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skaianDestiny

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Everything posted by skaianDestiny

  1. These look excellent! Great job. You might also want to look into changing the xenopedia picture as well. There's a photoshop file in the vanilla xenopedia folder that has the template for it IIRC.
  2. Crtl+F "<soldierDevelopment>" and change "globalMaxProgress". Please note I still haven't ironed out the kinks in mission_researches.xml in that link. Download FTD and replace the mission_researches in there with this one: https://dl.dropboxusercontent.com/u/82304502/Xenonauts/mission_researches.xml
  3. 1) gameconfig.xml 2) You need to edit the files in ufocontents 3) Not entirely sure, but how about setting "Once per wave" to false in AM_BaseAttack and see how the game handles it. If you want forced base attacks, you'll need to make a UFO that can't be intercepted easily, otherwise the player will just shoot them down. Look at the FTD mod in my signature for an example.
  4. That's me! Check the sig below, it's also done by Dreadnoughts, which are pretty much impossible to kill without Furies.
  5. In X:CE there's a new line column in items.xml called "Storage Space". Your items.xml lacks the top part of that column, causing it to crash. Here's the fixed file. [ATTACH]5547[/ATTACH] items.zip items.zip
  6. Yeah it needs a bit more to break up the top. Perhaps add in some dark grey bits.
  7. Jsleezy's Real Armors mod. Replaces the vanilla inventory sprites for the armors with awesome ones. Skitso's Oppressive UI if you want a good dark mood for your X-com experience. Max_Caine's Lore+ mod adds a great deal of fluff and some guides on identifying xenos. A must have. Get Xenonauts: Community Edition if you haven't already. Many mods use it and it has a some little features such as speed toggles in air combat, a memorial screen, vaultable windows, and more. Kabill's mods are always good to have. Bit of shameless self-promotion but you should also check out my mods below. Like Endersblade said Kabill's Random Map pack and Skitso's Megamix map pack are necessary to improve the small map pool of the vanilla game.
  8. Okay it's clear I got on the wrong foot. I deeply apologize for my aggressiveness, there were some RL issues that clouded my better judgement. I very much support the idea of free art that any modder can use. The harder aspects of Xenonauts modding is the art, so the artistically-impaired having a resource they can use would be greatly appreciated.
  9. Turn your contrast up. If you couldn't see it, it's your problem.
  10. With the current game engine that's impossible. You'd need to completely rewrite it, which is too much effort for little pay off. I'm also pretty sure none of the other Xcom games had geoscapes that kept going in the management screens.
  11. Although it does conjure the funny mental image of a lowly fighter sacrificing itself to save the Battleship.
  12. Ahem, shameless plug, but the FTD mod I've worked on with Kabill in my signature helps alleviate some of the monotony by adding two new UFOs that are extremely hard to kill that do Base Attacks and Terror missions.
  13. Yes Corvettes come in November. Honestly on a higher difficulty you'd be kinda boned, seeing as your air game seems pretty far behind. You're also going to be taking lots of losses in ground combat facing the Androns and higher tier Sebs. Easy gives you lots of room to make mistakes and experiment.
  14. Okay, bit of feedback regarding the ground combat sprites. The Rhino's track covers are a noticeably different color than the main body. Is this intentional? Both of them are too shiny. Is there a way for you to dull the shininess? Look at the vanilla vehicles. Their textures are dull and there are no sheen to be seen. Otherwise good work!
  15. Currently cannons take up twice the space of missiles/torpedoes. This means while it's possible to have 2 cannons 2 missiles or 4 cannons, the UI doesn't support it. Is it possible to change this?
  16. To that end, perhaps the right one is an upgrade based on higher levels of drone research.
  17. You do know you can let your Foxtrots fire off the torpedoes, then make them retreat to rearm? It's my standard strategy and it's never failed me. Also, as long as you keep explosives research up to date, all you need is 2 Foxtrots to take down a UFO. ... ...... ......... ............ Well there's your problem. Please don't complain about the game's balance when you make it ridiculously easy. I don't have anything against you modding this, but having the gall to complain about how "the game drags on" when you make it so that a key mechanic of the game (managing your resources, which includes money and funding) is a non-issue kind of stupid? If you've played through vanilla and found it to drag I'd be perfectly fine with that, but giving yourself such a monumental advantage that invalidates an important part of the game and then complaining about pacing is what I object to. What difficulty are you playing anyway? Impossible/Ironman? That I can understand 10 million starting funds.
  18. Woah SIX bases?! And you're making more Corsairs than Foxtrots? No wonder you're losing cash. You'll NEVER need more than 3 bases. And Foxtrots will ALWAYS be your bread and butter until you get Marauders. Condors/Corsairs are for fighting the smaller UFOs such as fighters.
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