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Frakel

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  1. bonds0097 that is very good news indeed! Would it be possible to include a new tileset for terrorsites as well? The middleeastern tileset could do very well with at set of specifically made maps with lot of buildings and civilians... Regarding the tropical maps: Realistically it will be several weeks before this is a decent mappack (especially since Im away from home during most of july). Currently it consists of five maps only... It needs more props, more submaps, more maps...
  2. Thanks for the feedback. Just to let you know, Im still working on this - but since this is my first attempt at modding/mapping Xenonauts progress is rather slow. I am learning as I go along though... Currently Im using the Swamp tiles and props allready in the tileset to make some swamp submaps (and eventually maps). After that I plan on adding a modified version of the tall grass and corn from the farm tileset to make some savanna submaps (and eventually maps). It is my goal to expand the current jungle tileset into a mere general tropical tileset. Once Ive got some decent work of my own to show you, Ill launch a proper thread for the map pack. But at this point Its still 95% the work of others (TT3 and zzz), so I don´t really feel that I can post anything yet.
  3. A suggestion: Use Saracen assets allready in the game to introduce a mid-game surveillance alternative to the Awacs Thoughts on the Saracen as a survelliance craft - it becomes available shortly after the Corsair - its cost to manufacture ($,alloys,alenium) is comparable to Corsair - it has shorter radar range than the Awacs, but longer than any other aircraft - it is unarmed - it is faster than Corsairs but slower than Marauders This opens some interesting mid-game tactical and strategic options: - send a slow and vulnerable Awacs to patrol or send a faster Saracen (but with less radar range) - send a Saracen as an "advance scout" before your intercepters - to better track UFO´s that leave radar range of your bases? - expand to several bases to gain global coverage and fast response times to UFO´s, or consolidate in a few and better defended bases and use Saracens to expand global radar coverage? EDIT: And of course - with this mod - Aliens bases should have an auto-detect chance of 0%... You wont find them unless you send out your craft to search for them...
  4. The maps for the scout is made by TT3 - so due credit goes there. But yeah - Im totally in love with this tileset as well. Jungle maps with reapers should be the thing to fear! EDIT: And isnt that hybris... My first battleship was shot just now down in the Amazonas... And now my squad is facing off sebillians and reapers in the green hell! (Predator anyone?)
  5. On my first official play through. Veteran - no ironman. Its April. Have captured Leader, is shooting down carriers, have just researched MAG weapons. 0 base assaults, 0 alien bases, 0 terror sites (UNTIL late april where a single carrier managed to launch a terror site in Berlin). I have build 3 bases and most of the game they have had 2 foxtrots and 1 corsair each. At this point I find the difficulty on the geoscape too easy - though I am plenty challenged in ground combat… That single terror site had almost 20 elite androns...
  6. Dont know... Why dont you try it and tell me...
  7. It works like a charm Thank you for your time!
  8. Before I make a proper thread for this, I would like you to test if it works... This is the link: Tropical Maps v. 0.1 for Xenonauts v. 1.07 From the read me:
  9. Following the advice of Kabill and Skitso, I´ve just now been able to get the maps to work in quickbattle. Next up is to mod the geoscape to include areas of "tundra" (since the jungle tileset currently uses that file location). Then Ill add some "quick and dirty" maps for the larger UFO´s, and then (hopefully) I should be able to upload a "proff of concept" mod shortly .
  10. This is was I find... I started the game as v1.06 and Lore+ (v1.06) - then the game updated to v.107 and I reapplied Lore+ (v1.06). I dont know it that is what is causing the issue...
  11. Im also experiencing this bug.
  12. Thanks both of you for your help. Ill try that approach. For now, Ill move the files to the tundra tileset - and hope that at one point we will be able to add as many new tilesets that we want to the game. I dream of ricefields, mounatain terraces, african and asian cityscapes...
  13. I dont know if this is within your reach, but allowing the game to use more tilesets would be awesome. There is a jungle tileset just luying idly about, waiting for a chance to shine in the game
  14. So - I´ve started experimenting with the jungle tileset provided by TT3. I can load the maps in the level and sub-level editor, but I cant figure out how to test them in the game using quickbattle. The trouble is that the tiles are stored in a jungle tileset folder, but the maps are stored in a sub folder to the desert maps. I guess this is because the game doesnt support new tilesets at the moment... Anyways - I cant help thinking, that if I can load a level in the level editor without problems, then I should be able to load it in the game as well. Any thoughts on this?
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