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digital wisp

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  • Location
    Moscow
  • Occupation
    mathematics/data science/machine learning
  1. Is this mod alive? This sounded really awesome, but is any update coming so the mod gets rid of most obvious bugs and imbalances?
  2. Hello kabill. I am quite new to Xenonauts modding and have one question - if you update your mod while I'm doing my playthrough, will I be able to seamlessly integrate the new version and all its changes into the game?
  3. Thanks! BTW are your walkers available as a separate download?
  4. When I edited the medikit, I did modify those two files (all hail reverse-engineering!), but still had that strange effect.
  5. Hello folks and fellow modders! Wanted to ask you guys how to change some aspects of the game. Firstly, I want to reduce medkits' healing power from 50 to 25 / from 100 to 50. Tried doing that, but I end up with game showing up 25/50 'medkit ammo counter', like its 'clip' is not full which isn't a sign of good modding after all. How can I do this correctly? Secondly, it's strange that the same energy cells are used to power just a few pistol shots and lots of more powerful machinegun shots. When you upgrade from the ballistics, machinegun ammo doesn't weight much and you can literally have infinite ammo for your heavie. I want to draw 'heavy ammo' inventory/ground sprites for each weapon tech type and then somehow assign them to in-game weapons. How do I do that? Big thanks in advance.
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