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FiesesAlien

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  • Biography
    I was born a Xenomorph-Drone and sent to earth. Well iam stuck here and waiting for the Invasion to begin. Until then i do fun stuff...
  • Location
    Germany | Nuremberg (Nürnberg)
  • Interests
    Think to much about Death & Beyond, Gaming, Reading (I read a lot!), Roleplaying

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  1. Heyho! A new small update is here: 3.6 to 3.7 (also aviable as full download)! Sadly i cant say if its savegame compatible, use old savegames at your own risk. Just make a backup and try it. Since i changed only Title-Screen and Numbers it should be compatible to v3.6. Changes: - Added a Title-Screen Background - Changed various Numbers for all kind of Aliens and Alien-Events (Terror, Bombing etc.) - Aliens are now more threatening and nearly all events occur slightly earlyer in the Game. Report back if its too hard.
  2. Heyho Drages =) Yeah, iam sure i should do that but Diablo 3 ROS Season 1 ends soon and i want a few set-items before the start of season 2. Also Project Zomboid keeps me on my toe. Phew... Shotguns, well at least in my mod at the point of using the Jackhammer ist a Spray n' Pray Weapon. You can spray bullets but targeting something is, well, just luck. The burst-mode with the Jackhammer feels awesome and powerfull as it should be. Its not about the range, its about the bullet count =) From lowest to highest range: Pistols -> Shotguns & PDWs -> Carbines -> Assault Rifles & Machine Guns -> Marksman Rifles -> Sniper Rifles. Also the Sniper Rifles has the highest range of all Pre-Railgun Weapons and also the highest damage per bullet. I think every gun has its own speciality. Machine Guns at the other hand are low damage but high bursts and perfect for supressing. Maybe you could hit something but you need to stand really close for that =) Just use it for covering/supressing fire. ATM i still look over the stats of the Pre-Railgun Weapons (Phase 0 -> 3, Phase 0 is pure Basic Weapons) but for that i need to play again to see everything in Action (Or getting Feedback ^^ Would help too). Lets see where AAI goes Stay modding! Uh, i mean, stay crunchy!
  3. So a small Update here too! At the moment i will stay away from vehicles, i think its too hard to me to figure out how they work and how to add a new one. So i will focus to the FIST-Weapons & Armors for now, balancing, tweaking and adding stuff. Phase 1 to 3 are already in the Game while Phase 3 is the "End"-Phase of all the Early-Game Stuff. The next Step will be "Prototype Phase 1" and "Prototype Phase 2" which will be adding following (not in order): - Light, Medium and Heavy Exo-Skeleton/Exo-Suits - A portable extreme heavy Railgun - A portable extreme heavy Laserweapon Those two Prototype Phases are the jumppad to high technologys like Rail-, Laser- and Plasma-Weapons. The Order "Rail, Laser and Plasma" is fixed for me since the Real-World-Counterparts of those Weapons are not really existing. Well, maybe a railgun is somewhere out there but i dont think so. Laser-Weapons are kind of in developement and with Plasma we are experementing all the time. Enjoy all the Vanilla-Tech while you can =)
  4. Heyho! A new Update with Phase 3 of the FIST-Technology is here! In 2 different Files! A Update-File (Smaller) and a Mod-File (Contains everything). Use whatever you need, if you already played 2.6 then you should just take the Update-File Changes: - Tier 3 (FIST Phase Three) of the Early Game is now in it which brings a bunch of Weapon(upgrade)s. 1 Pistol, 1 PDW, 1 Carbine, 1 Assault Rifle, 1 Marksman Rifle and 1 Sniper Rifle. This is the last FIST-Tech for all the Standard-Weapons. All Weapons should be balanced out but contact me if you feel if something is too overpowered or underpowered. Stay crunchy!
  5. Heyho! Just a quick update: Because i also playing a lot of other Games too i decided to put also a bit more effort on the Drone-Concept and Phase 3 of the Modern Weapon System. But i overestimated my modding "skills" (or underestimated the complexity of bringing in a new drone all by myself) and so it would take a much much longer time. Since iam not modding the whole day (more like 1 - 2 hours a day) i keep this update as long in "production" as i need. And i need, so it seems, about another 10 - 20 hours to figure out how all this works. Xenonauts makes it a bit hard to mod (Never encountered so much complexity in so much different files just for 1 thing to do). Or maybe iam just too weak in Xenonauts-Modding Stay crunchy!
  6. Heyho! Weekend is near and there i will focus on the the 1x1-Drone i want to add. Its harder as it seems to be actually. Iam struggling atm heavy with this but i think when i have enough time to think and try out some stuff i will be ready for the next update on Monday. Phase 2 - Drones - Here starts the Drone-Series and it will be first a simple Surveillance Drone (Or UAV) i need to look into it how i can let the Drone fly if this is even possible (if not i need to do more ground-drones) In Phase 3,4, Experimental 1 and 2 the Drones will be updated with latest technology. So there are multi purpose drones you can use but i think if the 'flying thing' doesnt work all ground-drones. On Monday there will be also Phase 3 - Weapons and those focus on the latest Early-Game and even ditch slowly into the Mid-Game. I tryd a lot of Ground Missions and for myself: I like it very much! A bit tougher Aliens (shooting as much as i do) and the different Weapon Styles (Carbine PDW etc.) are great i think. So, iam looking forward to monday, hope you do too =)
  7. But i think he knows that the ballistic-fire-arc would be impossible if not included by the devs of the game. Annoys the hell out of me because mortars/grenade launcher would be awesome.
  8. Heyho. At the moment iam a bit unsure with the Jackhammer_Shotgun. I used it not so often but when i used it, the Jackhammer blasted the enemys away, even on mid-Range. Thats not my intention, i think i will redo the Jackhammer to be more in-accurate or something like that. Or nerfing the Damage, dont know. The rest of the Weapons seems to have theyr spot, most of them i played with a while. Its fun that Aliens shoot so much, even in the very first round with reaction fire. Keeps me (and also you, i hope) on my toe. Had a few mistakes that cost some of my Soldiers life, but thats War =) Also, what i was afraid of, the PESA1 is not that overpowered i felt it would be. Fits kinda nice in the Early-Game. Give you some, but not too much Armor/Resistance(s). And the slight Boost of stats are also pretty good i think at the moment. The UFOs are bit more often there and making theyr Missions but actually i have no clue if the 10Mcred start is too much or too less. Hope that there will be a bit feedback sooner or later when some are in the Mid/Late Game (I dont have so much time, also replayed the early-phase over 9000! ^^) Have fun and stay crunchy.
  9. Hey! I hope you have fun @New small Update - 2.6 and that's in: - Sadly i had to upload the whole file. Had a problem to merge Khalls More Pictures. Somekind i got that messed up. Fixed it - Fixed Invisible Shield with the HK45C - Fixed PESA1-Armor with all Weapons now - Changed the Build-Time of the PESA1-Armor from 1 Day to 12 now. The 1 Day was for testing, forgot to switch it back I should call me Fix it Felix Junior! Have fun Xenonauts!
  10. Heyho! I updated the game to 2.5 and following made it into the mod (Not Savegame compatible): - Added Phase 1 & 2 Xenopedia Entrys - Added Phase 2 (1 Marksman Rifle, 1 MG-Upgrade and Prototype-Exosuit) - Changed Frag Grenades to explode when thrown - Merged the Mod "Khall's More Portraits" into AAI (Have his permission. THX Khall!) - Changed cost of Laser-Weapons firing TU All changes are found in 'change_documentation.txt' Now the Zip-File is too big to upload it as attachement, so i uploaded it on mediafire instead. Have fun!
  11. 1x1? Thats exactly what i needed ^^ But actually i focus more on bringin in all the phases of the FIST-Program, as soon iam done with that and balancing that out its an official 'release'.
  12. Heyho. I recommend for a first playthrough the plain-XCE-Game, its allready "modded" with good stuff but nothing hard-changing (like new weapons etc). After you've beaten the game you can then switch to mods. If you want to start directly with a mod there are many good like "Magnumnauts", X-Division etc. Well, the mod-pack is not my favorite and i dont like it either but "Xenophobia" is also there. Stay crunchy.
  13. Yo! Iam working (or at least worked) again on AAI and i want to explain the Tier-Evolution of the Weapons and what the differences of them are. First of, the "FIST"-Program is a Real World Program from the USA and features a lot of cool stuff (like sub-machine gun on drones for the Troops!) that i want to bring into the game. Well, it starts in 2012 and as you progress to the various Tiers you will encouter special types of Weapons... The Carbine This is a mix between a Assault Rifle and a SMG (or PDW). It is shorter than an Assault Rifle, has not the 'oomph' of an Assault Rifle but comes in handy like a PDW. But instead of having a lower impact the Carbine fits great between SMGs and ARs. The PDW This are Weapons that are special in theyr own way: They have more punch than a pistol, are not as heavy as Carbines but are small enough to come in handy as a secondary Weapon. Consider this for your Shield-Troopers once the shield is gone! Awesome! The Sniper-Rifle Now there are a second-type of "Sniper"-Weapons, those called "Marksman Rifles". Explain it later. Sniper Rifles have extreme low ammo, are kind of heavy and, of course, are highly accurate at long ranges (40+ Tiles now!). Also they do a significant damage that could possible kill even those pesky Saurons on one hit. The Marksman Rifles They are the Mix between Assault Rifles and Sniper Rifles. Highly Accurate, lower mag than ARs but higher Mags than Snipers. They have more punch than a AR but lesser than a Sniper. Also they are capable of 2-Round Burst and they have also pretty high range (30+) Also they are not as heavy as Sniper Rifles. The Combat-Shotgun(s) They only have 1 Tier upwards (from Default to Phase One) and therefore is only the Jackhammer, a fully automated Shotgun with very low accuracy but hell a lot of punch (if you hit of course ^^). But who cares if you can spread a room full of precious bullets? The Light & Heavy Machineguns KA-POW! Yeah, the Light & Heavy Machine Guns server one great purpose: Supression. Thats what theyll do all the time and that shall never be else. LMGs can fire longer bursts and are a bit more accurate then HMGs but they can do more damage and supress a lot more. Pistols Those are "Special". They evolve from Phase to Phase and getting more oomph on every stage. Sometimes more, sometimes less. Even from Phase Two to Three a Pistol Damage could be lower but other stats change and make it better then the Pistol before. Exo-Suits Those Exo-Skeleton Suits boosts Strenght, Accuracy, Bravery and add also Armor in various different styles. At the moment i cant draw them and theyll mostly copys of other Armors (Jackal etc.) until i have time to do graphics. Exo-Suits start at Phase 2, come at a Price (no Materials needed) and advante up to the Prototype-Phase where you'll have the most advanced Modern-Exo-Suit. After all those FIST-Tiers the Laser-Ära starts and i will change alot of it too. Also Plasma, Mags etc. A long way to go, i hope you join me I also Plan to try to bring in Drones, smaller then the Vehicles. But ive heard a lot of rumors that this will be nearly impossible. So... i will see what i can do about it. Stay crunchy.
  14. Heyho. Yep, i also think that a good assault shield should be aviable earlyer Will change this soon =) But in AAI the Shields are doubled in strength
  15. Hotfixxed before anyone could download =) Documented something in the weapons.xml within brackets, that killed the game continousely (okay, was not funny. Searched nearly a halve hour for that... grrr). Also i put quick the first Xenopedia-Entry for Phase 1 (only a test-entry) into the Update 1.5. Now! Stay crunchy.
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