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Theon Greyjoy

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Everything posted by Theon Greyjoy

  1. Interesting. What difficulty level are you playing? Aren't the funding nations surrendering withouth lots of early bases and advanced airspace coverage? Thanks for the descriptive comment. And I think the next update might alter your early game tactics. I'm working hard on lore, but if TD is waiting for it, with the update, that is (which he should )...then its probably not comming out until tomorrow. I have a lot of technologies to cover. And the only thing TD told me about it: it's purple*. So I am writing lore about purple things without knowing anything about them *(ok, ok ..TD explained a lot about the technologies and weapons which I'am about to cover...but still .... it's purple! ) Mod working note to self - do not listen to BSG soundtrack whilst writing lore... The headscientist gets all cranked up! from the Vortex lore:
  2. If you have the 1.02 already installed it's ok to install the mod. But the 1.02 is still in an experimental build, isn't it?...so it will officially install itself in a couple of hours. If that happens and the the patch overwrites the mod files then you should make sure to copy and overwrite the xenopedia.xml and strings.xml from the XNT mod back into your game assets folder.
  3. At least the chaps served tea, eh? And you must admit, they had a pretty outrageous flag. If you were a flagless savage individual woulnd't you just be stunned by the colors (or rather coulours) of that thing? I've got accustomed to German invasion jokes whilst I was staying in Bavaria (my German friends made them too ). But trully, do you think the Ceseans are using British English in their little telephatic chats? -Care for a cup of tea, Joels? -Nah, sorry old chap, I have some rather unpleasant chores to attend to regarding those gentleman in blue uniforms. Just doesn't work, does it?
  4. It's probably the immersion factor. You know... a game about invaders. A language used predominantly for invading. Iron Sky all over again.
  5. Du hast "Items Recovered" verpasst. Außerdem sieht es ganz gut aus. I never miss the chance to excercise my German Lore wise (from vanilla) they do have better eyesight than humans and are quite agile... so I think it should stay as it is. You just have to look for more efficient ways to kill them... On the other hand I hate how Sebilians are sniping my men from accross half the map. Lore wise they are supposed to be narrow sighted, if I remember well that is. Now, excuse me I have a big addon in my plans... my biggest one so far (and it's not even on TD's roadmap list). I wonder if I'll pull it off this time. Keep your fingers crossed. Irrelevant hint: anyone here likes Battlestar Galactica? (No, I'm not making cylons)
  6. So it was! patch 1.0 notes: Thanks for pointing it out. Good to know they fixed it.
  7. - all bases can be attacked by aliens, but they prioritize the older ones (unless you are unlucky I guess) - you can secure your base with defense buildings alone. They have a % chance to hit and damage the attacking ufo... and if enough hits are scored - to destroy it. Now Im not sure how many defenses you need....and there is also the chance that they will miss the target. - if the ufo is damaged some of the invading crew will be dead. - if your base has no xenonauts and the ufo was not destoyed = base lost. - you can deploy max 16 xenonauts (actually they will be auto-deployed, you can't chose), be sure to arm your troops BEFORE the attack occurs, the game won't let you chose once the invade screen occurs. As for my advice: If you have enough xenonauts in your main base, well - don't build defenses for some time (just remember to upgrade their equipment every now and then; remember that ppl comming out of the hospital will have an m16 only). For the other bases, build some defenses and guard them with just a few xenonauts to prevent losing a base to 3 left over ceasans. And isn't it fun to send your experienced captains and lieutenants on retirement? (guard duty). And then join up with their adventures when they need to survive a swarm attack of unexpected androns :]
  8. At first I was like: meh. Just your every day random explosion. But when you obliviously run into that wall of fire... That made my day. Thanks lama alien dude.
  9. How about a completely different idea: <boardgame propaganda on> Eclipse. Space x4 but in a boardgame edition. There is nothing like having live opponents to challenge. Well maybe nothing, except live opponents sitting right in front of you. Nothing beats betraying your best friend and changing alliances whilst deploying your newly designed plasma missiles. Gather your friends round and get a hold on Eclipse, especially with the add-on if possible. (Depending on where you live there are places where you can loan out boardgames... or find your local game associations, boardgamers usually accept newcommers with open hands) http://boardgamegeek.com/boardgame/72125/eclipse <boardgame propaganda off>
  10. I have NO idea....but I have a little upgrade comming up soon(ish). Who doesn't like to read the xenopedia entries of the good ol' grim and sarcastic headscientist? (dont raise your hands or you'll get a korhang burst in your face) Well... Good news everyone! Im preparing a xenopedia upgrade for all the new weapons, the lore behind them, some more immersion, some of that jolly black humour...the good stuff. Willl be probably done and ready by tonight or tomorrow. And if TD approves it'll be comming to you soon(ish).
  11. You might want to wait for Jsleezy to confirm this. But, yes. You can use the mod with the current build. The only drawback is (and that is the part that needs confirming as I am unsure) that you will have a minor chance of getting a character with one of the old faces. But the chance of that happening is really low (and you can always kill him off ..oh sorry I ment make him scout for you ..open the doors...stuff like that ... I didn't mean to kill no xenonaut ). You cannot, however, copy the gameconfig.xml file as that will mess up your game. Instead go into your game config file, find the line: <femaleSoldierChance value="40" comment="The percent chance that a generated soldier is a female" /> and change it to <femaleSoldierChance value="20" comment="The percent chance that a generated soldier is a female" /> and BTW Thanks for the mod Jsleezy! Really Great Work.
  12. - and use shotguns (for some enemies at least) I hated shotguns in vanilla. But here they give you a nice chance to stun OR kill.
  13. I have a feeling a clean install won't help. We will probably have to wait for a vanilla fix. I got the error even though I reintalled the game. The only viable thing you can do right now is try to save the game before ending the mission (too bad if it's ironman) as the chance that your injured soldiers die seems to be random.
  14. Guyver, Selgald Well, Im not in charge of most of the changes but I guess if there is anything messed up due to armours it would be my fault and TD didn't add one of my files which I thought would be important...but on the other hand it might as well not. So the question is: did the missing/dead guys wear any armour? Were the surviving ones equiped with sth else? Edit: Lol simultanous response TD
  15. Thanks for the acknowledgment but I didn't contribute that much and I don't know if ill be able to help with anything else (low on skills + free time is ending soon). What I'd learned however is that even the simplest changes tend to produce lots of issues (especially with this engine) and require a lot of patience and work so big thanks to all the veteran moders for keeping it up. Having that said I will try to help if time allows it and it's within my competence. --------- And now back to buisness: Is the current XNT morale system equal to the vanilla system? I think it would be good if players knew the answer to this (me included ) cos there were a lot of changes in vanilla recently and I'm kind of dissapointed they removed the safety_in_numbers bonus (or whatever it was called).
  16. Lol, I always felt that making them run towards safety instead of randomly around would make much more sens. And in a civilian kind of sense running towards humans means kind of sth safe... though it would be a shame if I accidently used them as live shields would it? Of course not on purpose . Is it even possible to give them a list of orderd behaviours? I mean i don't want them to follow my soldiers around when im going into that ufo Hmm.. I have some free time during the weekend so I could try it. But im willing to wait for the vanilla update if that is for the better.Goddamit, how am I always attaching images in the wrong window ;_; Anyway @TacticalDragon i've sent you a priv concerning it.
  17. Thanks! I already tested my changes yesterday by making jackal and coyote available (almost) from game start. I had the idea of recolouring the sprites myself cos im recently learning to work with graphical programs. I've made a batch action that recolors a specific color to another specific color...So I basically just input the colors and the folder to work on and I get the results back in 20 minutes of processing. With no work from mysel But it turned out recoloring is the easiest part. Coding it in (so that it distinguishes between the old jackal and the new coyote) is the annoying part. I can change the color of both of them. But not for each seperate one. Wonder how Korhang and Kirill are doing I can always share my files if it helps you guys. Though they are are damn big: 280 mb for the whole pack or about 160mb for a bit reduced quality one. 160mb is the vanilla standard so those files are damn huge to start with
  18. Could somebody please share his save file with me? Im trying out some file changes which might be interesting and would like to test them in-game but my saves got bugged after the recent patch update (damn you steam auto uploader). I need a game where you have a jackal and coyote armour produced. Edit: Whooops, that image wasn't supposed to go there yet. My bad. Buth yeah...that's basically what I wanted to test before asking Tactical how his armour recolor process is going
  19. I found another ammo related inconsistency. When you assing weapons in base the Zephyr displays as having a 24 round clipsize in battle it's only 20. I assume it should be 24? In that case weapons_gc.xml needs an update. Other then that I find the new weapons pretty balanced and fun to use. By balanced I mean they do not replace the laser ones but serve along lasers. With all the mid tech unlocked my teams are usually around 50/50 in terms of laser/ balistic weapons as I like to have a mixed arsenal for all purposes. Even the old balistics weapons are sometimes in use when I'm training rookies as they have less recoil. I agree with the thunderbolt being more of a mid range weapon atm. But Im cool with that. It seems the laser carabine or a shield and warhawk are better for close range missions. I didn't try dual warhawks yet. I'm technically playing the newest version, though with old saves, so I think I missed out on the coyote.
  20. it's fine in weapons_gc.xml (set to 8) but in weapons.xml the clipsize is set to 6. Changing the value there should fix it. By changing the colour you mean the one in battle view? That seems like a hell lot of work, even if it's just a recolour. I wouldn't opt for black/gray. Was my first thought too, but then again right after the coyote we have a black/grayish wolf armour. It makes things redundant and messy on the battlefield. Navy blue would be the best imho, then the rookies would wear the old light blue uniforms, and the experienced, valuable xenonauts would get a dark blue uniform which sticks to the xenonaut tradition but distinguishes them at the same time. Dark green isn't used in any of the armours either, I think. Isn't dark green the default of any modern army nowadays? Not sure if it wouldn't melt into the background of the grassy farm maps though. Minor mod question btw: what was your reasoning, flavour wise, when you set the maximum soldier age to 65? I mean, weren't the funding countries supposed to send the very best troops? I do undestand >>>veterans<<<, but still. I can't imagine a 64 year old hauling a heavy machine gun . [bad joke on] Though that would explain all the panick attacks/going berseker in this mod. Those are probably just heartattacks/alzhaimers syndromes [bad joke off]
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