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FiesesAlien

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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.
  16. Heyho! Now the next small change walks in and put the small Number up! 1.5 is here and the following is in it: - Changed the Weapon stats of F2000, CZ 805, G36, MPX, CSLR4 & MP40A5. Now there is a difference between Carbines, Assault-Rifles and PDWs. - Changed Basic-Armor weight from 7 to 6 (Just for testing) - File-Fix: Changed "Precision Rifle" to "MP40A5" ##### The Update "should" be savegame compatible ##### I already have plans for 2.5 which is coming after the weekend where i will have a lot of time for modding. Phase 2 will make it into the game and the Armors will also be changed.
  17. Heyho! I rather (because i know that just works) would use 'replace' (or 'update') instead of MODMERGEATTRIBUTE. Just make the 'explodeAtTurnEnd="0" and use this: <Weapon MODMERGE="replace" name="weapon.grenade.frag"> And take the complete Grenade-Section. But iam not a big or great modder, i just use the simplest of simplest things. Dont want to make it more complex as it is. Think that replacing a whole section is just better, but thats my opinion. Maybe someone here knows there trick Stay crunchy.
  18. Tadaa! Now the first "big number" (1.x) took its place in the Version-Number, it is now Version 1.4! Yay! The following is now in 1.4: - The Research "FIST - Phase One" which is aviable from start on - New Weapon: The Pistol "HK45C" - New Weapon: The MP "MPX" - New Weapon: The Carbine "G36c" - New Weapon: The Assault Rifle "CZ-805" - New Weapon: The Sniper Rifle "CSLR4" - Deleted Research: Jackhammer (it is now part of the FIST-Program) - Added Pictures for all the Weapons - Known Bug: Invisible Shield with the HK45C The Weapons are not balanced and they have not much difference between them (So as the f2000 and the CZ-805) but i will work on it as soon i have time again. Have fun with this Update! And i dont know if its savegame compatible. Stay crunchy
  19. Tadaa! I decided to play around with my mod and worked a bit on it. The following is now in 0.4: - Ground Combat Weapons Pictures | Now the correct weapons are shown instead of vanilla-guns - Weapon & Weapon-Research "Jackhammer" added | This is a fully automated combat shotgun and replaces the Spas 12. ATM its only for testing in the game and also i have problems put up a Xenopedia entry (whatever the problem is here...) - All AAI-Standard Weapons have now altered Equipment-Screen Texts and the correct Weapon Names (F2000, Spas 12, M40A5 etc.) - Fixed: Reload of Machinegun M60 should now work [Lowered the TU-Cost] Yes, it is not much, but this is the first step for the big changes coming up next. Just wanted this update out for the Machine-Gun fix (kinda destroys the game if you cant reload... Well, at least it was annoying for me). Hope you will enjoy it =) Stay crunchy!
  20. Heyho. Then maybe you must be make mistakes because iam playing also on Normal and the game is extremely easy, and iam the unluckiest person on Earth, that you can belive me So if your using all the Stuff the Mod/Game provides you correctly you should be have no losses at all, especially in early/mid-game. Late-Game is bit different though, a few luck-shots from aliens can kill your men pretty easy. If you talking about this Graphical-New X-Com... this game is on every Mode a piece of cake. It has nothing from the good ol' X-Com Games Just the Theme, nothing more =) How is your default squad equipped? Early and the early to mid-game transition? What weapons do you take, how do you advance, do you play Night-Missions etc.? Stay crunchy.
  21. Heyho! The first Training of a new Recruit with all the Stuff he needs is around 9k, the highest salary per Month as a General (without danger additions etc.) is around 12 - 15k a Month. Forming this into Xenonauts where you just have 1 Type: Soldiers. I think theyre worth 12k Buy/Monthly Wage.
  22. AFTER ALIEN INVASION The End starts now Version 3.7 for X:CE 0.32 As the first radarblips where on the screen everyone thought that must be a new years prank... Because back in 1979 to 1986, a 7 year long war was fought against Alien-Invaders and they lost. So we though. Prophets told us "End is near!" and as usual we all ignore them. But, theyre right. The Invasion starts now - But this time the Xenonauts are way better prepared then before. They know thats this is the final battle. "There are two possibilitys: Either we all keep fighting against each other and loose our ultimate battle - or we unite and fight as one." Current Version: 3.7 [Download(s) & Updates] AAI Version 3.7 (MediaFire Download) AAI Update from v3.6 to v3.7 (MediaFire Download) Outdated Files & Updates AAI Version 3.6 (MediaFire Download) AAI Update from v2.6 to v3.6 (MediaFire Download) Hello fellow Xenonauts-Fans! Thx to some people ill startet modding again and this time ive chosen Xenonauts as my Game, because X-Com Games are my All-Time-Favorite! So lets rock on: "What is this Modification?" After Alien Invasion [Or short AAI] is and will be a complete Overhaul of the Vanilla-Game to start at the Point where the real Alien Invasion kicks in, right at the End of Year 2012. "Very Special THX!" I want to thank "Khall" for let me merge his Mod "Khall's More Portraits" into After Alien Invasion! Otherwise his mod would sadly not be compatible with AAI. THX! "What will the Mod provide?" Everything other overhaul-Mods do: Weapons, Armors, Bathrooms and much much more. Yeah, its more likely the same BUT: In the modern timeline. That means: Modern Warfare Stuff like high efficient Weapons, Gadgets, special Armor and all that nice things the USM "FIST" will provide now in the real life. Oh, and the IDZ of Germany of course. Maybe other States also have a special Future Program but i cant name them all Also the Difficulty from Easy to Insane should be significant higher then Vanilla what means that you, as player, need to focus completely on the game. Every mistake will probably snowball into unbeatable alien-forces (Or if youre good enough, just a higher challenge Insane provides) "FIST / IDZ ?" FIST stands for Future Infantry Soldier Technology. IDZ stands for "Infanterist der Zukunft" [English: Infantry of the Future] Two absolute real programs that feature all kind of special Armor, Weapons, Drones, Vehicles and more. And exactly that i will bring into the game, altering the start, mid and the endgame. At the moment i gather all Informations i can get but of course it will be hard because as a Civillian you will not be provided with much informations about those nifty Prototype-Weapons/Armors/Drones etc. "What does the mod actually have?" The Number .x are changes pure on a small scale (Numbers, here and there balancing/adjusting, Pictures etc.) The Number x. are minor changes that brings in bigger things like new Weapons, Researches and stuff. In Version 0.3 you have: ... changes in so many Variables that the game should already, even with the standard mid-late game, have a good amount of challenge. In simple words: - Aliens shoot more - Aliens are harder at the very first turn! So stay on your toe Commander! - All Weapons (Aliens & Xenonauts) are now lower TU-Cost [Not all informations InGame! So dont trust them!] - New Weapon-Skins in the Equipment Screen - Also all Basic-Weapons are altered in theyr respective Values (Damage, Reload, Range etc.) [Mid/Late-Game Weapons are still untouched. I focus atm completely on the early game) - Every Armor, from Basic to the highest has NightVision, so Night Missions are no problem anymore! - You have 10M at your start, as the Month ends youll get 2M more! Use your money because Aliens wont hold back now! - ALL Changes are in the TXT-File provided in the Zip-File "Included Mods - Disable them in the Mod-Menu" - Khall's More Portraits [THX To Khall!] "How to install AAI?" Step #01: Download the Attachement provided in this thread Step #02: Head to [DRIVE]:\...\Steam\SteamApps\common\Xenonauts\assets\mods and put the Zip-File [aai_vX.X.zip] directly in here. Right click and say "unzip here" Step #03: You should see the Folder "aai" [Look into it, as soon you see config.xml and other files it did unzip perfectly. If not, cut all the files from the subfolder into the main-mod folder] Step #04: Start Xenonauts and press "Modding Tools" there you should see somewhere "After Alien Invasion", select it by clicking on it and then "Activate". Press Back and start the game Have fun ^^ "How to update AAI?" Step #01: Goe to the AAI-Folder and put the update in here. Step #02: Right click and say "unzip here..." and if you done right: It will ask you to overwrite the files and you need to press "Yes" in order to Update AAI. Step #03: Have a cookie and enjoy the game! Discussions, Ideas and more pls here: AAI Ideas, Wishes, Stuff, Dis
  23. Heyho! Now i had today a few changes in mind that i wanted to do for version 0.2: I changed most of the Stats of all Standard-Weapons and also theyr respective Equipement-Pictures (Not in GroundCombat yet, iam lazy ^^). Grenades changed to lower AP cost for Aliens & Xenonauts, also i raised the Accuracy of them because i think both, Aliens & Xenonauts are well trained on them. All know: If you do it wrong you may die ^^ So better throw it to the enemy. The biggest thing i had in mind was the Machine-Gun, i lowered the Accuracy of a significant amount, raised the shots fired to 15 and raised the magazine to 150. Thats because the main purpose of a MG is to suppres the enemy. Also i lowered the damage of the MG so it should be not as good as the Vanilla one (but still hurting though). Next big change i wanted to do was the Assault Shield, i found it way to underpowered and (as i changed Alien-Weapon Stats) had to buff both Shields. They are now way heavier but can also hold off more Damage (and it needs to! My first fight was running into an Alien that reacted with a burst fire ^^) The Sniper-Rifle of the Xenonauts are now way more Accurate and doing slightly more damage but at the cost at a lower Magazine (5 Shots per Mag). Also i changed the Suppressing of the Sniper because you dont want to run around while someone far away shoots at you. ATM the Sniper Suppression from Alien-Sniper stays unchanged but theyre shooting now a lot more often (at same low supression though as Vanilla) Have fun and stay crunchy.
  24. Heyho. Again i thought its just as simple as the last problem: XCE. But this time something else must be the problem. I want a different assaultrifle picture and so i opened the picture with Gimp, made a giant red dot in the weapon (testing, you know) and loaded the game... nothing. Tryed to modmerge, tryed to modmerge & tell them "mods/aai/takethisdampicture" and a few different approaches. All wont work, its still the same assaultrifle picture it is in vanilla. I also tried to edit directly in the main-game the rifle. Also... no red-dots, just the plain rifle. Can someone (please Step 4 Step 4 Dummies) explain me? (Maybe not every color is allowed? Is there a special color-palette? Or not every brush allowed? Like just pencil or just tool x? Or is it Gimp? Do i need the special-xenonauts-paint-program?) THX! And stay crunchy. EDIT: Nevermind... iam just plain dumb... the GUI isnt the Equip-Screen Weapon... hate myself now... i even tried to solve the problem before posting... iam a horrible modder
  25. Heyho ^^ I know that every change, if its a new addition, or simple a change, takes a really long time ^^ Saw that as i was editing the standard pistol and rifle all along with new description, the updated data and so son =) [Also new GUI-Pictures will come along at some point] The End-Game really should be the End-Game It should be the End of the Game ^^ Dont want a Sandboxlike game, i want a clear finnish line where i can say on the end "Yes, i beat them!" The Idea, of course, is nice and i think it doesnt take much in the code. Just like dont start End-Game Science and just keep adding the battlecruisers into the invasion-fleet. Will look into it as soon iam over with modding the normal version. The Alien-Base Idea is interesting but i dont think i can look into it at this very moment. Ill will try it just for the purpose of testing, thats for sure ^^ Stay crunchy.
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