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drages

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Posts posted by drages

  1. I see, I'll update the first post then. Out of curiosity, which places do refer specifically to this thread as the X:CE source?

    to be honest, only XNT is a worth mod to have eralier version and as i know XNT got already the CE edition he needs, inside the rar file.. just u need to replace it corectly..

    After 0.31 CE and 1.5 v. we will have all the mods we need.. the older mods should update themself or die.. There are some ppl working for big overhaul mods for last versions..

    So the older versions wont be in need in very near future..

  2. I am trying to go for heavy manufacturing to improve my income, does anyone know what are the most profitable items to manufacture and sell, after accounting for engineer wages and workshop upkeep?

    Early game I don't think the Jackal armor is net profitable due to the long manufacturing time. I'm not sure how the math works out, so if anyone knows, it will be much appreciated.

    welcome to forum!

    Best way is to get the ufo cores and dissemble them.. if u have problem at beginning, this means u have much more planes/soldiers then u need.. dont make more then 1 base per month.. dont make armors for money.. they are very long to manufacture..

    i dont know what is the most profit manufacture.. but if u dont overdo everything as i say, you wont need much money.. but go for search as fast u can.. have 30 scientists..

  3. yep it annoyed me a lot when I knew what MAG weapons will be even before researching them for the 1st time. Of course it is a pistol-shotgun-rifle-precision-MG combo...

    Kabill has made a mod with quite a different approach to weapon sets, I haven't tried it out but even from descriprion I feel that I like it. "Extended armories" is the name I think.

    going back to "Before the fall", maybe it's better to drop some weapons from AD/AP pairs? E.g. make an AP plasma shotgun and AD plasma flamer (so there is no AD plasma shotgun)? And plasma precision will come only in AP variant? etc

    At the very first X-Com there are "pistol-rifle-heavy" per laser and plasma.. but ballistic had handcannon and minigun.. i always liked them.. I always liked handcannon and miniguns..

    I didn't stuck at Xenonauts weapon types.. I didnt touch mostly the vanilla weapons but for example i made laser carbine, a continiues laser weapon and plasma carbine became a hand cannon.. AP weapon tiers are more special..

    Every tear will have 3-5 surprize weapon.. that weapons will be that tiers best weapons with more special aspects, like TD's mentioned XNT's laser cannon.. and this weapons will change your GC tactics.. they will be very expensive and will need many loots.. so you will fight for them..

    VERY SADLY Xenonauts ammo coding is the games maybe the laziest part.. i can accept some limitations at a game ofcourse but not allowing multi ammo at a X-Com game is unacceptable.. for this reason "hand cannon" creating is not so eximent..

  4. there is no need for a hurry

    looks like you have already made such a big addition the whole community will struggle balancing it for months ))

    I'd be glad to help you, and expect to eventually take part in polishing it, but atm I'm totally busy with geoscape part rebalance.

    Thank you.. but even your hard work is helping because i realy dont have any idea about that part of the game as modding.. u will take the skies and hopefully i will get the ground..

    When we get together, this game will be never the same..

    I start to give new toys to the aliens and it works for now without problem..

  5. more variants are good when there is a clear purpose for them other than "for fun". I guess this is what you meant by saying "need a scenario to put them in action"

    yep exactly.. i thought for melee weapons.. at sudden close counters, a fast, deadly weapon to use when u dont have much TU left.. so i could give it much mitigation (to similate to attack the open places at alien armor (like attacking to neck)).. but then u start to use only melee weapons heh... even i thought throwing knifes.. batman style.. with a bat suit.. sideeffects of creating about 100 weapons...

  6. I didnt edit the tier damages so much.. so the weapons at plasma tier will be the same damage "output" mostly.. i do the same to the new alien weapons too.. so there wont be a huge off balance i hope..

    I want to finish all things so i can fix the balance issiues just with some files when i need it update.. becouse the mod is going to be 1 GB soon..

    the melee is just to make more varriants to use..

  7. I am adding new weapons to aliens but got some little questions in my head..

    1. What does isAlien="1" ?

    2. infiniteAlienAmmo="1" ? so does aliens have infinite ammo or their weapon doesnt go out of bullet? Becouse i never saw an alien reloading? They can even spam the heaviest weapons.. so if i do this 0, should should happen?

    3. Do aliens use another weapons in their inventory? I mean i gave it a big weapon and a pistol.. and i made infiniteAlienAmmo="0", so will he go for 2. weapon when he is out of ammo?

    thx!

  8. UPDATE:

    - Chemical Weapons for different tiers finished.. balistics got a injector as melee, lasers got 3, plasmas got 2 and mags got 4.. ofcourse again with their own ammo, projectile effects blabla..

    - Flamethrowers added, 1 per balistic,laser and plasma..

    Spoiler: Nop.. :)

    And got a question, need your ideas:

    Should i add some melee weapons? Not 2 handed swords, just military knife/ hand axes.. so if i should, how should be their stats? Fast? deadly?.. need a scenario to put them in action..

    As melee we got 2 batons now but they are stun/emp.. and an injector as chemical melee..

    Talk a bit here.. i feel alone :(

  9. drages, thanks for answer. I was actually looking for xnt 6.0 here, didnt find it, and installed this instead. Still cant find 6.0 anywhere, only discussions and mentions of it. Any advice?

    http://www.goldhawkinteractive.com/forums/showthread.php/12088-X1-08-X-CE-0-25HF-XNT-Into-Darkness-Mod-V6-0-Hellgate

    here you can download.. after u install it, make the fixes againt at that topic.. then u will be fine..

    and install this in a clean game..

  10. Update:

    -MAG weapons edited to become AD tier and added new MAG weapons as AP weapons..

    Now all the vanilla weapons got AD and AP tiers..with this edit they got some specialities too.. some are more heavy, some are faster, some are with recoil.. now i will add unique weapons which are independent from tiers..

    The researchs will be 3 part per weapon: small-medium-heavy.. this will give youu proper tier weapons.. you can jump between them.. but with some research chains you will get the unique weapons.. like adv balistic small, laser AP medium, plasma heavy researchs together will give one unique weapon.. this weapons will need many materials and money.. but you will wish to sleep with that..

    Before GC part relise, i need to finish alien weapon assignments, tooltips, research and manufacturing, vehicles..

    it just doesnt finish..

    I NEED SOME VALUNTEERS FOR TOOLTIP OR UFOPEDIA ENTRIES.. ALL HELP WILL BE WELCOME AND WILL MAKE THIS PROGRESS MUCH FASTER!

    Spoiler:

    2014_12_07_00002.jpg scimitar.png scout.png

  11. Update:

    - Vanilla Plasma weapons edited to become Armor Destroying (AD) laser weapon..

    - New Armor Penetrating (AP) Plasma weapons added.. there is no energy weapon batery/clip/magazine at internet to edit.. i am not happy with result but dont have other option too..

    Spoiler:

    2014_12_07_00001.jpg

    I hope i will finish MAG branch AP-AD weapons.. then unique weapons will be added.. i lost count of how many weapon i added.. I hate to add the weapons to armors and the tooltip/ufopedia adding...

    and another spoiler..

    2014_12_06_00002.jpg

  12. Hmm.... so.. are they more stupid then their standard? I mean as vanilla they just sit and fire if they got something in range.

    As the lore, they are command units. They don't run or cover or hide.. so if they shoot it's enough I think.

    At my mod I am planning to give them very high survival with a tough shield. I see them as a stable boss..

  13. Ah, sorry, wasn't sure if that's what you meant. I suspect it won't work as the issue seems to be related to the Praetor race AI (which will be constant regardless of rank).

    Also, did I ever do an update removing the Praetor from terror missions? I don't think I did, did I?

    I mean make a praetor and put it under ceasan.. ceasans can MD anyway.. so u will have a powerfull ceasan looks like praetor..

  14. Could someone help me withthe shields starting at 0/120 hitpoints? Isnt there a way to get them to start at 120/120 before combat starts?

    Go for weapons.xml open with notepad or notpad++ or excel.. in assets folder..

    <Row ss:AutoFitHeight="0">

    <Cell><Data ss:Type="String">weapon.combatshield</Data></Cell>

    <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/misc/combatshield</Data></Cell>

    <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/misc/combatshield</Data></Cell>

    <Cell ss:StyleID="s65"><Data ss:Type="String">ballistic</Data></Cell>

    <Cell ss:StyleID="s66"><Data ss:Type="Boolean">0</Data></Cell>

    <Cell ss:StyleID="s66"><Data ss:Type="Number">0</Data></Cell>

    <Cell ss:StyleID="s66"><Data ss:Type="Number">0</Data></Cell>

    <Cell ss:StyleID="s66"><Data ss:Type="Number">120</Data></Cell>

    correct that 120.. its probably 0 and this make ur shield starts at 0..

  15. Finished vanilla on normal iron will, this looks like a great mod, but.. are you shitting me? Small scout ceasan crew not just winning, they wiping the floor with my face! On easy! Repeatedly! They dont seem to be bothered by cover, and can shoot my sniper from beyond sniper rifle reach, using something pistol-looking. Also, bleeding killing everyone after pretty much 1 hit.

    P.S. Yes, I registered only to complain/

    Welcome to forum... ofcourse u can join only to complain but u will welcome to other topics, decitions, tests too..

    The file u need to look is aiprop.xml at assets folder.. you will see all the aliens acc point.. i didnt and wont try this mod because its very old and doesnt have any balance.. so i advise you to play XNT 6.0.. sadly its old too (as the game and CE version) but with some fixes its the best balanced one..

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