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Everything posted by drages

  1. I want to put a weapon-ammo code here from openxcom: - type: STR_PLASMA_RIFLE size: 0.2 costSell: 140000 weight: 9 bigSprite: 167 : visual files floorSprite: 167 : visual files handSprite: 352 : visual files armor: 35 : HP of the weapon compatibleAmmo: : usable ammo (an ammo could be used by more then one weapon) - STR_PLASMA_RIFLE_CLIP_EL - STR_PLASMA_RIFLE_CLIP_PC - STR_PLASMA_RIFLE_CLIP_SS maxRange: 25 : After 25 tile, you can't shoot minRange: 5 : Under 5 tile, the acc got penalty as worst at 1. tile.. aimRange: 20 : After 20 tile, the hit chance will be 0 for aimed shot snapRange: 17 : After 17 tile, the hit chance will be 0 for auto shot autoRange: 12 : After 12 tile, the hit chance will be 0 for snap shot accuracyAimed: 90 : hit chance is %90 of soldier acc for aimed shot accuracySnap: 75 : .... accuracyAuto: 60 : .... tuAimed: 45 : % TU needed for aimed shot tuSnap: 30 : .... tuAuto: 40 : .... confSnap: : you can configure snap (single) shot here. You can "conf" auto and aimed shot too. shots: 3 : single shot shoots 3 bullet per fire, like autoshot. name: STR_CON_BURST_SHOT : new name for single shot for UI autoShots: 5 : autoshot bullets kneelBonus: 135 : kneeling bonus for this weapon dropoff: 8 : after 8 tile, the acc starts to dropoff oneHandedPenalty: 35 : if soldier got another thing at left hand, the hit chance drops by %35 twoHanded: true : this is a two handed weapon so oneHandedPenalty will be calculated. tuLoad: 26 : Reload TU tuUnload: 5 : Unload TU battleType: 1 : it's a normal gun. invWidth: 1 : inv sizes invHeight: 3 - type: STR_PLASMA_RIFLE_CLIP_EL bigSprite: 168 floorSprite: 168 bulletSprite: 21 fireSound: 11 hitSound: 19 hitAnimation: 96 power: 90 : Damage clipSize: 12 : Ammo per clip powerRangeReduction: 3 : Damage will be reduced "3" per tile powerRangeThreshold: 15 : Damage reduction will start after 15 tile. damageType: 5 : damage type, plasma here. damageAlter: RandomType: 3 : Random damage like (%100-%200) ArmorEffectiveness: 1.5 : Resistances effects this weapon 1.5 more (if the armor got %30 plasma resistance, it acts like %45 here so this ammo is bad against armor). If this is 0.0, the damage bypasses armor and goes directly to health and stun. ToHealth: 1.0 : It hits health by %100 damage, after by armor is gone. ToArmorPre: 0.5 : Half of the damage directly damages armor ( without calculating resistances) with %50 of it's damage. So if it hits for 90 damage, it hits to the armor 45 damage even that armor got %100 plasma resistance. You use this when you want to dealt pure damage to armor. ToArmor: 0.2 : After "ToArmorPre", %20 of the damage hits to armor with resistance calculation. You use this when you want normal damage calculation. ToStun: 0.0 : Stun damage after armor. ToTile: 0.5 : Tile damage. size: 0.1 weight: 5 invWidth: 1 invHeight: 1 costSell: 3000 tags: ITEM_COLORSWAP_FINAL_ROW_1: 3 - type: STR_PLASMA_RIFLE_CLIP_PC ............... I want to show how they manage to code the weapon and ammo separately. Even it has tons of stuff there, you can understand it easily after some time. For armor, you don't need to degrade armor at it's own code. Degrading will be done by weapon at it's ammo code. The resistances will stay but the weapon will able to hit more or less to it. Armor code will be very simple.. everything will be about the ammo.. Some weapons will hit armor harder, some weapons will bypass the resistances. Some of them will kill the armor, some of them will only hit the health..
  2. I read somewhere, it's just in game and he tries to figure out the UI part.. At Xe-1, multi ammo used only for rocket launcher as a special hardcode script.. so you already need to have that code if you want that kind of weapons. It would be logical to have it for all weapons. Chris wants to have a rich research tree with side projects. So, multiple ammo with multiple damage types could help that idea so much.
  3. Chris said there will be multi ammo system already. Yes, we need to have an ammo code for sure which is about magazine and damage code. Weapon will have only weapon stats. Even if possible, an ammo should be able to use by different weapons. Multi ammo could be used everywhere. 1. Multiple purposes, explosive, stun, acid bullets for non energy weapons. Grenade and rocket launchers could be created. 2. Energy weapons can have updates without making a whole new weapon. Like a new laser battery updated with alenium. So you can have a laser branch with more firepower to use it against enemies with laser weakness. 3. Weapons can have bullets for spesific tactics. You can have a special plasma ammo which makes huge damage only for armor. If we add power shields (we should have it, xcom apocalypse style), you can make ammo which destroys that. I can count you many more, but those are the first possibilities. I suffered so badly at xe 1 for this reason. I needed to make a whole new weapon for every purpose and every update there. We could not add any launcher.. Could not have tactical choices. So different ammo for weapon is a must.
  4. I got a solution about the stun problem. It's from openxcom extended.. Lets look to this code at the "ammo": damageType: 10 ( a new damage type you create at openxcom ) damageAlter: RandomType: 2 (this is the random damage percentage limits like %100 to %200.. openxcom got about 6 type of randomization, we should have it freely rather then fixed ones.. ArmorEffectiveness: 0.0 (this is armor penetration, here at 0, armor penetration is %100 as the armor does not effect the damage at all) ToHealth: 0.0 (damage to health, if the damage goes to health, here you see the percentage. Here, the damage does not make any harm to target HP) ToArmor: 0.0 (damage to armor, again 0) ToStun: 1.0 (here is the solution, even the damage type is not "stun", this damage dealt directly to the stun bar of the target.) ToTile: 0.0 (damage to tiles, map objects) Here you see that, this weapon makes a pure stun damage to target with a full %100 AP.. Do not forget that, this ammo could have any damage type.. maybe a ballistic maybe a chemical.. but the damage will go for stun.. If the target got damage resistance for this type of damage, then it will take less stun damage.. Let me give you an example: We got a reaper which immunes to chemical damage. We got stun grenades and throwing it to the reaper. If the reaper got %100 chemical resistance, he would not take any damage and won't stun. Now we got our batons.. Batons got ballistic damage as they are blunt weapons and give it another damage type as electrical damage.. Alter electrical damage type with "toStun: 1.0". Reaper got a ballistic resistance to but does not have any resistance to electrical damage. Our baton hits ballistic damage and electrical damage. That electrical damage will go for stun bar and reaper will get stun damage per attack.. With this idea, you can create different damage types to able to stun different units.. so you can even stun or disable androns with this electrical damage. I did not say "EMP" because that damage would not harm a living thing and will kill any robots.. With "To****" code, you can create armor destroying weapons or some biological weapons which will only harm the things without armor.. Just you should not stuck at fixed damage types. You can erase the "stun damage type" and use it at "toStun" only.. I think it's a very clear method.
  5. Damage Types: Yes. As you make all the damage types primary, you should able to add different damage type to a weapon. So you can have explosive ballistic rounds with some ballistic and incendiary damages. If you want stun and EMP damage, you can add this to the weapons too. Like a shotgun shell with ballistic and stun damage or a special laser weapon with laser and EMP damage together. Armour: Yes again. An armour will have a hit point and it will have a percentage for every damage type in the game. That percentage could be over %100, so it means the unit who got that armour got a big weakness against it and takes much more damage..
  6. Yay! 1.0.. i want to cry really... Now Xenonauts-1 is a hell of a game with X-Division and it will never die.. thx Charon..
  7. drages

    Magnum-nauts mod, where are you?

    I fear that, it's so old that, you need to find an older version of the X-CE even the game itself to play it even you find it. As short, it will be unstable even it works.
  8. If MARS can pass the kickstarter, please consider to able to add different races as soldiers. This could open huge opportunities. A runaway caesan at your ranks?.. a scout dog which becomes a cyborg one with laser firing eyes! , ok maybe without that eyes.. There is dogs at some of openXcom mods for scouting and rush attacks, and they look nice.. Letting him to get experience and becomes a demon spawn for enemies would be a nice addition.. This new races should able to have their own armor/weapon/items... like you should not able to give a gun to a dog but maybe a laser guide for aim buff?.. I know that this is hard maybe not so usefull to add main game but i want you to consider creating this kind of system for modding. A tamed reaper would be nice too.. Fun aside, it would be nice even to get unique characters from enemies at your ranks.. Like an event which adds a sebillian trooper to your ranks.. this could open the specialist soldier system too like adding different kind of soldiers with special weapons.. possibilities are endless with just some coding at development. Example: https://openxcom.org/forum/index.php?topic=2878.0
  9. drages

    Modular Weapon Idea

    So for energy weapons, you go for Fallout 4 model i see. You get the main weapon and modules make it whatever you want. It's good.. You can use it at all weapons with Fallout 4 way. Would be fun for players to have their totally special weapons.. I am against unlimited things but at a game which you got max 12-20 soldiers, there is not much point to have limited things too because you craft maybe 10x maximum.. so you can make the manufacture more expensive and make it limitless.. but then if you need only one from something, it would be way expensive to have it unlimited.. For that reason i like to have item creating researches or 1 time manufactures.. so if you need something unique, you just go for research or that special manufacture. STILL you can make a rare drop from aliens to limit that unique item but it was very hard to make unique things at X-1 because you could only use UFO items or items at enemy inventory.. so it means many ufos and enemies would carry same thing without limit.. For this reason, X-2 should be open for "unique" things.. probably special missions and special enemies which you can assign especially, would handle it.
  10. drages

    More RPG Elements

    To be honest, i would like to see very limited scientist rather then having 200 of them at a military base.. it's just lame to have so many non-soldier class people in a military base..
  11. drages

    Different Races as Units

    I mean the code side of a new race and it's capability. To be honest, i can't see the appeal of a MARS unit with the same weapons our soldiers can carry. At every XCOM style game, robotic units or heavy armors use special more heavy weapon platforms to the battleground and they can survive more. So if they use the same weapons, then when i got good armors, i don't have totally no reason to have a mars or sentries to the battle field. Please tell me if i miss a point here. If you can add that custom code to limit weapons and armors to the races (race as MARS) here at development, modders and devs can make those new units much more special. Aftermath does that with different aliens with the soldiers. They had special armors to carry as a caesan or seb can't carry same armor like soldiers. With this combinations, the possibilities are limitless. An idea could be not so good when you hear but at action, it can change your mind. As MARS, there is a movie called "Kill Command", about a learning AI against soldiers. AI named as S.A.R. (Study Analyze Reprogram). It was a military AI programmed to learn from battlefields and real human tactics. So i think a robot with an AI which is getting experience and getting better with speical weapons (1 per tier/weapon type, like a big laser, multi rocket launcher, gattling gun, sniping cannon...) would make this step much more meaning full and something really to use rather then a gimmick you can ignore easily. With this code, as modders we can have our way inside the game code rather then waiting the XCE.. Please consider this points to make the game more unique and different then others..
  12. drages

    Modular Weapon Idea

    Module system would work at enemies too. It would be fun to see what the aliens got as modules.. for both armor and weapons. As Sheepy said, module system is what people looking for clearly.. at this early stage of deployment, i think Chriss should reconsider this part of the game and replan for the progression.
  13. Is there a way to add to X-2? I found that X-1 AI could handle double weapon but it's hard to guess which one will be used. At X-1 AI, enemies would use the best weapon mostly but if you give them a good choices they can handle to use them both. Like a normal ranged weapon and high damage melee weapon (or very close range one), AI would use mostly the ranged one but if it catches you at a short range like in a room or at a corner, it would use the high damage melee one. I firstly find out that, enemies can carry shields at secondweapon: code.. then i tried to put weapon and it gave me result.. i did not expect that but it worked.. with this i could make more complex and dangerous enemies.. because at X games, player would expect only one weapon and maybe a throwing one from enemy.. I hope we can have this kind of AI at X-2.. thx!
  14. drages

    Melee weapons?

    It would be not so practical to butt an alien but more melee weapons with advanced versions could be used in game.. at least modders can use that animations for their own weapons.. a sword (with power versions), knife and something more scifi would be good addition..
  15. Hey Chris, thx for this topic.. as i gave many years to X-Division, i want to share what i wanted to create for my dream X-Com style game.. X-Division's main point was about the "enemy" rather then the player even there is tons of additions to the player side. So i want to explain my thoughts one by one.. Enemies..: 1. Variety.. many and different enemies.. as the game got "phases", the player needs to see different mechanics/types of enemies with every phase.. not just with more stats of the same things.. when the player go to the next phase, he should react to new ones as "wtf is that"... he should reconsider his tactics, game play.. he needs to find new ideas to win.. for example, at second phase, i gave power shields to ceasans, at third phase i gave them big bossy xenomorphs.. i tried to add totally new enemies at every phase to surprise player base, then at next phases i added new abilities to the old ones when they updated.. aliens which moves underground... 2. Harder.. all the Xcom style games got the same difficult problem.. the game starts very hard, you get even at mid, and later its cakewalk.. because you got better weapons and armors to resist enemies even they got more stats.. it should be balanced. I tried to balance this within the phases. As the X-Division is much longer then base game, you have some time in a phase enough to simulate the game itself. At a phase, you start very weak. You try to catch aliens, try to survive rather then winning.. then you got the tech and starts to match with the aliens.. then later if you got enough high level items, you can fight and win against them. BUT when you pass the second phase and you start to react with "WTF", you feel weak again.. because they are an alien invasion army.. they are better then you, they should be.. and you cannot surpass them just in some days.. 3. Horror.. this is an important point too. You need to be horrified when you saw them.. it could be the shape, it could be the weapons, or maybe size.. but you need to feel fear.. I feel that at Terror from the Deep.. at that deep sea missions with dart weapons, i feel very weak when i saw that crapman.. i still hate them.. so i added xenomorphs and some more to the game.. they fit so great.. who would not fear when they see a big xenomorph queen?.. I added side robots to androns.. robodog, roboreaper, roboREX.. i added them a repair abilily which you need to kill it again before it's fully repaired.. we hidden them into the boxes as sleep state to wake up late at mission, when you feel just safe as you think you cleaned the map already.. XCE, solver and charon added hiding mechanics to game which is so great to create this atmosphere!.. Possibilities are so much with just some code tricks.. i hope you consider to add them to next game.. 4. Bosses.. for a tough and fearsome enemy, you need to have bosses.. big ones.. even an ultra mega skilled caesan with a huge weapon, would not enough to consider an ultimate enemy.. so i think at least 2x2 sized enemies are MUST.. look to all Xcom games.. new xcom, old xcom, project phoenix.. people are to be excited to see them.. to fight against them.. 5. Gadgets... game should have some nice inventory items for special things.. an energy shield for 360 defence with own HP.. something for hiding.. something for teleporting.. something for more stats, night vision, heat vision..this is not for only players, it will help to create much bigger variety for aliens.. 6. Dodge mechanic.. for fast aliens or fast melee soldiers.. everything should not relay on more damage to survive.. like a weak caesan with tons of HP to survive at late game (they should have really power shields) or a reaper which is just flesh but can stand against plasma cannons.. Players..: 1. More type of weapons with more abilities.. the game engine should allow every type of weapon combination.. like shotgun, flame thrower, grenade launcher, one shot launchers, mines (which i never use).. more shot options.. auto-shotguns, miniguns, multiple rocket launchers, energy based unique ones (like you got 30 energy rounds at your magazine, you should able to use a special laser shot witch consumes 10 charge from 30.. same weapon could have a autofire option for 1 shot 1 charge and single shot for 1 for 3 charge.. so you can have a heavy laser which can melt armor, or a sniper with autofire ability.. this is my dream for energy weapons but any of the xcom games done this..).. 2. Different type bullets for same weapons.. a weapon should able to use different kind of bullet types with different damage types.. 3. Balanced melee fighting system.. cool melee weapons with some unique abilities.. combined with special armors.. there should be a reason to carry a blade or knife when you can just spam shotgun.. could be combined with stealth mechanic.. 4. Unique weapons per weapon types.. lasers can have gattling minigun, plasma can have a short range cannon with aoe... Plasma based laser magazines.. acid bullets.. blabla.. 5. New weapon versions for every phase.. every phase should have its own grenade, rocket, plane, magazine types.. so player should choose some of them for research in limited time.. 6. Randomized research.. this is great for replay value.. new xcom got this right.. old xcom got it right.. you get something and when you research it you get something new.. with possibilities.. like you got a caesan weapon officer alive, at every research you can learn one type of laser weapon.. some surprise, hard to get, low chance researches.. why not?.. please at this mechanic to modding at least! 7. One time manufactures.. able to erase manufactures at modding.. same to research.. a research or manufacture should able to lock ro release another manufacture or research.. 8. Vehicles.. at least small mechs with human pilots.. could be used as heavy armor with "unique" weapon branch.. they should able to use at least 2 weapons.. Game..: 1. More Phases.. at least 1 more then x-1.. 2. Non-Ufo missions.. random missions which you got different goals without ufo.. ---------------------- Those are main reasons for X-Division and some of them could not be happen because the game did not allow me.. I hope those helps.. thx!
  16. Thank you.. I love that spikes too.. you would love the bigger ones.
  17. Xenonauts was great to copy original Xcom... but it had problems of the old game with few good editions.. If X-2 wants to success, devs should check some games and mods very carefully at planning.. and see what the player base wants and expects from future games.. As games, there is very good examples and possible "competitors".... - Fraxis XCom series are a big example for what people want to see.. i don't talk about the game itself, i talk about the forums of those games.. they should listen what people liked or hated. And someone did this already... - Phoenix Point, comes ultra hot.. as i watch every video and news, the game becomes the "ultimate one" if they succeed.. even i don't like the mutants over aliens, the game play got everything an X-com fan wants.. a 3D xcom layout as fraxis one with time points, inventory, creative weapon layouts (like shoulder rocket launcher), aiming system!, destructive terrain, horror theme, different sized enemies, vehicles (yeah...), factions with own personality with many unique things, geosphere with cool elements.. if they have modding support, the game could be immortal and even an xcom 3 killer (especially if they can bring they 1.2 million kick starter step as a expansion which is "underwater")... So X-2 should have something more or better to offer.. X-1 got the original feeling with "time points turn system" which was special to it because fraxis xcom did not use it... but after Phoenix did that.. i don't know.. The second big point is to consider "mods"... mods shows that what people wants to see.. there is 3 big example for this.. 1. Xcom - Long Wars: Fraxis done well to fully support this huge mod which gives nearly everything for hardcore fans.. 2. OpenXcom - XcomFiles and X-PirateZ: As those created from original Xcom, they are very good examples what could an Xcom have!.. Devs should play them for sure as they try to live up with xcom.. 3. Xenonauts - X-Division: Sadly, Golden Hawk choose the ignore this mod for years when other devs likes to support their modders at every platform. With XCE support, X-Division implemented many things with help of many people. I think X-Division alone got many answer what xenonauts players wants and what could be done for richer gameplay.. and if X-1 is still played somewhere by someone without any DLC/Expansion with it's not much replayablity, X-Division is a big reason as the only development still continued.. So the "question" is... do X-2 devs consider those facts? or will we get something more stable but less then X-1? As the answer for vehicles at tactical layer:
  18. Xenoauts X-DIVISION Future of XNT X-Division.. a division who fight against galaxy with cold war weapons.. omg... Hi ppl.. After hours of coding, photoshoping, searching, reading, asking.. i manage to handle some simple things.. I am working on XNT 6.0 after i handle the ropes from TacticalDragon.. i hope he returns... atleast he and his team left us a realy good example how a mod can make a difference at this game.. I am a very old gamer and a navy officer, so i got many ideas about a X-Com game for years.. Now its time to start to do it thx to Chris and all Goldenhawk.. XNT is very good mod which contains very good examples.. i am decoding it to code.. I like most of the ideas behind it. So with impruving it, i will add my ideas.. but i will add so many things to it, i wanted to name it different.. IF i can finish this mod, it will be nearly totally new mod over XNT... So what do i got in my mind? 1. We need quality over quantity... Having 100 more weapon doesnt make this game good.. You need to have a reason to use that weapons.. You got 10 soldier out there.. Good 20 weapon is what you need.. So i will reorder all new weapons at XNT, i will give them a meaningfull tier category.. If you think this game has 4 tiers of weapons, i will try to make 1 energy and 1 ballistic weapon series per tier and incenerate and chemical weapons between them.. Game has nearly non chemical weapons and just explosions as incenerate damage.. This will change.. you will need to have all 4 damage weapons to overcome supreme enemy.. 2. Enemies.. At vanilla we got many enemy types but they have no armor and they only have "plasma" as energy weapons with 2 bomb types.. I dont wanna give spoilers but they are different enemies from different worlds.. so they need to have unique weapons, armors and abilities.. So all enemies should have damage types and resistances to specific damage types. XNT started this but there is a long way to go.. So for example, Androns will be like terminators.. high resistance against ballistic-incenerate, vulnerable to energy and normal to chemical.. their weapon will be heavy cannons and miniguns with high dmg but low accuricy... their helpers harridans will have high tech neutron rifle and snipers.. their armor will be low against bullets and explosives but they will resist energy mostly.. 3. Special Forces to enemies.. We are against an army and aliens got an army.. but we fight as a special force so they got their owns.. I will add assasins and saboteurs to enemy ranks.. they will be more black colored and top tear weapon/armor/ai with their own ufos.. when u see them, u will think of escaping, mostly at early times.. 4. Armors... So enemy and us will have many more weapons with different styles and damage types.. we will manufacture new armors to our needs.. thx to kabills armors.. 5. Manufacturing.. Xeunauts erased most of micromanaging like infinity armo, total researchs of weapon tiers.. first i liked that but after then i missed it.. I want to have more complex manufacture web.. I wanted to use the loots i have.. Now you only research or autosell them.. u dont care what droped from that last hard fight.. So i will add rewerse enginering and you will try to get right weapons and right parts to create your own weapons/planes/ammos... I dont want to make it overcomplex so i still try to find a balanced way... 6. Research.. ofcourse with tons of new things u need to have enough time to reseach them.. You would need pass something but u can miss a better opportunity.. the game will be slower and techs will be faster.. 7. Air fight.. aircrafts will have purposes.. heavy missile carriers and dog fighters.. there will be more dog fights and wont be alone ufos so much.. I will post the progress with time.. i am waiting your ideas.. I got very long way.. I am still noob at AI and ufo coding.. but with helps and answers of nice ppl like kabill and max, i can handle them i hope.. I am accepting all kind of help, mostly about Xeunopedia.. becouse as u see my english is not well.. Cyu soon!
  19. drages

    Xenonauts-2 October Update

    I want to say something about human or human like enemies. I played XCom 2 this last months and i really liked it.. mostly: - Experimental Manufactures - Weapon mods - Soldier skills and classes What i hate and very sad about it: - Humanoid enemies.. really.. even sectoid is human like.. there is nearly no real space aliens.. This is realy sad and a game breaker if the game got other fun parts.. so don't go for it..
  20. Thank you.. We did not force the player to use vehicles, we let them use the vehicles without any penalty. So vehicle is not a choice now, it's something you need to use, like your soldiers. As you said, the vehicles super needed, because the mod is created this way. You are against harder enemies with big vehicles/creatures. At default game, you can easily ignore vehicles to get more soldiers, now it's not something you can ignore. All the maps are edited to be able to use vehicles freely. So we made the vehicles a thing rather then a choice which u would ignore. We erased 1 soldier as i remember from all crafts and added vehicles for 0 soldier place. So think your vehicle as your lovely soldier. And bringing 2 vehicle will be OP..
  21. X - Division Destiny Denied Ver.0.98.2 HF 6 for 1.5+ and 0.33+ CE When the invasion began, the world was at cold war. They didn't trust each other.. They wanted to defend themselves alone. Many great soldiers didn't want to betray their own countries too. But few volunteers and some resources saw the danger in near future and created a division named X.. they were not the best, they didn't have the hidden cold war technologies but they got faith in their souls. And some warriors, scientist and workers gave their life for their future.. In time, the world will see what they are against but they will be to late.. X - Division was the final hope.. -IMPORTANT FIX FOR XCE 34- -Go for assets/mods folder and open XDivision folder -Find weapons_gc.xml and open it with notepad -Search for "weapon.grenade.incendiary" -You will see a code just at that line: MODMERGE="insert" -Change the "insert" to "replace" JOIN TO STEAM GROUP!! NEED TESTERS FOR NEXT VERSIONS. IF YOU ARE INTERESTED, PLEASE SEND A NOTE!!! X-Division is now at NEXUSMODS website. You can download this mod's final version from there. Welcome to X-Division A full Overhaul Mod for Xenonauts. This mod is made for to add more variety, micro management and using all the aspects of the main game. This mod is hard, complex, long and challenging. As my first mod in my life, it has my +20 year of turn based combat game play experience with best of its genre like Fallout Tactics, X-Com and Jagged Alliance. I strongly recommend to play this mod after finished Xenonauts. X-Division brings most of the old X-Com concepts in to the Xenonauts with bringing micromanagement and alive alien capturing. Addition to old concept, X-Division adds many new weapons, planes, vehicles, researches, manufactures, projects and enemies. Many players don't have any idea about how to calculate game mechanics, like damage types, resistance and armour mechanic, armour penetrating and more. This mod uses every little bit of the game mechanic. This mod has no joke. Everything has a purpose. Weapons, armours, enemies... You need everything to survive.. Ignoring something like "i don't like to use vehicles" or " shields are useless, i can fight without them", will make your life much more harder.. because i said those things to myself when i play vanilla and XNT and i try to figure out how to make all aspects useful.. Xenopedia and tooltips fully remade. New X-Pedia got about 400 entry with new lore. Some entries got not a lore but will be handled as soon as possible by lore writers. New original X-Com style X-Pedia got every weapon 1 by 1... Xenonauts had no name as a special ops at vanilla game. As an navy officer at my country, this is unacceptable for a military unit who fights against a serious enemy. For this reason, i wanted to create a flag, a family, a force to fight together against a thread, as X-Com created 20 years ago.. I hate to copy something already used so i created "X-Division".. Made an emblem for it and put everywhere at game. Now you have an ID... live with it, die for it.. X-Division started as a next version of XNT 6.0 after XNT team stopped modding. Now X-Division is a totally new mod with XNT aspects inside; some are nearly same, some are different. All new weapons art taken from countless web sources, searched for days and the best edited at Photoshop to use at game. New weapons get unique particles-explosions. Few of them taken from here as visual mods but sadly most of old visual editors are no longer here and i couldn't get any answers to my pms.. X-Division started a single mans dream and now became a team. All people who loved the old days and want to help as modeler, lore writer, 2D effect designer even grammar checker will be welcome on board! This mod is 2 GB. There is so much thing in it. Just forgot everything about default game or old versions. X-Division Team and supporters: Lead Modder: Drages AI Advisor: Tactical Dragon, Sentelin Lore/Xenopedia Writer: Nuclearstudent, odizzido, Xany, Squaddie Perseus, Woz2 Helper/Tester: asierus24, Draku Tester: Blackwolf, Reactorcore, Alienkiller, and more Support: Max Cain, Kabill X-Division Contents, Aspects, Facts and Ideas: Xenonauts Side; - All the default armory stats revised and changed. - 64 new weapon with 12 new weapon branches, with cannon types weapons, - 10 New and Upgraded Explosive Branches, with new heavy explosives and vehicle cannons, - 4 New Personal Armour, 2 new vehicle, Cannon weapons for vehicles, 3 personal shields, 1 button; - Air Combat now got 3 aircraft types: 1 new Interceptors, 2 Light Torpedo Carriers and 3 Bombers, - New cannons, missiles and torpedoes for aircrafts, - Disassemble UFO's to get profit and UFO parts to manufacture vehicles, aircrafts and more.. - There is now 4 tier named Basic/Advanced/High/Ultimate rather then ballistic/laser/plasma/mag. Every tier got easy to reach and manufacture base weapon branches, 1 more powerful weapon branch which needs more research and alien weapons to manufacture and a rare weapon branch which very powerful but hard to get. - Everything (not ammo) need to be manufactured. Grenade manufactures give you 3 grenade, rocket manufactures give 2 rocket and other projects gives 1 of the item. - New X-Pedia fully remade with about 400 entries! All weapons got its tooltips. Enemy Side: - 40 new alien weapon, special for every race and game era. - 2 New UFO: Dreadnought and Assault Lander - 8 New Xenomorphs and 2 New Reapers will be your nightmares. - X-Com style "Capture alive to get the research". Sebillians and Caesans got 12 new specialists with different colors. Capturing them alive is very vital for game progress. - 4 New Androns as their control units. They are very tough but needed as manufacture material for many high tech electronic devices like vehicles and armours. All andron bodies are now used for armour-vehicle manufacturing. You cant stun them so you should not blow them up. - Crazy AI which makes you crazy and kill you.. A bit updated version of the XNT 5.3 AI made by Tactical Dragon and Sentelin. The enemy got no hurry, nothing to worry and will find the best way to make you scream. Global Additions: - Beginning of the game is really hard. Your basic weapons are totally crap. Get an armour and new weapons ASAP. - Invasion is much more slower then default. Dont panic if you think you are slow. - All economical rates are upgraded, balanced for mod. - All manufactured items can be sold for benefit but the rates are different per items. - Game has 4 main damage types. Kinetic-Energy-Chemical and Incinerate. All aliens got weak and strong resistances against certain type of damages. Soon you will see them at Xenopedia, but not yet. For this reason you can check: - Tons of new explosions, projectile, particle effects added. More will come. - Nearly all UI graphics upgraded. X everywhere! - There mods are implemented with X-Division: - "Furies, Terror, and Dreadnoughts Oh My" from skaianDestiny - "Dynamic Ufo Spawns" from kabill - "Fire in the Hall!" from kabill Not Implemented Yet: - Balance is still an issue. I am waiting all your feed-backs about balance.. Economy or combats... - New manufacture projects with manual-looted alien grenade-ammos. - Building overhaul - Special Alien forces unique to some situations, like terror sites, base defense or ufo bases. Special Thanks: - All XNT Crew - Tactical Dragon and others for earlier versions and all effort! - Max Caine and Kabill - unlimited patience to my noobish questions - "Furies, Terror, and Dreadnoughts Oh My" thx for skaianDestiny and others.. - Thanks for aircraft arts to haryopanji from DA... - Dynamic Ufo Spawn, Fire in the Hole!, Armours.. so many things from Kabill! - Max Caine's fan art! - Jsleezy and JBB armour arts! - UfoTobby Laser weapons... - For all projectile artists! HOW TO INSTALL X-Division is now at NEXUSMODS website. You can download this mod's final version from there. If you still want to download from somewhere else. You can see the links and install procedure here: 0.98.2 Hotfix 6 Notes: - EMP-Shock Weapons can be seen in equipment screen and usable fully. - All grenades are exploding instant now. - "You need to get alive alien specialists for more researches." message added to Alien Rebel X-Pedia. 0.98.2 Hotfix 5 Notes: - This patch created by odizzido to make the Xenos and some weapons visible. 0.98.2 Hotfix 4 Notes: - All Alien Sniper rifles nerfed as accuracy and damage. - Tier 3-4 human snipers damages nerfed. - At soldier equip screen, now you can choose all armours easily. 0.98.2 Hotfix 3 Notes: - Hyperion and Centurions manufacture bug handled. - Xenomorphs wont sale automaticly. - X-Pedia got new entries thx to our lore writers! 0.98.2 Hotfix 2 Notes: - Ground Combat Crashing alien blood grenades corrected. Happy Looting! - Very important research chain correction about alenium explosives - Andron specialists should be visible at ground combat. - Alien cannon weapons reaction modifier nerfed from 0.5 to 0.01... so they should not able to react. - Alien minigun/heavy weapons acc nerfed from about 100 to 50.. - Sebillians are safe to loot now! - Shock grenades dont liqiuid aliens any more 0.98.2 "Vehicles Forever" Notes: - VEHICLE DLC for X-Division. - Total 8 Vehicle, 3 vehicle with totally new skins, 2 totally new. - New machine guns and powerful rockets for hunter and seeker - Vehicle default energy cannons are again cannons rather then burst weapons. - Light cannons for heavy tanks. - All stats rebalanced. - Aliens TU's nerfed. Now they wont walk much. Its not including melee creatures. - Light drones accuracy nerfed. - Alien grenade TU is nerfed. Now they will throw only one per turn. - Game speed became 0.6 from 0.4. so its a bit faster.. - Old X-Division amblem replaced with much cooler new one and some GUI art changes.. - No more caesan specialists at sebillian cruiser - Electroshoch research corrected. Now you will get your toys. - Early sebs kinetic resistances a bit nerfed. 0.98.1 Patch Notes: -Fully New X-Pedia and Tooltips - Alien weapon researchs #### handled. - Drone wreckage autosold handled. - Andron research line corrected (you cannot stun them, just kill them and dont explode its body) - AP cannon manufacture #### handled - Corsair-Maruader-Fury research line corrected - Predator Armour manufacture handled - Handcannon manufacture bug REALY handled. - Missing earlier specialists wont be problem if you catch alive next higher rank. - Regeneration nerfed (From %50 to %20) - Vehicles now create %80 cover for xenonauts. - Its very hard to hit a crouched xenonaut (but still its ufo type game and you know the possibilities..) - Plasma weapons wont auto sold. - Handcannon manufacture bug handled. - Special characters erased. - There should be no more UI lock with some manufactures. If happens report please. - Sebillian-Caesan officers nerfed. - Nextgen pistol-shield bug handled. - Caesan Noncombatant wont be blue when throwing grenades, because nobody will give him any grenade to throw.. - More specialist aliens to capture at light scout and scouts.. - Shock and power batons are now 1-3 size - Important bugs handled at research (restart needed if you searched air torpedo) - Smoke grenade got smoke. - Fallen navigator should be not red on ground. - Heavyplasma nerfed and erased from Guards. I am waiting all your ideas, feed backs, bug reports!!! ENJOY!!
  22. Hey maera! We care all the ideas and happy to see a girl here too. For air game, I can advise to use easy air game autosolve mode. It comes with Xdivision, just enable it and use autosolve at air fights. Don't forget to bring as much as many planes to the fights, max 3. For map and ufo sizes, there is nothing we can do about this. To create a new ufo you need to have serious pro 3d modelers and ppl who knows how to integrate it to the game. And we don't have map maker at the team. There is smaller maps for small ufos because you can find enemies and ufo faster. It would be hard to find 1 or 2 alien in a huge map per little ufo. Ufopedia explanations is another problem because we don't have any one left to write about 1000 entries. For the difficult, you should watch some videos about tactics. The mod is hard. You can play at easy, which is hard too so don't worry.
  23. This could be good addition but then it would be easy to just camp at landing craft and kill aliens easily. And landed ufos should have their weapons too because of balance. Dunno..
  24. Probably you missed some specialist. You can check the researches.xml file at Xdivision folder. Yes you can hit them with anti missiles.
  25. drages

    Xenonauts X-pansion Pack

    We don't want to add your XCE files to our mods because it's not right, unrespectful and confusing. So when you return here, we can talk some possibilities around fixes and have a clean xce version..