I second that motion.
-
X-DIVISION New Mod, New Ideas, New Disscussions
Man of Doge replied to drages's topic in Modding Discussion
Go to the Config.xml file of X:CE and you'll find Reaction Fire for Doors. It's a great way to force deaths upon the player when attempting to enter the Scout UFO. -
XNT has a 7x Multiplier for Incendiary Damage.
-
-Get Alenium Grenades and abuse the crap out of them -Keep your soldiers within 10 tiles of eachother at all times -Stick to wide open areas -Focus on reaching the UFO as Reapers tend to stay farther away from it -Reapers prefer to attack from the side of a soldier equipped with a shield, something which can potentially save lives -If you see a Sebillian or Green Walls, there's likely a Reaper or Two on that Map/Base -Civilians are like fleshy shields, position your Soldier near one and the Reaper will take the Civilian before it goes for your Soldier -Zombies are painful. -Reapers can't target/attack Tanks, so you can use a Tank to block off a doorway and kill a few Reapers If a Reaper gets your soldier and you have other soldiers nearby; Gun down the Reaper but do not--I repeat DO NOT kill the Zombified Soldier until your team has enough TUs to deal with yet another Reaper so close to them. Late Game Notes: -Singularity Cannons, Fusion Grenades and Magstorm Guns are your best friends.
-
[X1.52 + X:CE 0.30] Before the Fall V.0.2 - Grenades and AI
Man of Doge replied to drages's topic in Completed Game Mods
I always thought the 'A7' meant it had parts produced in a Secret Base known as "Area 7" and that's why it was on things. Then again; the 'A7' could also mean "Alpha Squad 7" which personally I think makes a lot more sense, but eh. Yep. It really adds to the Immersion Aspect of the Mod! -
No idea. From what I can tell the mod author has forgotten about it and there's no download for it anywhere. If you're really determined to get it in the XCE version we could probably piece it back together by using the images shown in the thread. If you don't have the time to edit the images I could probably do it for you.
-
[X1.52 + X:CE 0.30] Before the Fall V.0.2 - Grenades and AI
Man of Doge replied to drages's topic in Completed Game Mods
I know that feel, but I just don't think The Blue 'X' and Blue Metal works particularly well with the shield... Yep. It's got a ton of red and the hand looks like it's made of stone.