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FiesesAlien

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Everything posted by FiesesAlien

  1. Wow wow wow wow wow wow wow .... wow wow wow... wow... Lois thats not my Batman Cup! I cant draw ^^ I usually re-edit stuff, cut and (re)arrange =) Dont expect cool drawings/pictures n' stuff from me ^^ But i think i can handle that a bit using the real-world stuff from all FIST/IDZ Entrys i can find (From Prototype Armors, Weapons n' Stuff). Will also make the Xenopedia-Entrys as good as possible =) For all now wondering what IDZ is, its the german version of FIST at means "Infantry of the Future / Infanterist der Zukunft". The MP7 is such a IDZ-Weapon caseless, highly efficient, extreme light weight and versatile in combat. Stay crunchy
  2. Haha ^^ I like the 'blabla' =) Want to see that actually in-game
  3. Heyho! As far as i know i never thought (after that huge motivation loss) that i will ever get into modding again. But thx to someone here (Drages!) and his Mod (X-Division!) [That shamefull advertising ^^] i wanted to do something on my own. Well, iam not a great modder, iam just a person that can count to 10, sometimes even to 100, and see what line of code does what. That means, if a variable says "Iam Damage!" than i can alter the value behind it. If the Game allows to add stuff like Weapons, Armors, Equipments etc. then i can also do it. As soon i need REAL Programmin Skills iam pretty lost because i can only QBasic and i think this language is pretty Dead =) Learned it in school. But allthough iam glad that Xenonauts is highly modable, bit messy here and there but at least modable Another modification? Are u serious? Uhm, yeah, sure, why not? I mean i have way different wishes then the modders here provide. Like modern warfare, a real invasion (not that petting zoo you get when playing vanilla and also most mods, sorry ^^) and all that. In short: A Intense variation that needs to break you down - that mod that kicks you in the guts and laugh at you - that mod that make you crying like a ... well... you know Just play on Ironman and Insane! Uhm... no... Its just the same game but its all "faster", and still not the modern warfare i like to see in the game. You know, all the FIST-Stuff (Future Infantry Soldier Technology) and so on. I want that pulling a trigger (it doesnt matter if aliens or xenonauts do!) has a huge impact. Something the game does not really offer me. Move, shoot 1 - 2 times, end turn. Aliens move, shoot 1 - 2 times, turn. I want huge firefights that can kill as fast as the ground combat even starts. That does not mean that the Xenonauts/Aliens should die more/fast(er), it should be just more intense. With firing into blank area with MGs, get your Troops moving after that. So, whats your mod about then? First, it starts right on 31.12.2012, you know, the day the World ends. Of course it did not end, not in real life but in Xenonauts the End starts really! I mean the Invasion begins and you get every support you need! Well trained Soldiers, all Nations funding the Xenonauts and Aliens as a real threat. In short: The Mod needs really to kick you in the guts for every mistake/misplanning you do. It should punish for being too fast or too slow in ground combat. It should punish you right from the start. But its not unfair, no no no! Its just... the Invasion should be feared and feel as an Invasion. Really! I feel in the actual mods and vanilla game i walk through a petting zoo all alike "Aawwww... cute little Alien! It bit me it bit me! Kill it! Kill it with" uhm... uh.. sorry for that =) Get the point? Your future plans? A(nother) well balanced modification featuring the modern warfare of 2013+ with Prototype-Weapons and all that stuff. Vehicles, Drones, new Armours, various Weapons with special stuff I have a Idea! / I wanna help! Tell me, i have also a lot of Ideas i want to bring into the game. If you want to help phew... hm... sorry, iam a real lone-wolf now (lost my trust into nearly every single human now, needs a few years. Sorry.) Can i use your stuff? Yeah, take any Idea/Picture/Xenomorph i bring to life and use it for your own. No need to say "Its from him!". Were all kind of 'friends' right? =) Can we play it now? Yes & No. I usually not giving out a early version where you cant do much (or see much) but its playable like a bit higher difficulty (Played around 1 hour after finishing the first wave of changes) I will add v0.1 so you can test around yourself. Just the Early-Game, as soon youre going into the Mid-Game its just all standarized. Last but not least... Who are you? Iam just a intelligent Xenomorph drone, waiting for the first Queen-hatchling (since iam not transforming it should be somewhere else on this Planet) and then taking over Earth. The glorious Update(s): - v0.2 out now (All changes in the Changelog-TXT) Few Pictures in Equipment-Screen changed, Weapon Stats for Aliens & Xenonauts, Grenades Changed for Testing (Low AP High Accuracy for Aliens & Xenonauts) etc.
  4. OO I NEVER saw the Download-Button Yeah, thats nice ^^ Looking bit around in the files thx.
  5. Heyho. Iam not as experience you think ^^ I just use my eyes to look and when a line say "this is the damage" i can edit this, thats all i can do ^^ Iam searching for kabills mod, but uhm, either iam dumb and blind or i just dont know what to search for ^^ Can you provide me a link please?
  6. Heyho! And also you answered at the Leet Time ^^ Hm, i looked into the research.xml and overwatched it a bit, looking into those replace-code(s). Actually iam thinking about the vanilla-editing and making advanced weapons to replace the vanilla-edited weapons. So, atm you have G36-Assault Rifle as "weapon.rifle" and then you can research 'Future Infantry Soldier Technology' you get the blablabla-weapon to replace the pre-editet weapon.rifle. (this part was actually just writing down my thoughs) Oh, and you where the one brought me to the modding Idea ^^ I like your mod and your Ideas inspired me to do something that is more into the modern warfare ^^ (Your Hybrid-Weapons with all that armor piercing stuff etc. etc! Awesome!) I think iam now ready to work on the whole weekend to present next week a version that has already all the changes i wanted to.
  7. Heyho! Yeah, that i thought in first place. I kinda wantet not to touch the vanilla-stuff. But if this is the easyest way to do it i will do it So a Question to MODMERGE, you seem way mor proficient with that then iam. What is better "replace" or "update" ? Or are there any differences beside the obviousity of the two? What i see is, that "replace" is the 'ultimate' and 'update' is the way to let other mods alter the variables too. Or am i missunderstanding there something?
  8. Well, yeah, i dont want the basic-ballistic-weapons. Because: I have my own Versions and it would be too much have the basic-xenonauts weapons together with my own versions of new ballistic weapons.... uhm... wait explain it better: weapon.rifle = Standard Xenonaut Rifle (Year 1979) weapon.assaultrife = MyMod Rifle (Year ????) So, my Assault Rifle should be used and the old One should be ignored. But is there a way to remove it completely, so that there are not the Standard-Rifle + MyMod-Rifle in the equipment screen?
  9. Heyho. Hm, my mod in Starbound was also released with 0.1 and had not much in it ^^ In Xenonauts editing a huge amount of entrys just in the basic-files would change the game drastically so i think a 0.1-release would be okay. But atm i want more in it before the first initial release and it will be still 0.1 =) Actually i start to change the weapons to more modern-variations like a 9mm Pistol with Burst-Mode. I want the basic-weapons for the Xenonauts in my Mod to be more modern (and hell, they need them!) I planned so much and after editing the first weapon into the game it seems to be pretty easy, so i will add a few more but now i have a question: How can i say to the game "I dont want the basic-weapons in there"?
  10. Hmmm. Right, maybe i should release the mod? But at which state? Stage 1: "Wow... he can edit the config files... what a skilled modder..." Stage 2: "Wow... he can add a weapon with a tutorial... what a skilled modder..." Stage 3: "Wow... actually this mod seems interesting!" Stage 4: "Meh... its 2020... i play only Occulus Rift Games" =)
  11. Ouch! Ouch! Yeah. The smallest things can have the biggest impact, i knew... in Starbound you close with ";" and i made a ":" somewhere. Even Notepad++ didnt coloring. Was searching nearly 3 hours or so... letter for letter, point for point... Finally i can mod through now and starting to re-balance my mod that it will be i wanted it: Modern Warfare with a real alien invasion =) Loads of work incoming! My own mod with my own bad english skills
  12. Heyho. Because i took the files from assets and not assets/mod/xce it didnt work... now it works... please hit me with a shock-baton...
  13. So, Okay, maybe we talk about two different things. I will try to show you (well... i uploaded the "mod" but if you dont want to look into it i must try to tell you what ive done) step by step what i did. 1.) assets/mods/mymodname 2.) copied the files "gameconfig.xml" and "modinfo.xml" here 3.) modinfo.xml contains my things. modname, versionname and guy who did this 4.) editet "gameconfig.xml" to how i want to do -> Only thing i need to update with MODMERGE was following: <soldierStats MODMERGE="update" comment="Soldier's stats are generated with values in the specified range."> <actionPoints min="40" max="65" /><resilence min="40" max="65" /><strength min="40" max="65" /><accuracy min="40" max="65" /><reflexes min="40" max="65" /><bravery min="40" max="65" /> </soldierStats> If i would not do it, the changes here will not be in the game. 5.) Start the game, test everythin, works fine. 6.) copied "weapons_gc.xml" -> Everything, just for testing, what i wanted to do here is set the procentual costs of the rifle from X to Y (for testing i did all the aimed-one shots to 1 and the burst also, not the reload. -> Startet the game -> doesnt work, the game runs as usual with standarised XCE-File(s). -> Yes.. the Mod is active. Yes.. the Mod has the highest load order. -> Yes i tried "MODMERGE" with "update" and also "replace" and also with "name" and together with "update" 7.) For testing i went into the folder assets/mods/XCE and opened there "weapons_gc.xml" and did the same -> Startet the game -> works like a charm. The cost of all rifle-shots where 1% of the TU of the Soldier See now what i mean? My mod-file wont load, even with MODMERGE, even with copieing from other mods the same file as a test. I dont need to change something in the weapons.xml because i dont need to, there are no TU/AP-Costs. See now what i mean? Maybe it helps you identify what my problem ist. OR: You can just look into the file(s) provided where you can directly see what i (may) have done wrong THX anyway for your kindness and helpyness =) Stay crunchy.
  14. Heyho. I also editet your mod to test around. Same thing. weapons_gc editing not accepted, but when i start your mod everything works fine... Hillarious
  15. Heyho. Nope, my problem is that changes in weapons_gc (folder: my modname) are not doing anything in the game (changes in gameconfig do! not all, but mostly. And there i just need to say MODMERGE="update" so everything i change there is accepted). If i do Modmerge (update and other variations) in weapons_gc nothing works because the game still takes the weapons_gc from xce folder.... driving me crazy...
  16. Every change ill do in CE is in the game but i dont want to edit ce-files, whats the point of a mod then? But i dont touch the CE-Files.
  17. Hey. Iam working on this since about 6+ hours just to figure out what i need to do so that changes in weapons_gc are acceptet from the game because its my mod. Can anyone help? Or am i now alone with this problem? I dont find the solution, i dont know what and iam just at the point where i will say "fu** modding" and switch to a new game... Well, stay crunchy...
  18. Hey, i dont want to make a extrea thread for this, maybe its obvious buuut... uhm... how to start ground combat right away? Whats the starting parameter for that? EDIT: Found out its "-quickcombat" without quotes of course. THX.
  19. Hm. Maybe then iam doing something wrong, but if noone can say what iam doing wrong its not very helpfull I use MODMERGE, it doesnt work (it works on soldier stats), i dont use MODMERGE it works anyway on some thing, some not. I mean... dafuq? Iam so confused right now iam exploding in absolute anger, i even cant calm down because all my learning progress is "Dont matter what, something WILL screw you!" with Xenonauts! I dont had problems in other Games: Always simple: Your mod does this, okay, as long you dont screw things up by yourself it will work! Everything i needed to do was to just to say 1 time per file i was editing "Take this! not original ones!". It seems in Xenonauts i have to change for every line the "how it will work"-thing. One line needs modmerge, one not, one line ignore every change because... screw you? ARGH! Ok... okay... okay... here's the files (attachement): In weapons_gc.xml only weapon.rifle was editet for testing (every AP cost to 1, except reload...)
  20. Soooo... either iam screwed and need to do my own weapons or i just switch from XCE to normal Game. Hm, trying the second thing, just a matter of seconds. Edit: Switching off XCE makes everything worse... then no changes i did work... so at this point my angry-level is OVER NINE THOUSAND! ... Is it that complicated? I mean, iam not a very smart person but thats ridicolous... "Make a mod, change a file... yeah, some files work, some not, deal with it bwahahaha..."
  21. Heyho. Actually i found the "Problem". The Problem is that my Mod is loaded, thats a fact and that works just fine but here comes the trick: Everything in weapons_gc seems always used from XCE instead from my modification ... I editet the XCE weapons_gc and it works but that should not be, because why i should then make it in my mod? Trying now a bit around with load-order... Edit: Screw you too Load-Order... it changes always back that the XCE stuff is loaded... Now thats great... some files editing work, some not... thats... RARRRGH! Now i begin to hate starting modding...
  22. Hey... sitting hours after hours after hours on this problem. Any thing i chance wont change in game... *sigh* Does ANYBODY know what iam doing wrong? Where i need to look for those pesky god damn AP/TU Costs firing weapons and whatever else? Getting pretty angry right now Please... help Stay crunchy.
  23. Hey! When i change: <PercentageWeaponCosts>1</PercentageWeaponCosts> To: <PercentageWeaponCosts>0</PercentageWeaponCosts> The costs of all Actions should be "flat" right? Following in this Example: <Weapon MODMERGE="update" name="weapon.machinegun" bulletType="normal" emptySound="Empty Click 1"> <props range="25" hands="2" recoil="70" weight="8" isHeavy="0" clipSize="30" reloadAPCost="35" reloadSound="Weapon Machinegun Reload" strengthLimited="1" reactionModifier="0.5" /> <SingleShot /> <BurstFire ap="15" accuracy="35" sound="Weapon Machinegun Burst" delay="0.7" burstdelay="0.1" shotCount="10" suppressionValue="120" suppressionRadius="4" /> <GUIImage name="gui/weapons/machinegun.png"/> <GroundImage name="grounditemimages/ballistic_machinegun.png"/> <Ammos> <Ammo name="ammo.ballistic.machinegun" type="kinetic" damage="30" mitigation="5"> <Projectile spectre="projectiles/bullet/bullet" speed="1500" showAfterDistance="60.0"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos></Weapon> BurstFire ap=15 In Flat it should also cost 15 and in % it should cost 15 for a 100-TU Guy? Or am i missunderstanding something? Right at the moment i may thing that this AP means Armor Piercing but above "ReloadAP" means Reload-ActionPoints... very very confusing. Would be glad if someone could enlighten me. Stay crunchy.
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