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Balabhadradas

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Everything posted by Balabhadradas

  1. Exactly, that's why I suggested you ask them for help, if they have time and are willing to do so. 2 heads, or in this case 4-6 heads, are better than one.
  2. Great. Sounds fantastic. On a point in regards to what Bradley is saying about more information. I would like to make a tentative suggestion. XNT mod website has a lengthy explanation of the technical details of their mod, along with stats and screenshots: http://www.goldhawkinteractive.com/forums/showthread.php/12088-X1-08-X-CE-0-25HF-XNT-Into-Darkness-Mod-V6-0-Hellgate I know this is difficult for you as English is not your first language, but if you collaborated with Tactical Dragon, Sentelin, Kabill and the rest of the team, perhaps they could help you to make a readme file .pdf or .doc that we could download for you mod. The document could contain an exhaustive list of the changes from XNT 6.0, what has been kept and what has been added, along with stats for the new weapons and armor and any other interesting details such as manufacturing details, research branch details, and so on. By yourself and because English is not your first language I can understand that this is way too much work, but with the help of te modding community, especially those who have experience, I think it would be possible. It is made easier also because the XNT already has a large amount of documentation, it simply needs to be compiled so it is relevant to your mod. This is only a suggestion, please don't think I am telling you how things should be done . Have fun modding, I look forward to the next update.
  3. Hello Drages. Perhaps you missed my question among all the posts but... Are the changes you mention here going to be implemented in ver 0.97 of X-division?
  4. That's great news, in fact your implementation sounds closer to the original. So you are saying that these new implementations mentioned above will be present in version 0.97? P.S What does this mean? -There wont be any ufo parts drop from GC missions, u will take the parts after core dissemble.
  5. Thank you for the explanation. It is a shame that you cant have expendable ammo as that was one of the thrills I enjoyed in the original, conservation of ammo and later selling overstock for profit mad a great tactical impact on the game play. Especially conservation of ammo, out in the field how much do you take with you? If you run out in the field with a soldier you have to make sure he is backed up by his friends, or that the has a spare 2nd weapon, or at least a grenade, and so on. So that is a shame, but I am happy to hear that you are considering breachable hulls. I am just curious. Further back someone said they played an earlier version of your mod with FiTH enabled and had no problems. I was wondering on what known issues are caused that people have noticed in the late game with your mod and FiTH enabled? Thanks again for the feedback, AAA tile managers could learn allot from your friendly customer support attitude. Good luck with the mod.
  6. That would be great if he agrees I would really appreciate it. A few posts back he said also that he was updating the version to 2.0. I hope this sees further development outside of the Xenophobia mod. Thanks for the offer of the upload.
  7. Link to mod on dropbox has been deleted. Please could you re-upload this? Thanks.
  8. Hi Drages. I installed your mod but I have not started playing the game yet as I wanted to clarify a few things first. Does fire in the hole work with this mod yet? If not does your mod impliment destructible UFO hulls? Also Xenonphobia does not work with your mod, that is clear, but they have deleted the file for the economy adjustment stand alone mod. Would you consider adding this as an optional extra in your mod? To bring back Economy restored? Thanks for your hard work. EDIT: I just tested Fire in the Hole! on a small scout ship. After searching ages to find where to breach the hull it worked flawlessly. The only issue is that the Breaching Charge is missing from the Xenopedia, a tool tip still shows on the item in the game though. This also may be due to the new XCE because even with X-division disabled there is no Xenopedia entry for the Breaching Charge.
  9. Hi there Chris. I am posting here as I am an old school gamer that is very interested in this project. I played UFO: Enemy Unknown and Terror from the deep and was delighted to see this remake in modern times. I just wanted to know if there was any news on the final release of the patch? Also whether this includes these two features from Xeonauts CE: 1. Be notified when your fighters are ready to fly another mission. 2. Cover information when moving lets you see from which directions your soldier would be protected. Thanks for any help that you can provide.
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