Rynaw
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Posts posted by Rynaw
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Doing some testing and reworking of the UFOs and I'd noticed Research in XCE is set to Ticket Value 0, and Scout is set to 4. I started the game with my mod disabled, and a Quantum Cryptology Center to see if the UFOs were spawning properly, but noticed no missions labelled as "Scout" and all of them instead were Research. Setting the Research to a Ticker value of 25 meant no UFOs spawning until that value was reached, even when Scout was set to 0.
Now I'm not sure if this is just normally the case or if I'd messed something up somewhere, but I can't seem to get Scouting missions to spawn.
The idea was to have something generating a passive ticker, that would often go missed since they don't generate events and that you could only catch with a radar or luck, with the global passive ticker lowered accordingly. Meaning catching and destroying a scout would give a slight delay to the alien progress as a bonus.
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I did find this post
that allows custom zombies in XCE at least, yet to test it but assume it works
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On 4/15/2023 at 7:56 PM, Zaramorte said:
have u tried Xdivision? it add dozen of xenomorphs and several new reaper (and a lot of other things)
Did just recently but the installer crashes after I select the 4 checkboxes. Renamed all the folders to what it says to name them to but can't seem to get it to work. Any way to get at these files without using an installer? Tried just unpacking them, but errors.
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Abilities, such as "Zombify" or "Regeneration"
I can't find a file that that defines these.
Was wanting to try and add a new zombie type that explodes into a toxic mist on death, that spawns from a specific type of new reaper.
Debugging Xenonauts - Tips and Tricks
in Modding Discussion
Posted
Is there anywhere else to get this tool?