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Raywalker

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Everything posted by Raywalker

  1. blackwolf,I think I remember what you mean with the explosive particle effects in xnt. Was it with the plasma c4 where it had a special effect after explosion? I remember liking it when I saw it
  2. Thank you for the link It does look closer to the explosion that is special . Seems I will have a lot of reading involved now Can't do much now as the power is out, but I will give this modding concept a try.. I will credit everyone whose code and ideas I take a look at as this will be my first dive into this kind of stuff. Also mentioning photoshop I assume.. I have photoshop elements and maybe I can try edit the huge explosion spritesheets with the idea you gave and apply that to the singularity cannon. I am not sure, but I will have to see how things go. Thanks for the help. Maybe I will try this tomorrow when I hopefully have power.
  3. Thank you for the reply Is this on the XNT forums? And it does answer half of the problem thanks. Now if the singularity round was some contained black ball of doom or something I would be happier
  4. Sorry image didn't go through Found a link from googling, hopefully it links properly : media.moddb.com/images/games/1/13/12696/combat_explosive2.jpg
  5. Hi, Looking the picture added and at the particle effect sprite sheets I am wondering how viable is it to make the Singularity Cannon explosion more unique from the "Really big MAG round big explosion" effect? Is it possible to make an expanding and contracting explosion( as the explosion is controlled as I understand from the xenopedia and the fury auto-win combat screen) or something more unique like a dome explosion and make the projectile, until explosion, for it perhaps a spherical object. This is not a small order I can imagine as there will probably need a new spritesheet for the projectile and explosion also some recoding to get the desired effects in. *As a note, if there is something similar in X-Division, I apologize I haven't got around to downloading it yet . Or if it is in another mod, I would appreciate the link
  6. Noted, I will keep it in mind and if an update in the future happens in the future it will be on the my to-download list.
  7. Really does seem like most the elements are there if I looked. Thanks for the link Max_Caine, the drone package looks interesting and I think I will add it to my list of mods to download( blackberry download restrictions prevent it )
  8. True, apocalypse ended up being either all out brawl in real-time or a close quarter combat with poppers and "headcrabs" in buildings and space ships. Also agree, the psionics and computers can work, but for a race that can "phase" between time-space there needs to be some security procedures. Clearance codes or something officers, leaders and praetors have. This vital information could be put your mod's upcoming specialists . Maybe a use for the encryption could be for the quantum cryptology center. The large and higher level ufos requiring more advanced decryption algorithms to figure out its mission? Maybe having advanced tech tied to a level of alien base too. Example Outposts : low-level clearance codes Bases. : mid-level clearance codes Fortresses: high-level clearance codes Well that is how I think some form of encryption could be achieved even with translators although I wouldn't know where to begin.
  9. Seems the community is already on it And I won't be surprised if there is alien language decryption research to top it off And the revamped tech-tree I can imagine would be loads of work and balancing. Having the alien-tech boost would encourage high value capture, especially battleship/alien fortress praetor capture to push out advanced tech and add more plausibility to humanity figuring out how to shut-down galactic travel in 3 months. Well, Apocalypse did it, but they already had alien tech from 2 wars, androids and psionics to help them
  10. Hi, If someone has said this before I apologise. Thinking of X-COM Apocalypse there was an upgrade system that encouraged killing and especially capturing all alien types and their technology. Applying onto the ideas already in the game there could be things added that encourage engaging in all types of missions. Mechanical Unit Disassembly: An example could be the small, medium and large drone alien units being researched, perhaps even tying the androns to it, and when these units have been analysed an improvement to the emp grenade could be made. Psionic Units Capture: Seeing as anti-psionic armours and such are in the modding community, perhaps getting a live genetic sample of each psionic alien( psion,officer, leader and/ or praetor leader). Praetor Capture: Could be to unlock upgrades to the enclosed armours(predator and sentinel) with better bravery or improved resistance to their psionic shenanigans with the capture of a live Praetor. For a reason, the captured Praetor values life enough to betray its own kind and "link" with the suit to provide resistance. Sebillians Capture: Complete capture of all the species variants could yield an improved smoke grenade. Another potential research is a reduction in bleeding wounds occurring. Harridans Capture: Could result in a high-optic, narrow but long vision suit, I believe there is a mod that does something like this. Wraiths Capture: Not sure what to add with them, perhaps a weapon that has improved mitigation but comparatively low damage to counter the sub-dermal armour plates and to add further functionality to this weapon it could specialise in shredding alien armour. Ceasans Capture: Seeing as these aliens have such good eyesight a flashbang improvement could be developed. Complete Live Capture To rip off Apocalypse a bit and seeing as the player has gone through the process of live capture of all species an improvement to stun weapons could be added to account for the extensive knowledge of the alien invaders. I am sure it could be expanded and not without great effort and talent so I leave the idea to the talented I apologise I could not remember the various modders that have done work to this effect but I give credit to them where it is due.
  11. I am not sure if this has been mentioned before however when looking at the FTD mod, reading the novella crimson dagger and thinking on the operation endgame it got me thinking of another type of ground mission. Perhaps there could be a rare massive ufo that can only be shot down and present the player with an "alien base tileset" ufo ground combat. I would have little idea how that kind of battlescape could be created and how the crash site effect would be achieved. I am sure alien base assault objectives can be feasible as crimson dagger ended with a similar situation aboard a unknown ufo.( Crashed ufo, winding corridors and an alien equivalent reactor meltdown.) I haven't thought out all the details and it is just ideas floating around. If anything I hope I gave someone inspiration if it hasn't been mentioned before.
  12. Seems the missions are going to get interesting then. Having high value targets will encourage the player to leave alien bodies intact or renew the shock jockeys for live capture research. Once I get some data( on prepaid internet on a data stick). I will be sure to download your mod, and look forward to the assassins and saboteurs.
  13. Could work as the sustainability of no alien base assaults would be set to important places and only viable for late game to have "perfect defence" which shouldn't be an issue if the player gets to that point. Would be interesting if the aliens had special "demolition" experts in base defences who would be focused on damaging bases and perhaps adding a research topic like special explosives(like in xnt, gargol acid grenades) and the requirement would be something only the base assault explosive expert would have.
  14. I don't know about balance, but with that, the player then has the choice to either tank up defences and lose out on potential tech and money for automating the base defence which will be a drain on the player's economy. But if the player wishes to still do base defences they are free to do so by saving money and not spending on defences. And maybe to add an idea to complicate things, perhaps have a cool down on defence batteries(like a damage debuff or something)(again probably be a lot of work but putting the idea out there) to still have the player be a bit pro-active in shooting down ufo's.
  15. That's an idea, always bothered me a bit how the base assault ships could dodge a hyper-velocity MAG defence round, when a relatively slow MiG/Marauder Torpedo hits just fine
  16. Pity, would have added some smug satisfaction to the alien base assaults with the aliens dropping off small caesan/sebillian/andron "commando" teams instead of caesan/sebillian/andron death squads to wreck the base . Kind of makes defences moot to build then if it is all of nothing affairs with a coin toss. Seems money would be better spent on a garage, vehicles and soldiers if the aliens slip through. Thanks for the reply and enlightenment
  17. Hi, I am not sure if this has been asked before (and if it has a link would be much appreciated:)) but I have an issue with the on-hit miss indicator being show as #### after I update to 1.5.1 on Steam and soon after I added the community edition mod (RC .032) and various mods and run it through normal means. I wanted to ask which file would I need to look to replace the "####" with a "miss" when an miss value is rolled. If it cant be fixed easily I will just make use of the community edition .exe. The reason I ask was I wanted to see how the "miss" mechanic would work in a normal game, however if it is too much of an issue to quickly resolve then I am happy to play without it in the X:CE. Another thing I would like to ask is where to find the base battery defenses stats as I want to tweak it to be a bit more old school X-Com, where the basic missile turret has a 50% chance to hit, lasers 60%, plasma 66% and MAGs 75% and to reduce the damage to compensate for the increased accuracy as I have the worse luck with the defense batteries where they are all or nothing affairs (for example having 4 plasma batteries and all miss). I want the investment in defense batteries to feel more practical and to at least damage the crew a bit before an base attack mission. Anyway I hope I haven't made a complete noob of myself and any help or links would be appreciated:)
  18. Hi, I am a South African and I have a broad love for games and am really am enjoying Xenonauts. It is scratching the challenge itch, especially with mods and hope that one day I can find the patience to complete an Insanity/Ironman game. I send my greetings to the community and thank the creators, modders and all those that contribute to make Xenonauts a better game and hope to see things go from strength to strength.
  19. An update: It seems that the problem is indeed a bug as I have the problem happen in another month and with reloading a save where it isn't wiped seems to"fix" the issue so far. Besides random crashing, maintaining backup saves has helped circumvent the problems i have run into to
  20. When getting to the time period September 1981, the monthly report reads that i am something ridiculous like I am $200 million dollars in the red I saw in one of my bases (with no transport), had a transport maintenance of over $180 million:eek: I quit the game the save file was wiped I went to look at the save folder and there it sits at 0 KB. I would like to know if this is intended? If it is some sort of warning like i don't know a giant mothership is making its way towards earth and we have 1 or 2 months to mobilize or something. Otherwise if it is a bug,I can provide the latest backup save I made in case things went awry again. The Mods used I am currently using: Skitsos Sleek AI turn mod Skitsos Alternative Rank Insignia Jsleezy's Real Armors Compilation V1.08-1-1-08 Armoured Assault! Blood Lore+ Fire in the Hole Random Map Pack Arctic, Desert and Farm Khall's More Portraits NewCars And X:CE Balance Adjustments, Settings and Base Mod 0.32 RC2 Thank you for your time Veteran Ironman Latest Save.sav Veteran Ironman Latest Save.sav
  21. I stand corrected, may the RNG god look favorably upon the defenders of the earth
  22. I know with me terror missions are a bit more manageable with a vehicle( Area of Effect weapon load-out i.e. rockets or laser tech and up),machine gunners, shield carriers and snipers. Although I know there are times when things just don't go right. The vehicle is useful for scouting (especially night terror missions). I play the defensive hold the line" game until the map gets revealed. Spread my guys out to prevent any sneaky aliens from dropping a squad-wipe grenade and hope that the RNG gods are watching. The shield carriers are fairly durable to at least survive one round of shooting behind good cover if facing the right direction and machine gunners replace the deficiency in accuracy with bullets and suppression and snipers pick off guys you can shoot at. Also helps to bring extra ammo (or try your luck with alien tech which surprising shoots more accurate burst that single shot in CE 0.31), but once the map is revealed the fight gets A LOT easier. Sorry for the long post but I know this helped me get better grips with the game: http://sablewyvern.com/forum/vanillaforums-Garden-8225188/discussion/225/phils-xenonauts-tips/p1
  23. Thanks for the reply, Seems I need to accept the loss and move on. I am trying a new game, same settings and my save files are tiny by comparison. So I am not sure what is going on there. Anyway I hope that the report sent at least helps identify anything close to a bug as I am going to miss my $ 23 Million save.
  24. (Hi, this is my first post and I apologize if this doesn't follow procedure 100 % correctly and/or is too verbose) While playing game on Geoscape the game crashed to desktop. When attempting to load game again the game crashes to desktop with the following error: Problem signature: Problem Event Name: APPCRASH Application Name: xenonauts.exe Application Version: 0.0.0.0 Application Timestamp: 549098dd Fault Module Name: xenonauts.exe Fault Module Version: 0.0.0.0 Fault Module Timestamp: 549098dd Exception Code: c0000005 Exception Offset: 0021e3b5 OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 1033 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 I was playing Ironman Veteran difficulty, had most of upgrades, can not remember date although I was most likely in year 1981 or 1982 (so in all likelihood full late-game) and was using a fury to attack various UFOs including battleships, carriers and interceptor fighters when the opportunity presented itself. I noticed that before the game had crashed that the fury I sent to destroy a group of alien interceptors did not destroy all the fighters as there was one still flying around the general area and i did not receive any new alien UFO notifications. The game crashed soon after i saw this. Mods Used: Random Map Pack Arctic Collection, Random Map Pack Desert Style, Random Map Pack Farm Edition, Khall's More Portraits, Lore +, New Cars and the XCE Balance,Settings and Base Mod Thank you for your time and I hope that the information I have provided is adequate Aut.sav Aut.sav
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