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Posts posted by Axiomatic
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There is no news in the Steam about August update.
I think it would also be interesting for other users
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Hi.
You should edit xml files in "ufocontents" folder.
Or trying mod Crew diversity
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Link is ok
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On 8/31/2018 at 7:39 PM, DarkAngel_22 said:
wher do i add the file? (nevermind i just fuckt up i fixt it)
Just unzip and copy ccontent to mod folder, for example
C:\Program Files\Steam\steamapps\common\Xenonauts\assets\mods
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Hello all.
Can anyone comment on these parameters? Never faced such behavior, how exactly does it work?
<ufoProtectionDistance comment="This is the maximum distance until the AI is protecting crashed UFOs." value="2000"/>
<ufoProtectionChanceLimit comment="This is the limit of the protection mission launch." value="1000"/>
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On 6/4/2018 at 1:38 AM, Solver said:
It's now possible to specify alien sight range per alien rank. If rank sight range isn't specified, the race range is used instead.
Could you please give more information for this?
On 6/4/2018 at 1:38 AM, Solver said:Fixed escort chances for UFO missions in the AM_*.xml files. Only mods with more complicated AM_ files were affected, so this is not a base game change.
AM_*.xml files exact the same as in 0.34.3 version. Where is the error?
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It is impossible.
Only dismiss at one base (will be better to do it just before the end of month, to not pay the salary for the next month) and hire on another base (at start of the month).
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14 hours ago, Charon said:
EDIT: I think it is Addis Abeba.
Yes, you're right. And it is a capital of EThiopia
I'll fix it with next update
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I did not set the task to supplement the map of a large number of cities. I had 3 goals:
1. Fill in the blanks on the map that are sufficiently populated (for example, Denver, Manaus)
2. Add cities on the outskirts, for the need for greater coverage (Petropavlovsk-Kamchatsky, Punto-Arenas)
3. Add important details (Pyongyang near Seoul)
To make a more or less realistic correspondence between the population of different countries, you need to add a significantly larger number of cities, maybe about a hundred. But it will take a lot of time. And I don’t think that it is so much important for gameplay.
Rodmar18 has its own opinion on this issue and now engaged in improving the location of existing cities as well as adding new ones. Perhaps, his addition will more appropriate.
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14 hours ago, Charon said:
Im having my eye on this to get integrated into X-Division.
Of course
13 hours ago, Charon said:- As far as i know vietnam was in the middle of war, with the northern part being soviet influenced
- half of europe has more soviet structures than town ones ( the east )
- South America could use some sprinkles of soviet tilesets
- Afrika and the rest: dunno
- EDIT: Yeh, China was definitely mores soviet than displayed.
1. Vietnam is a tropical country with average temperature 22-25 C. Because this, cold soviet tileset isn't suitable for it.
2. Agree, will do
3. Agree, only the most southern and mountain areas, will do
4. I think before about Cuba, but not done for the same reason as Vietnam.
5. Agree. Planned before to do it for Tibet. it makes sense to add also northern regions.
I think, not necessary to strive for 50/50 balance.
This is unattainable without a strong discrepancy between the climate and the political situation at that time.
In addition, the relative rarity of the Soviet tileset, like to the use of spices, gives the game a new flavour.
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I think so and did some tweaks:
or
https://steamcommunity.com/sharedfiles/filedetails/?id=1379877735
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Download and install archive to
c:\Program Files\Steam\steamapps\common\Xenonauts\assets\mods
Or just overwrite file to any you want
c:\Program Files\Steam\steamapps\common\Xenonauts\assets\mods\No click sound\sound\click.ogg
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On 5/12/2018 at 5:33 PM, RustyNayle said:
Can you please upload this to the Steam workshop?
Download file and copy to path:
c:\Program Files\Steam\steamapps\common\Xenonauts\assets\mods
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On 5/12/2018 at 5:31 PM, RustyNayle said:
Can you please upload this to the Steam workshop?
Very similar mod: https://steamcommunity.com/sharedfiles/filedetails/?id=561448390
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On 5/12/2018 at 5:39 PM, RustyNayle said:
Can you please upload this to the Steam workshop?
It's already included in X:CE version, no need separate mod
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Version 1.1.
Fixed minor color dismatch (this was the reason for choosing the wrong tileset)
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This mod revised the climatic zones on the global map, making the terrain (tileset) in tactical battles more appropriate to the geographic location.
Overview of major changes:
1. Mod reduces the chance of tactical mission on industrial tileset for sparsely populated areas such as deserts, jungles, taiga (without mod chance of industrial map usually 50%).
2. In general, different climatic zones now have smooth borders.
3. North America. Added big forest areas in Canada. Partially spread arctic and tundra zones to the British Columbia (Canada). Extended the desert area to Nevada, Utah and Colorado, and removed it from Arkansas. Replaced swamps in Alabama, Tennessee, North and South Carolina, Georgia and Florida on farms and tropical. Partially replaced the tropical zone in the South Mexico on the desert.
4. South America. Added the Atacama Desert in Peru. Added tundra zone of the Andes (Chile) and southern Argentina. Added farms instead of tropics on North West coast and a little in the basins of Amazon and Orinoco. Changed location of tropics and swamps in the Central part of the continent.
5. Africa. In the Sahara Desert greatly reduced the likelihood of industrial and Middle East tilesets, fights will mostly take place in the desert (which is logical). Farms in the Kalahari Desert (?!) was replaced by a desert one. Added some swamps in the Congo area. The Nile delta now has a farm tileset :).
6. Australia and Oceania. Farm zone in Central Australia replaced by desert. A marshy area in New Zealand and East of Australia replaced by farms and tropics. Added tropical to the South East and North of Australia. Increased the chances of generating tropics and swamps in South East Asia.
7. Eurasia. Significantly increased the forest area in the Siberian taiga. The cold regions of Tibet and the Alps now have a tundra tileset. Increased the chances of industrial zone in Japan and Eastern India. In Saudi Arabia, there is a possibility of desert maps (in addition to Middle East). Expanded the Middle Eastern zone to India (instead of tropics and swamps), Uzbekistan, South of Spain, the Red Sea coast.
Installation:
1. Download and install
- Xenonauts: Community Edition (https://www.goldhawkinteractive.com/forums/index.php?/forum/23-xce-release-announcements)
- Tropical and Swamp Tileset (https://steamcommunity.com/sharedfiles/filedetails/?id=773696345, also included in X:CE pack)
- Khall's Tundra Tileset (https://steamcommunity.com/sharedfiles/filedetails/?id=338412029, also included in X:CE pack)
2. Download and install this mod. Place it on mod list higher than “Tropical and Swamp Tileset” and “Khall's Tundra Tileset”.Download link:
Changelog:
1.1. - Fixed minor color dismatch (this was the reason for choosing the wrong tileset)Note:
The game stores information about climate zones in two maps at once, variant 1 and 2. When generating a tactical mission, tileset selected according to the color of the point on the map (variant of map selected randomly).This mod should be compatible almost with any other mods.
Your comments are welcome.
I also recommend mod "Geographic addition" (https://steamcommunity.com/sharedfiles/filedetails/?id=705553557) or
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Hello all.
Roadmar18, I'll be glad if my mod will be further developed.
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Hello all
Is it possible to change in tactical game to debug mode with open map, all alien, its roles and behavior visible?
Updated: Never mind, I found it
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Open file buildings.xml in Excel and edit strings "Workshop" and "NanotechWorkshop" in columns "WorkshopSpace" and "SetManufactureEfficiency" as you want
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If it be useful to anyone, I tweaked building.xml from this mod.
I think, in this version mod is more balanced.
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On 24.04.2017 at 5:30 AM, Blue9080 said:
Does anyone have a copy of this mod?
It's been removed from Steam Workshop and looks like man of doge is no longer active. I love how this tweaks the economy and logistics of base building!
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[X:CE 0.31+] Building and Salaries Overhaul
in Completed Game Mods
Posted
Building and Salaries Overhaul.zip