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UfoTubby

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Everything posted by UfoTubby

  1. Yeah, that's from the original. Remember, this started out as relatively small modifications on existing stuff. I guess over time I will change more elements to achieve a certain look. Re xenopedia pics - good idea
  2. Wow, thanks a bunch for this explanation I see to get something out soon, though I mainly mod on the weekend so would need a bit.
  3. No prob, was an interesting read I still plan to release them, but want to create some more directions of those edited cars before, plus maybe some other tiles. A mod that does random replace would be nice indeed - currently I don't know how this would work, and help would be appreciated certainly. I've read kabill's and Skitsko's replies, but had no time so far to go into this kind of work.
  4. Thx kabill & Skitsko I guess I'll check it out, though it will take a while before I come to this. But yeah, I can certainly provide pure art for props though
  5. Well, I'd like to help, but atm I have no idea what kind of workload it would mean to create such a new set, or what my part in this would be specifically. Though of course I absolutely agree it would be great having more variety in basic map types/styles.
  6. So this is my first set of changed laser weapons. The pack includes one changed version for carbine, rifle, and heavy scatter, pls. see preview below. I did some more modifications, which I can post later in similar sets if people like more choice. Installation: DL the zip file. Start the Xenonauts launcher, use "Modding Tools" > "InstallNew Mod" to install from the zip. That should be all, in my tests it seemed to work fine. However for now a little warning - I have zero experience in creating modular mods or mods at all for Xenonauts. I looked into the sticky threads and tried to follow the instructions as good as possible, but I dunno if it's all perfect. If there are any problems, pls. let me know.... Edit: Updated to v0.2 Preview: NewLasers_v0_2.zip NewLasers_v0_2.zip
  7. Hm, it seems the cool grenade stuff isn't implemented so far? No prob of course since it's still early WIP...looking forward to those changes certainly.
  8. Oh, forgot - I have some general questions about tiles to those which know about mapping: I assume if I put new tiles as replacement for vanilla stuff into an existing atlas the game will just use the new versions? But if I plan to use them not as replacements, but additions - how do I actually get new tiles to show up in the game? Do I have to create extra maps using those new tiles? Because so far I never did any maps, and I dunno if I ever go seriously into it at all, since gfx modding is already taking quite some time
  9. Thx for your comments. I started work on weapons after seeing your plasma modifications, which are cool. From my pov there's no prob if they're posted with yours, but it might be easier to just leave it separate as diff. creators might just progress differently, which means there would be some need for coordination - which personally I'd rather spend for further modding /my 2cents However, in general I don't have a prob participating to generate a bigger pack. I guess I'll just post what I got so far separately, we could always put stuff together later...
  10. Yeah, you're probably right. I got some guys to 100 TU/acc, so I thought it's the max. without thinking too much on other factors...
  11. I didn't try out that mod yet, but the part above sounds so frigging awesome that I can't resist anymore -dl-ing now
  12. Thx guys I see to post the first set tommorow having laser carbine, rifle and scatter replacements. I don't plan to change the pistol. For the moment also no precision laser, tried a bit around on this but wasn't really satisfied with the results so far. That's my fav too.
  13. TU and accuracy go to 100 unless modded, dunno 'bout the rest.
  14. That's just an idea, of course I realize the main game does not get huge additions of features anymore, still maybe that's something for XCE? Maybe we could have some random base attacks without the need to let the alien attack team using an UFO, which usually gets taken out by most players so the base attack doesn't happen at all. There could be a message like "an alien assault team has landed undetected from our sensors and managed to infiltrate our defence perimeter...prepare to repel their attack blabla". Aside from that it would be a "normal" base defence mission. Ideally this would have some entries in gamecofig (or elswhere) which activate the feature as a whole, and give some options to play with (how often this occurs, should it happen with "empty bases", etc.etc).
  15. I think as long as you use charlies speed is also a prob - with two on different bases you might cover more missions (since they disappear after a while, so're gone if you don't arrive in time). Of course, it's less important with andvanced, faster ships. Or in general if you just airstrike those further away.
  16. I guess it's the appdata folder. At leadt I got PlayFirst\Xenonauts folders there. Username would be the one used on your machine. Example: C:\Users\yourusername\AppData\Roaming\PlayFirst\Xenonauts (just need to use your username which obviously I don't know) That's how it's in my Win7 64 bit.
  17. Glad you like'em I made some more for laser carbine and rifle. I've seen I need to add smaller GUI versions too, should be no biggie though.
  18. I'm hardly an expert player of Xenonauts, but I try to have two dropships from mid-game with overall 20+ soldiers (dropship crew plus some reserve for rotating them in as replacments for guys in hospitals/losses) ready. Works for me, but seems it's also related to difficulty? Dunno if you can afford that much on the highest level (which I didn't try yet)....
  19. Thx for providing those nice gfx. I really like them, esp. since I tend to confuse rifle and heavy plasma sometimes in-game when I don't look carefully
  20. I didn't work further on tiles so far. But I did a small modification of the laserscatter UI pic though to make it appear more "heavy", while still retaining the vanilla style overall. I'ts inspired by Eisfunke's changed plasma weapons which are IMO really nice. So this is similar, just for laser Anybody interested in using this? I'm somewhat reluctant to post this in "completed" right now as it's only one pic and the changes are not huge. However, I can attach a usable version here if needed...
  21. There's a loadout file if you install XCE. I installed it as mod and have "loadouts.xml" under mods/xce Dunno about vanilla.
  22. Only used a tank once myself - IMO too much movement restriction, though you can blow stuff away if needed. I see my guys as some kind of specops team rather than regular inf having armored support. But tanks are a cool feature nonetheless. Maybe I try that most advanced tank type next time. IMO rocket launcher are great, esp. early on to get some guys to rack up kills quickly. Even mid-game I often equip rookies on their first mission(s) as rocketeers because they can get kills relatively easy. Also they need only light or no armor at all if you keep them covered mostly, only to expose themselves for safe kills from a distance.
  23. It's not your business to tell people what kind of changes they're supposed to make or not to make or what would be "right" changes or "wrong" reasons. Stop to tell people what approach they should take to play or mod a game.
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