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NuclearStudent

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Everything posted by NuclearStudent

  1. FYI, you can smash in windows by pushing "m", which will allow you to vault through them and shoot through them.
  2. I have no idea what's going wrong, but I can offer some solidarity as a fellow brother-in-having-annoying-persistent-coding-problems. PercentageWeaponsCosts might be entirely defunct. A lot of things are left hanging in the game files when the code backing them up is inaccessible. I recommend you go to sleep, do something else with your time, and wait for one of the experienced modders to show up. Don't waste any more of your own time.
  3. I guess before I go finish the tree, the weapon orders have to be decided. I have a suspicion that some of the weapon tiers should be pushed forwards or backwards. edit: goddammit there's a character limit on the allowed size of titles. Why is was that programmed. WHYYYYYY
  4. I want to be able to click on any research and see only the prerequisites needed.
  5. If you already have air dominance, just airstrike the battleships until you have decently experienced soldiers (at least Captain if you can afford the wait.) and plenty of MAG weapons. How did you avoid losing any continents? In my run I always tend to lose South America and Australia. What is your base setup?
  6. Officers aren't technically immune to gas, but their helmets give something like 50 chemical mitigation and gas grenades only do 40 chemical stun damage. Their armour does wear down if exposed to gas long enough, but it takes a while. i should have said "extremely resistant" rather than immune, as you can bag them by camping for ten turns outside a gas-filled UFO.
  7. EDIT: Never mind, I figured it out. I used some replace functions within Excel to generate the titles for all the researches and items.
  8. There's a button on the right that looks like a roof which turns all cover transparent. The game unfortunately does not explain that.
  9. It's going to take hours just to pull the trees together. I have real-life work to handle as well, but I'll post it the day I'm done.
  10. Drages, I have drafts of many of the entries (eg. describing SPEAR, ion, pulse, Neutron), but I haven't edited them for consistency. I'll be making a tree of the Research Tree to organize things out.
  11. The game gets terrifying once you realize that alien Officers are immune to gas. .
  12. It (should) actually be really simple. Find the background music that Xenonauts currently has. Name your replacement music the exact same as the Xenonauts music files. Make an empty .xml file (use an online converter to turn an empty notepad file into a .xml if you need to) with the title "modinfo.xml." Put the two files in a .zip file and put it in the mod folder. If Xenonauts supports sound mods, it will automatically load.
  13. Here, just for you. New soldiers start with around twice their ordinary accuracies.
  14. [ATTACH]6015[/ATTACH] INSTALL INSTRUCTIONS 1. Download the mod. The link is on the top of this screen. 2. Load up Xenonauts. 3. Click on "Modding Tools." 4. Click "Add New Mod" 5. Select the downloaded file. It should be a .zip file. If it is not you have not downloaded the right file and you should try again. 6. Select "Install Mod." 7. You will now now have Casual Mode installed. You can uninstall it via the Modding Tools. Casual Mode is coded entirely as a joke-any time anybody complains anywhere about how difficult Xenonauts is, I fully intend to link them over here. This mod changes the game settings to accelerate the game. Ground units have more health, Time Units, Accuracy, and everything else. While they aren't supersoldiers, they leave more leeway for mistakes. Various prices and penalties have been slightly reduced. For example, equipment transfer is entirely free and alien abduction sites have slightly reduced damage, giving inexperienced players more time to respond. Funding caps have been raised to unattainable levels, and ground missions now reward the player with even more money. The player also starts with a little extra cash to pad things out. To compensate for all this, the alien invasion escalates faster. All alien UFOs will accelerate the pace of the invasion every minute they are on the map. This is to compress the game and make it more fast paced. (Xenonauts 1.52) 1.0 Casual Mode.zip (Xenonauts 1.52) 1.0 Casual Mode.zip
  15. I guess I'm not doing hard programming, just changing and adding variables in an engine and game somebody else invented.
  16. I'm pretty sure everything that's going wrong is your fault, but I'll quickly program a mod to make the game a little easier for you.
  17. Well, he did actually play it months/years ago, but he probably never played it in depth for personal enjoyment.
  18. Thanks. I have no real programming experience, but I'm finding this surprisingly intuitive.
  19. If I directly add a new entry (eg. "Ultraworkshop" with an engineer capacity of 15), will it automatically give the building the properties I want? If you don't know I'll just run some tests.
  20. I don't enough to time to playtest X-Division and write for it at the same time. How do the SPEAR guns feel, look, and sound when you fire them? Do they feel/sound like big, heavy hitting ammo smashing into targets? Do they feel/sound like penetrating things that cut through your targets? Thanks.
  21. I meant base buildings, as in Workshops, Missile Batteries, and so on.
  22. Drages, how do the Alien Blood weapons act in game? There are no stats for the weapons.
  23. I'm working on the "Blood" entries. I plan to finish all the grenade entries within the next two hours.
  24. There is no decent tutorial on how to add new buildings in Xenonauts, as opposed to simply modifying buildings already in the game. My only options are help from you guys or tedious trial and error through various game files, and a half hour on trial and error has told me I shouldn't do it without help. EDIT: I should be clear that I want to add new base buildings, and not new submaps. I do understand that new submaps will need to be created for any new base buildings added for Base Attack GC.
  25. Can we have grenade launchers? With all these new and scary alien grenades, it would be cool to have some extra range to fight indirectly. I sounds possible to me to have grenades act as ammo. The actual projectile would be an exact copy of the grenade used. To save time, instead of seeing the weapon fire different grenades you would see a modified rocket launcher sprite fire a plume of grey smoke.
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