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Rodmar18

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Everything posted by Rodmar18

  1. Thank you very much ! (I knew I hadn't to pay for this) After having read llunak's post, am I right when I say that the MODMERGEATTRIBUTE="name" command you don't explain is optional in your example, and only there to take good habits, because the name attribute is used by default to choose what line to merge?
  2. Hello, It looks like the label 'GoToBase', which is given the value "Go to base" in strings.xml, is used on buttons in two different situations. To open the base UI. (e.g. unlockedresearches.lua) To center the Geoscape on a newly detected alien base. (alienbase.lua) Though I understand that "go to" is correct in both case in English, perhaps in other languages, the translation is uneasy. I'd suggest to have another label when an alien base is discovered, like we have 'ShowCity' and 'ShowUFO' labels (e.g. "Centre on Base - Time = 5 secs").
  3. Hello, I'm stuck with a minor concern that could perhaps be solved in next X:CE version (even if due to vanilla game). It looks like (but I'm not sure) that some character strings don't come from the strings.xml file as they should (if I'm not mistaken, that is). I suspect this because I can't find why I keep getting them not translated in my localized version (0.34.1). I'm not speaking about text in pictures such as the 'Suppressed!' icon and the 'End Turn' button (though it would be nice if a solution could be found, better than asking translators to play with their preferred picture editor). It's about words that appear in message boxes. Each time when a transport reaches a spotted alien base, I get this message: "(Named transport) has reached Alien Base". ('Alien Base' is in English every thing else is in French). According to strings.xml, it should be a value in GCBeginConfirm label. I'm pretty sure it's not caused by a localized string that would be too long, because I translated all the 'Alien Base' (in strings.xml) as either 'Enclave ET', 'Base ET', or 'Forteresse ET', which are no longer than their English xce.balance version ('Alien Outpost', 'Alien Base', and 'Alien Fortress'). Moreover, Geoscape locations and targeting menus are correctly localized. Or could this be a problem with xce.balance which changed the value of AlienBase.Small/Medium/Large? (Next base, I set them all to 'Base ET', and see). I also keep having one 'HP' (Hit Point) display in some box, but I took less attention to the context. Again, all the occurrences in strings.xml have been translated by 'PV', and all base management and inventory UI are correctly localized. Do you think that the correct string is not passed on the display script? Despite my poor indications, I hope case 1 might help you tracking down case 2.
  4. Wouldn't first generation of MAG weapons rather accelerate single thin, light, alien material slugs (it's better to gain in speed than in mass)? Speed and profile would ensure range, precision, and amour penetration, and lightness would cause damage to soft targets (like 5.56 mm and dum-dum). Along with the MAG tech, there could be a special explosive ammo against robotic units for sniper rifles (the counterpart of this would be a high invulnerability to some damage types): a kind of heavier penetrator with an EMP payload (the role of the penetrator is not necessarily to pierce the armour, only to be stuck in it). This projectile is too heavy to be fired by the usual sniper/anti-material rifle, but (second generation) MAG tech version of sniper rifle is able to fire two different ammos. I'm not sure about the benefit of firing high-speed, solid, hot bullets, except for incendiary purpose. The main energy deposited through that mean should still be of kinetic form, imho. Another X-COM game uses plasma-encased bullets, that have same properties as ballistic bullets (armour penetration included), except that the minute plasma drop is applied directly in the wound, bypassing any anti-energy/thermal protection: damage is increased and changed to energy type, but that's too much a miniaturized tech for the Xenonauts' setting, I think. As for the shotgun's point, it's the same as for other weapons, in particular the LMG. What's the purpose of a short-range assault rifle? To fire fast, to be lethal at point blank (if aimed at a vital spot, or if no medical care follows), to "allow" for friendly fire at short/medium range (in a rather crowded room/street) and minimize risk for fatal stray shots, to suppress in quite a large area (as compared to a pistol), to minimize damage to environment (fuel tanks), to still get a chance of hitting (several) foe(s) with no aiming, to neutralize unarmoured foes and capture them alive. An added usefulness could be to cripple an armour if armour mitigation and deterioration was not a fraction of total damage received (i.e. in the case armour deteriorates faster with several impacts rather than with one, but I don't know). Per design, as to say, accuracy, range, damage per impact, and stopping power are poor. Why then upgrade those weapons? Because enemies get more tough (more resilient, better armoured, less vulnerable to suppression, resistant to that damage type). If your own troops get more tough in turn, the only drawback in increasing the damage per impact or change the damage type is an increased chance to kill nearby civilians. Technically, laser carbines could use scattering or fast mobile mirrors & lenses to split and redirect, or strafe a single original beam, or emit several shorter-duration beams in the same time, in order to harm/blind/scare in a quite wide cone. The same should work with plasma and MAG carbines. The potential lethality/accuracy of those technologies would be trimmed down to meet the shotgun concept's requirements.
  5. The variety of missions is one thing, and the interest of a given mission another one, that depends as well on how the Alien AI can adapt its behaviour. Is it possible to switch between behaviours according to timers or conditions (the player overcame the entry guard and breached the UFO, the scheduled number of civilians were slain/abducted)? As for sabotaging the UFO's engines or power sources (or anti-grav generator), this would cause Aliens to become hyper-aggressive. Another possibility, even in case all the crew is wiped out, is that any undamaged UFO could (or would have a chance of) take off per automated procedures and follows a programmed flight course up to orbital stations (although it would defend far less well against interceptors on its way back). This would add to the necessity to split the team, one sub-objective being to keep the UFO grounded. Abandoning (or fulfilling) a mission when the UFO had crashed and wasn't captured would result in a bombing run by allied air forces for the same added benefits as if this had been decided first hand (instead of sending troops), but there would be a chance that the Alien anticipated this and ran far from the UFO (and through any surviving cordon of local forces). This would generate an instant (less than an hour delay) mission with a lander coming down to the same location to retrieve the Alien survivors. The condition for this would be the presence of valuable troops (elites, leaders, wraiths?). Another idea discussed here is civilian abduction. The mission could begin with some civilians already in the UFO's hold. Then, we need a mechanism so that civilians would move toward and inside the UFO instead of toward the Xenonauts, and this without any mind control help (only the threat of a plasma gun). Civilians could be changed into Captive civilians (the same way a Civilian is zombified?) who would have a coward alien AI (fleeing to the inside of the UFO), but only as long as they are under the threat of two or more armed Aliens (there would be guards in the hold). If the abductors are killed, the Captives return to normal Civilians in the other turn (being crouched for a full turn; the "capture" process could take a full turn as well).
  6. Damage types are different (there lacks a damage type in Xenonauts-1, by the way, as it's not clear whether "incendiary" type stands for thermal (where there is "energy" type already) or blast (explosive), or both!), and if armors are different (not the same ratings whatever the type of damage, as in first game), it's half won. I remember original X-COM's robots being vulnerable to lasers until end of game (their frontal visor, precisely). Directional armor (used by vehicles) could be generalized to individuals, not necessarily because they are different (though anti-shrapnel vests should protect less from side attacks), but mainly because of the armour deterioration mechanism. It's strange when a hail of shots from the front cripples the back armour plate! The idea of overlapping technology lifetimes is interesting. In Xenonauts-1, this occurs only because lighter weapons cost less than heavier weapons, and they get obsolete faster. So, ballistic sniper rifles and LMGs can be used for month (up to six, perhaps). It could occur for other reasons (than cost and armour vulnerability). For example, let's look again at a vehicle turret: Tier 1 is a highly imprecise, long range, ballistic machine gun, those primary function is to suppress anyone caught in the cone of fire. Tier 2 could be a single shot laser, especially suited to destroy static targets (i.e. "explosive damage" in a very small area of effect, not a Xeno-1 rocket-like explosion), with very long range but quite low suppression damage. Tier 3 could be a mid-range plasma caster, with a fairly wide area of effect, that would act like a flame-thrower or the current explosive plasma ball, with no explosive power, only thermal or energy. Plus the long range and imprecise rockets (explosive/kinetic/energy). Tier 4 would renew with the machine gun concept for higher precision, lesser dispersion and greater damage (suppression power shouldn't be very much greater however, as compared to a plasma splashing ball, except if the rain of needles is quite narrow right on the target, and that could mean a lesser radius than ballistic, or a greater number of projectiles per volley). As you see, there are plenty ways to both have some diversity at a given invasion stage, and the feeling of smoothly (not step by step) increasing owns fire power.
  7. After undoing my bad actions, the logfile is the same except that there is no more any xcebalance MOD ERROR. At least, I'm not directly responsible for the last MOD ERROR. I'll try to see why the "Projetiles Overhaul" mod generates an error by comparing the merging syntax used by other mods. About the third line in the logfile (##### : Missing string for label 'alienbase.medium'), xcebalance should be the last mod to define it in strings.xml (well, it's 'AlienBase.Medium'), so why is it missing? Or another higher priority mod breaks the Excel spreadsheet? 'airplane.human.base' appears in aircrafts.xml. Is a value expected in strings.xml? The save I provided in my fourth message is a Geoscape save, and I used it several times in the last hours to change the map generated when entering the ground mission, or after having modified the Hunter car.
  8. Still using Steam (Wine) on Linux, here are my few results: Thankfully, Steam lets me manually run Xenonauts_gc_editor.exe, and from within the ground mission, Ctrl+Q works and reveal the map. I find a Landing Ship with enhanced crash site, sometimes with a lateral hole (due to a mod). Hitting "u/U" has no effect or I don't see it. I then used a modified Hunter car to breach and investigate the UFO during the first turn. On the lower deck, most/all props are intact, and no corpse are to be seen (only a few damaged tiles). I can't move the Hunter on the upper deck but I don't see any purple blood stain (you usually see when a map is revealed and not in LOS). There seems to be virtually nobody here and that would explain why the mission is won. If I kill one civilian, the same debriefing screen immediately appears (only difference is that civilian rating is worst): no need to hit End Turn. As a side note, one soldier get a Service Medal for active participation to missions. Until now, I thought that "active" means shooting at or killing Aliens, because the actual number of missions is greater than 10/20/30 on the day when the medal is granted. Here, the guy hasn't even moved. Isn't the game tricked another time by this 0-alien mission? I don't know why I should use Alt+Tab, and anyways, Steam doesn't let me use it as it should be (I can't exit the game, though usually, Alt+Tab works when no Steam app is running). But I did find a log file in my Wine directory. I don't know if this th one you want but I would be interested if I were taught what each line means. The two MOD ERROR should be my fault as I touched or added both files. I revert to original ones and see if something changes. logfile.txt
  9. Thank you both for your help. I'm ready to cooperate In the next (Crash #81) mission in Australia, I'm fighting Caesan Warriors, Wraith Warriors and Officer, Medium and Light Drones (so far), and seeing a crashed Carrier. Also, I just had another look at the "UFO and crew diversity" info pdf and original Carriers have chances to be replaced by Landing Ships, depending on the mission type and the ticker, but I don't know yet how the process is done and if the replacement is a "brutal" data superseding, or is done before the mission (and ship and crew) is generated. I'll look at this with Charon's insight. Charon, I try something and return. You didn't ask, but if we are getting down to testing this, please find below the Geoscape save, in case it has some information (the case is Crash Site #80). 800327-E.sav
  10. Thank you for the hint. I will look more closely to those mods. I just believed that in the case they'd touched the same assets, the priority rule was logical and without any consequence. I will put all things on the table, up to merging all the mods if needed (and if I manage to). This doesn't explain why this one occurrence in dozen of missions, however. Perhaps a rare side effect. "Tweaks" are indeed minor, personal adjustments in config .xml and gameconfig.xml, such as chances for female soldiers, enabling Xeno overkilled, twice as difficult ranking, alien bases discovery chances, lesser min fuel to launch, reveal all tiles after 30 turns (from 20), LOS angle 100... Nothing that should reasonably interfere with mission generation, even if a bad copied and pasted data could always cause problems (I just copied selected existing lines and changed the value fields, but I'm not even sure if the changes are active without starting a new game).
  11. I don't understand. Geoscape info about Crash Site #80 is a medium size UFO ($45,000 worth if bombed) in countryside setting, and debriefing screen tells about Landing Ship Datacore and Alien Reactor, whereas Crash site #81 is a massive size ($60,000 worth) in industrial setting (this one is for my Alpha team). The latter is a Carrier. Saved game is perhaps corrupted. Would you want to peer at the Geoscape save, a few minutes before the landing, when the two crash sites have already been generated? As for the chance of occurrence of a having a 4 member-crew be wiped out in the crash, you are right with unmodded X:CE, but the chance drops to 1/1000 (=(0.33x0.33 + 0.66x0.10)^4) with the UFO and crew diversity v1.4.1 mod. Anyways, this doesn't explain why there is no corpse nor weapon to be retrieved, except if this is the minor bug you refer to, or if they all were destroyed in the 5-radius explosion of the power core?
  12. A few thoughts about the subject. Do the events related in the Crimson Dagger novel become obsolete in the Xenonauts-2 setting? Is the atmospheric refitting of the alien fleet still an explanation for the staged, gradual invasion? Although a strong explanation, on behalf of the need for any concealed operation, why an advanced civilization would need months to land on a medium gravity, atmospheric planet? Especially when the greater ship are equipped with anti-grav generators. Perhaps our atmosphere detonates in presence of alenium? How to discuss about what will happen to Earth (subjugation/alliance, brute mining colony, terraformed (new world) colony, genetic herding, ...) without knowing of how the different alien species came to work together? In Xenonauts-1, the Praetor species enslaved the others and got the best of them, but we don't know of their worlds' fate. Why in Xenonauts-1, the Xenonauts don't share their technology with all the other governments? In my game, I just have the military equipped with laser rifles and LMG (I don't recall if it's thanks to a mod or not), and I witnessed two Wraith warriors teleporting successively in a cluttered barrack with three 20-HP soldiers: only survivor was a soldier. The same could work with upgraded aircraft. This would make Xeno an important part of the planetary defence (and more so in the research and intelligence fields), but not the only one part. Is the staged invasion concept the only one possible (for both the learning curve and sustained interest of the game)? I didn't play the Fireaxis game but if changes are ever to be made, I like the idea of a small, nested resistance movement against an overwhelming invasion force, with a feeling of a desperate and already loosed war, that we don't feel in Xenonauts-1. Likewise, the first encounters could well have elite (overwhelming) units, it's simply that the wise player wouldn't try interfere with them (after initial failure?). Think of past partisan/resistance movements: they wouldn't attack a fortified base, only ambush a light convoy or the like, that I call opportunity actions. As for the way missions would be generated, this would imply several differences as compared to Xenonauts-1. Once covert operations are unveiled and brutal fights break out between the two factions, the Xeno organization wouldn't be held responsible for any unmatched alien attack, as they would be the "norm" and Xenonauts' agenda wouldn't be to save life at all costs (in the early stages). The minor events that alien missions generate on the Geoscape would be generalized and amplified to greater scales, such as terrorizing cities (and the subsequent nuking/bomb carpeting). Xeno's HQ would have to select the few missions in this apocalyptic setting, they have a chance to win, and let the others to the other Terran agencies/military. Then, Xenonauts missions would fall in two categories: Defence of attacked Xeno / allied assets. These would be the one damaging Xeno's reputation/capacity in case of defeat. They would correspond to current Terror and Base Attack missions. Loosing an asset would hit the income/production/research/recruiting efficiency. Opportunity resistance actions picked up from a list of available, en-cours missions. This would resemble the random mission some want, due to the number of them once the war rages. The greater the danger, the more reward you get, but the system could be more subtle (unexpectedly high or disappointing reward, for a logical reason). Basically, Xeno's HQ would select those locations where the Alien pressure is lesser (for whatever reason: fringe action on a greater front, covert action, isolated crash site), where a squad alone would have significant success chances. Missions after missions, research after research, the Organization would start to conduct air interceptions, and more important ground missions. It will always be the spear head of the planetary resistance but the day-to-day war would be conducted by the allied military (both air and ground combat). The player would be responsible for the general upgrading of these forces. If the game is to be ended like in Xenonauts-1, the air supremacy against the invasion fleet would be achieved by hundreds of upgraded 80s aircraft with hybrid armament, a fleet the player wouldn't have to manage of course. The same with retaking whole regions: besides covert/intelligence actions, Xeno would only deal with Alien Bases (and major human felon assets), and Terran ground forces would do the menial task. I believe that in dire situations, Humanity could act the same as all the nations did in WW2: putting young inexperienced pilots in flying bombs and flinging them in mass at their targets. This could work as long as planes can be replaced at the same rate they are lost, doesn't it? That I can't explain though, is how a troop transport could reach at a distant location, if air supremacy is not achieved and the invasion is already at full scale...
  13. There's a mod out of there ("Furies, Terrors, Dreadnoughts Oh My") that introduces new UFOs the Marauders can't shoot down, so that in the end game, you get the choice: intercept (with the new Furies) and loose any spoil (like with a Strike Cruiser), or let it land, terrorize a city and get a mission. Xenonauts-2 could take inspiration from this mod, somehow.
  14. Don't forget however that Halo technology is perhaps ahead of the Xeno technology, how genius our chief scientist might be. So much for advanced targeting and guiding systems. Lasers may be harmful in two ways, as far as I learned: a thermal effect that burns through armour and flesh for a piercing result (or a cutting result if target or weapon are moving, and energy is enough), and a concussive effect that peels off the surface material, and eventually sends forth a shock wave in the material (up to causing cavity wounds?). The former is mostly dealt by continuous beam lasers (energy can be absorbed by armour and transferred to nearby tissues), the latter by pulsed lasers (deposited energy can't be evacuated so fast, and matter is vaporized, leading to a pressure wave). For all the reasons on the above messages, I'd be for an easier aim, and not for a 100% (range) hit chance. Again, I'm not sure if Xeno technology can provide auto-stabilizing, target-following aiming system. I think that the main question here is the weapon tier paradigm used by Xenonauts. Currently, as explained in the Xenopaedia articles, Xeno weapons are precisely designed so that soldiers aren't perturbed when upgrading their armament. This even translates in downgrading some new technology assets. As a result, different tier weapons differ only in term of visuals, damage power, damage type, weight, and suppression effect (except for rockets). Other characteristics such as range, ammo capacity, ease of use (UT), encumbrance, area of effect (sometimes), etc, are left unchanged for the soldier to not be annoyed. This deprives the player of an added diversity such as longer range / better accuracy lasers (if powerful enough, that is) and impressive (suppressive) plasma balls, and introduces some weird effects (imho) such as large area explosive (pulsed) lasers, rockets doing incendiary (blast) damage where smaller hand grenades do kinetic (frag) / energy damage, and wondrous micro bullet-like plasma bolts when Humanity is still striving with plasma technology. You see what I mean when you examine the different vehicle weapons tiers: rocket = pulsed laser = plasma bolt = rail gun projectile.
  15. Hello, considering the added or vanilla environmental sounds, it would be great if both conditions and priorities were attached to each such environmental sound. I play Xeno-1 with Ambient Sounds mod and it's very addictive. However, sometimes it gets weird when you hear shooting or animal screaming when the only surviving Aliens are entrenched in their ship, or all civilians are dead (or absent!). Granted, there could be a distant, maddened civilian using his pistol out of fear, but no animal would scream for no reason. Suggestion: Each environmental sound is qualified by a priority number so that it's played more or less than different priority sounds, according to the map theme. (Perhaps, it's already the case in the Ambient Sounds mod) Each environmental sound is qualified by zero to two (?) conditions that allow or prevent it to be played (or change its priority number), such as: IsCivilianLeft, IsAlienOutsideUfo, IsUfoCrashed, IsAlienAggressive, IsPopulationSparse, IsPsionLeft, etc. This way, the very sound ambience of the map would change the more the map is cleaned.
  16. Another idea in the line of VIP Rescue missions is that of small-scale terror sites such as rescue a crash landed airliner, rescue a wrecked ferry on a desert and isolated coastline, rescue a besieged military facility or a lab... They would provide new map themes on top of the usual Xeno-1 "UFO Landed" maps. They would be quite the same as some of those Xeno-1 maps, where bases, labs or workshops are featured, except there wouldn't be any UFO to be retrieved, and the map theme would be more detailed (featuring a large ship, a large plane, a large facility with bunker). An added victory condition would be to abandon the mission with (say) 80% of non-Xeno surviving people in the evac zone (a larger zone than the transport itself). This means that you would have a way to lead survivors towards the (starting) evac zone, or a special UI button or an actionable device (a radio or a flare) to call for evacuation when everybody is herded in a relatively safe area in the middle of the map. Then the site would be air struck as per the current Xeno-1 option.
  17. Description: First Xeno turn plays as usual, except there is no Alien to be seen, even with a large, uncluttered field of view (and the reach of a Hunter vehicle). Civilians are seen. The outskirts of the damaged crash site is seen (destroyed tiles). Music (and modded environmental sounds) are normal. When the End Turn button is hit, the mission is won. Debriefing screen shows no or little stat advancement for troops (only one turn was played), a terrible rating for alien elimination, excellent ratings for Xeno and civilians survival (a pesky display bug prevents me to have the exact numbers, though, so I don't know if "terrible" stands for 0/0 or 0/N, or whatever). Retrieved items: Alenium 7 Alien materials 20 Landing Ship Datacore Alien Engine 1 (sold $8,000) Total: $8,000 Questions: As I don't know the exact reason why this happens, and even if the "bug" is related to one of the installed mods, it would be worth to question the game about those few border case behaviours. In case the "terrible" rating stands for 0/0 aliens killed, shouldn't this case be rated as "excellent" instead? "Terrible" is okay for any 0/N score however. In case all the Aliens are dead or killed in firefight and the crashed or landed UFO is not already entered, shouldn't the mission go on instead of being instantly won? Even if the eventually is very meagre, consider the case where it's the first time you get to explore this class of UFO. For the player, this should lead to the same gameplay as when a lone non combatant is the only survivor in the rear room of a scout UFO. You don't know it and you explore the entire map down to that room. The end-mission trigger could be: see the UFO / enter the UFO / enter the Command room. Even with added mods that change the way the Alien crew is damaged during the air combat and subsequent landing crash, the probability that no corpse nor wreckage nor weapon are retrieved is infinitesimal (as far as I remember, Aliens are found dead rather than destroyed inside the UFO). In case the surviving crew number amounts to zero, either because of "normal" death or a bug, is the corpse generation still initiated? I mean, that there is no corpse nor weapon to be retrieved because all dead were destroyed or no dead were generated? "Testing" conditions: Landing Ship shot down generated Crash Site #80 in China. Xeno Team with Shrike from China Base. First occurrence in circa 100 ground missions. Reproductibility: From last turn save or begin mission autosave (EmptyBarge.sav): always. From last geoscape save (crash site already generated): replayed only once on a new generated map with same result. Mods: all those in the Mod Pack, and namely (in decreasing priority): UFO and crew diversity Fire in the Hole Furies, Terrors, and Dreadnoughts Oh My EmptyBarge.sav
  18. Hello, it's perhaps a silly idea but isn't your system just using a shadow install directory? I mean that if you really deleted whole assets and that those assets still appear in game, then a copy of them must be stored somewhere else, to be used by the game.
  19. Please note however that I'm lazily running Xenonauts through Steam "client" for Linux (Installer v1.0.0.51 from 2016/02, that is packaged with my distro). Perhaps, it's not the best way to play Xenonauts on my system. Perhaps, it's obsolete. I read on this forum that "manually" running Wine (to launch Steam client for Windows) works well, and you could well use Play On Linux to achieve this. When I have time, I have a try and report in this thread. Again, the game works fine, as far as I can tell. It's only the smallest fonts that are virtually unreadable (soldiers' stats, interception popups, expected funding, etc). I don't remember having had the same trouble back on Desura. I join a screenshot so that you can see by yourself : medium size text is sometimes "blurred" and expected funding in the upper right corner is unreadable (To know how much money I currently have, I save a game, as the loading menu has better font).
  20. I'm answering a little late but it's for this thread's title sake. I'm running Xenonauts on Linux with a 4:3 display in 1024x768 res, and it works fine save for a few things. 1/ As of January 2018, the only X:Community Edition version that Steam proposes as a Beta is 0.34.1 from 2015 (perhaps because of being the last localized version in my case?). 2/ Steam Workshop, namely the auto-downloading feature of subscribed mods, doesn't work (on my system). 3/ Far more impacting is that the well known small font problem looks to have worsened here, as some already small textual characters are now displayed all blurred. When it's in an in-game popup window, I can try and move this window until I can decipher words. I can also try and play the game in windowed mode, to be able to move the whole game UI. It's like having hi-res text forced-displayed on a low-res monitor... If someone gets an idea... Save often, because some saves become like corrupted sometimes (freezing on loading).
  21. Hello, I still have to practice why the how-to-add-a-new-weapon tutorial by Mikhail Ragulin, but I'd like to know before hand if it's possible to have a weapon with: - two fire modes, single and burst; - two ammo effects (damage, radius, type, ...), one ammo effect for each fire mode; - a single ammo clip (or cell). Also, I've seen in weapons_gc.xml a <ammos><ammos/> structure that could possibly contain several <ammo></ammo> definitions, but is it really meant to work? So far, I've seen weapons that can fire different ammo clips (rockets), and weapons that fire same ammo in single and burst fire (rifles). [ADDED] Perhaps I'm more readable if I give some examples: A plasma caster (same plasma battery ammo clip for man-portable version, no visible ammo for mounted version) would have two fire modes, the same way a rifle is proposed two fire modes: single fire and burst fire (only in this case, they both use the same ammo projectile, thus effect on impact). 1)Burst fire would implement the rapid-fire support plasma gun that is described in Xenopaedia, but nowhere to be seen in vanilla Xenonauts (X:CE didn't correct this, even in the balance component, because it wasn't considered as a bug, may be). 2)Single fire would copy what is currently implemented in vanilla: the plasma bomb of old. However, I don't want to design two different ammo "clips" to achieve that (a rapid-fire plasma battery, and a plasma bomb battery). If not possible, I'll better stick to the "Projectiles Overhaul" mod which deletes the Single Fire mode and defines a Burst Fire mode with the desired rapid-fire effect. Another example would be a medikit that could be used to heal Morale damage, aside but not on top of the current Health damage healing. The operator would be thus proposed two "fire" modes: Heal and Tranquilize
  22. Hello, Thank you for this mod that addresses a nice, long-lasting Vanilla bug (Xenopaedia telling of Rapid-Fire weapons, and the turret launching single-shot, 3-radius AoE, incendiary "rockets" (for laser, plasma and MAG alike)!!! However, I recently downloaded the X:CE Mod Pack, and the file 'vehicleWeapons_gc.xml' in "Armoured Assault!" still defines the MAGSTORM ammo as being "incendiary" (at line 115). Imho, it should be "kinetic", as the cannon spits a swarm of alien material needles.
  23. Then I'm playing X:CE (double checked). I confirm what I said above, that Steam client on Linux can't manage mods through the Workshop as in my case : choosing to play the community beta in the Steam Launcher works fine, correctly downloads and installs the "Mod Pack"; but all the other mods have to be manually downloaded from this forum and put in the mod directory.
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