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Frakel

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Posts posted by Frakel

  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. Is it done already? :)

    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:

    Tropical Maps version 0.1

    Compatible with: Xenonaut version 1.07

    Credits:

    Tropical tileset by ZZZ provided by TT3

    Maps and submaps by TT3

    Tileset, maps and submaps made compatible to Xenonauts v. 1.07 by Frakel

    Additional maps and submaps by Frakel

    Files changed:

    assets/strings.xml - "Tundra" changed to "Tropical"

    assets/strings.xml - "Farm" changed to "Rural"

    assets/strings.xml - "Middleeastern" changed to "Shrubland"

    assets/earth/continentmasks/tilesetmask1.png - tundra (jungle) areas added - other areas redone

    assets/earth/continentmasks/tilesetmask2.png - tundra (jungle) areas added - other areas redone

    Files added:

    assets/maps/tundra - tropical maps added

    assets/tiles/tundra - tropical tileset added

    To do:

    add more Tropical submaps (swamp, cliffs)

    add more Tropical maps (swamp, cliffs)

  7. 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 :).

  8. This is was I find...

    <Cell ss:StyleID="s75"><Data ss:Type="String">UnlockKnowledge( "Researches.HeavyDroneWreckage" );AddDamageBonus( "Heavydrone", 0 );</Data></Cell>

    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...

  9. I have this bug http://www.goldhawkinteractive.com/forums/showthread.php/10785-v1-06-Heavy-drone-autopsy-crashes-game and apparently the update was supposed to have fixed it, buy it still occurs to me, so since its a research bug, and your mod modifies the research file I was wondering if maybe the reason the bug still occurs is because of your mod? Also I cant continue the game now because of the bug and cant remove the mod because the game will crash if I load the save.

    Im also experiencing this bug.

  10. Re-doing the submaps is not required. You can just open all the sub map files with notepad++ and mass replace all tile paths to point in correct folder.

    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... :D

  11. 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?

    He just lost interest and account password.

    I slap together some maps,not so enthusiastic currently, you can try what it was about. http://www.mediafire.com/download/op3o1eh7wh71ueu/J21.7z

    Cyt90E7.jpg

  12. This seems like a really interesting addition - thanks for making this.

    A few things you might consider:

    1) Since the game i set in 1979-1980 you should probably remove the part of the xenopedia article that mentions 1992 as the year production of the Awacs ended.

    2) Since the Awacs is supposedly a much larger plane than the other xenonaut aircraft, you might want to increase the scale of the plane in the pictures - cropping of a little of the wings to make it fit in the hangar might look better than your current solution - don´t know if you´ve tried that approach?

    3) Xenonaut aircraft shouldn´t have USAF markings -perhabs you could remove the markings seen on the wings of the Awacs in the aircraft equip screen?

    Just a few things to consider :)

    Cheers.

  13. Anyone? 0fWl5YI.jpg

    This looks really cool. It has a somewhat northern feeling too it. How does it work if you mix in some deciduous trees as well?

    If you are mixing this in with the farm tile set, perhaps you could make some maps that contains both these rural areas as well as the outskirts of a regular farm. (It always bothered me, that the farm maps seems to be only fields and farm-house, with no "wild" nature of any kind…)

  14. He just lost interest and account password.

    I slap together some maps,not so enthusiastic currently, you can try what it was about. http://www.mediafire.com/download/op3o1eh7wh71ueu/J21.7z

    Cyt90E7.jpg

    I´ve tried playing around with these maps in the level editor and I got to say that it looks really awesome!

    The assets are really cool and organic looking - its a whole different feel than some of the other very "squarish" tile sets.

    The sub-maps are also of a high quality. I especially like the way the trees and jungle paths are implemented - the swamps and "cliffs" are also really cool.

    I you don't mind, I would like to continue the work with this tile set, and create some more maps and sub-maps for the game.

  15. I sincerely consider Goldhawk one of the few companies I respect, and will watch closely in the future, I just hope these past few stressful weeks(and most likely upcoming stressful weeks) have no ruined the good spirit this company has shown. Thank you for making something the triple A studio with near limitless founds did not have the courage or skill to do.

    Hear hear!

  16. - The "Reveal All" feature has been partially implemented and will give full sight next update. The whole map is revealed after 12 turns on Terror / Xenonaut Base missions, or when the Command Room is cleared on alien base missions. Basically it should solve those "can't find the last bloody alien" moments.

    Great feature - I especially like the implementation in alien base missions, where

    1) the feature makes sense from a lore perspective (base surveillance systems) and

    2) is also tied to a player achievement (clearing the control room).

    Would be great if this could be the case on all types op maps. Especially the one about player achievement. It is nice to be handed a "free" reveal all - but I would much prefer to earn it through some effort of mine.

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