Jump to content

Maldekian Man

Members
  • Posts

    20
  • Joined

  • Last visited

Everything posted by Maldekian Man

  1. Thanks for your help. All the info is very useful but I'm modding a lot of things right now, even the sprites and it's just so much overwhelming work for one person. I've also tried editing that file and made something like this: <Props sightRange="18" nightRangeBonus="-10" suppressionMultiplier="0.5" noSmokeAccuracyPenalty="1" /> which is more like a test for now. After adding nightRangeBonus="-10" to the Sebillian race I haven't seen any crashes or anything like that BUT I have no idea if the chnage works. I've had too many clusters of those guys at night to see if their vision impairment is in effect. However, before I came up with this change I've noticed something EXTREMELY DISTURBING! What was it? The Aliens never seem to get any penalties for fighting during the night. I was on the farm map and there was a single Sebillian on the road in front of my men. He knelled down 17 squares away from them and opened up with some fairly accurate fire, pinning down one of them. The other had enough movement to run up in to view distance, which was approximately around 8 -10 squares and barely detected the bastard. It's absolutely insane that the player is at such a disadvantage and to make matters worse - all the aliens seems to know exactly where you are, thus easily detecting you as if they could see though walls. Is there some concealment mechanic I'm not aware of? Or some way to make the game more fair in this aspect?
  2. Thanks for the help but I figured it out now. I just had to start a new game and everything started working. It seems like you can't make the changes to fighters in the middle of the game. Now I have MIG with an autocannon and 2 missiles working perfectly. The only change I need to make now will be in the description.
  3. Ye, I see it: <VisualParams range="18" coneAngle="90" nightRangeBonus="0" /> Thanks for the help. I had no idea the vision range was so small and... the angle is literally something out of a nightmare. Most people have at least 130 degrees and just by looking around it can go over 190 degrees. Sadly not... but I wanted to add advanced laser research which would improve laser weaponry based on light frequency: RED>GREEN>INDIGO. I take it I'd have to go through that file in order to actually add the improved laser weapons via research? You wouldn't happen to know where is the view ranged for aliens would you Charon? Or some general file with all alien stats?
  4. I've been messing with the aircrafts file for quite some time now but each time I try to add an autocanon to the Mig31 everything "technically" works but somehow I just can't seem to do it right. Every time I try adding it, the game just keeps one missile slot empty (the other seems to work correctly) and the autocanon gets added but when I click on the empty spot for the missile... the game just crashes all of a sudden. What am I doing wrong? Do I need to start a new game or something to make it work? I'd appreciate any help, especially if someone can make a quick tutorial - just like the one which explains how to add new weapons.
  5. Does anybody know how to edit alien and human stats? I've been trying to look for the right file to alter the vision/view distance of Sabellians mainly due to their description: "They are relatively unintelligent and have weaker eyesight than human beings, giving them slower reactions and poor accuracy." Unfortunately they spot my soldiers very quickly and are capable of engaging them at longer distances and that doesn't make much sense given the description. What I would like to do is to: 1) Increase the view distance on all human and alien combatants to something more satisfying like 60 squares. 2) Adjust weapon ranges to create proper long distance combat (I know how to do this one). 3) And finally make the vision range in to a circle so that it would no longer be a cone. After giving the game some thought I came to the conclusion that XCOM and XCOM 2 did this to make combat less tedious and frustrating... you keep turning around all the time and this just wastes a lot of movement and significantly slows down the game. I think some slightly faster pacing would make it far more enjoyable. Does anyone know how can I implement these changes?
  6. Hmm I see how it's made. It seems I was looking at the wrong model of the UFO. The project looks interesting, but will the craft have any kind of hull around the walls or will they be making the actual UFO like in the first X-COM?
  7. Including the ship's exterior? Wouldn't it be possible to just make it transparent?
  8. That... doesn't seem to be the thing for hiding the exterior of a ship - as in the hull. Btw you can use "TAB" for changing it too I think. I mean the level that is.
  9. Alright I opened up the tool, but I have no idea how do I actually "look in to" the UFO to see what's inside. Right now it's like... I see the 2D model from the outside, but I can't peak in as if I had soldiers inside of it. How do I get the roof out of the way?
  10. I would like to check out this mod in more detail, but I haven't gotten a hang of all the tools yet. If you could tell me how could I open everything up and take a closer look at all the UFO's and their interiors I'm pretty sure I could come up with something. Right now I think most of the craft need some kind of human containment units with people trapped in stasis.
  11. Hey SoulFilcher. Will you be suing some kind of custom artwork for this? I wanted to try out this mod when it's done, but what I'd really like to see is some more stuff in those rather empty UFO's. Like extra seats and monitors and such. Oh and will they be more destructible? I wanted to pretty much blow up a part of the exterior with the tank cannon and just swarm the craft from multiple sides.
  12. I hate to bump this, but I made a little prototype out of an already existing prop which was perfect since it's already got a all of the angles and everything: But how do I get it in to the game as a properly working unit? Especially since it should have 2 fire modes A) Main Gun B) MG. Or would anyone be able to get in in to their game and test just this one sprite to see if it will need resizing or anything?
  13. What if the tank was stationary and could only turn like a turret?
  14. That's what I was thinking. Xenonauts have a quick response team equipped with the most technologically advanced weapons. Obviously they can not fly around with a MBT in the Chinook or have it hooked up to the helicopter because it would be far too dangerous and time consuming. That's why they need those light vehicles and the military can deploy their own more massive hardware. I want to add both normal soldiers and their vehicles to UFO terror missions and UFO landings. Furthermore I need the black edges around the cities gone. Instead they need to be replaced by stationary soldiers hiding behind sandbags along with tanks. They shouldn't even move anywhere just sit in one place and open fire at any hostile extraterrestrial as soon as it's in their field of vision.
  15. Would anyone be able to make a few tank models/sprites for me? The mod I'm making will try to simulate an actual invasion and I can't have the military just sit around while the "all powerful Xenonauts" single-handedly save the world. Repelling an invasion of malevolent and more technologically advanced extraterrestrials has to be a team effort where the Xenonauts are the tip of the spear and the military is the last line of defense. To be more specific I need 3 main battle tanks: One of Soviet design - the T80B One of American design - the M1 Abrams (the original and not the M1A1 or M1A2 variant) One of European design - the Leopard 2 (might as well be the 2A1 since they are nearly identical) All of these MBT's went in to service around 1979/1980 so it would make perfect sense to see them in action during Terror missions for example. Problem is I would like the models to have the same kind of art style (while still having realistic proportions) as the vehicles that you can produce - only with a more military like green military color (or gray). Just like in this example: I'm not very good at creating 3D models but I'm pretty sure someone has done this before and I'd appreciate the help.
  16. Thank you! I've done a bit of tinkering and testing and I'm now able to fully resume my work. I've also discovered that you can keep the ratio and go from 2x2 = 204x204 to 2x2 = 170x170 and adjust the size of a weapon that way as well. It will still have the right proportions. I check out your XMC mod aajs, but not entirely. There are just so many things in it I'm having a hard time wrapping my head around it. Right now I just want to make a mod which will actually focus on making this conflict in to an actual war. I want to base this on some of my personal experiences and knowledge of extraterrestrials in this "alternative universe setting".
  17. I said the standard size does not work. The image is still "searched" because the game forces the weapon to be in a certain size. I don't want the pistol to look big and stretched in a 200x132 size. I made the weapon smaller to actually "make" it look small compared to a rifle. Ah... damn... I'll make this short. How do I change the space a weapon takes up in the inventory? I need a 2x2 size for guns, a 3x2 size for carbines, 4x2 for rifles and finally a 5x2 size for large weapons (sniper rifles, heavy weapons etc.). Yes! Thank you! What value do I need to change? In other words what is responsible for the inventory size?
  18. Well the size is actually the problem like I mentioned. I need to change the size of the weapon, but the game itself "stretches my image" no matter what size it is. In order to get rid of the problem I would have to set the image to a: 204 x 204 size and set the inventory size of the gun to 2x2. How do I set the inventory size of a weapon to 2x2? Right now it's 3x2.
  19. So I wanted to implement a few new weapons in to Xenonauts and I edited some of the unused stuff to look a lot more proper while adding magazines to the weapons like this SVD: since I also want to make the ballistic weapons more varied yet I seem to be having a problem with pistols. When ever I add this Colt: in to the game it comes out deformed after I put it in to the inventory. It looks fine in the weapon selection menu and changes the moment you drag it in to the inventory of one of your troopers. I have absolutely no idea why is it happening. I want to specifically make guns looks a lot smaller and take up less space (around 2x2 instead of 3x3 - still haven't gotten to that part). Could someone tell me what am I doing wrong? And yes if you are curious I did try using the standard image size for the handguns but it came out "enlarged" instead of being small as it is now. Instead I used the same image size that rifles have. You see I'm trying to make certain visual improvements based on weapon size. This is generally what I'm aiming for:
×
×
  • Create New...