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XenonaughtFox

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Everything posted by XenonaughtFox

  1. Is there a combined mod pack for all the 'slimified' weapons? Just asking.
  2. Just a suggestion here, how about -since its a few lines of code here that we'll have to manipulate- that we have a version where all the torps and missiles for aircraft become free (and for sake of argument we'll call this 'Logistics Light' version) and the original version (which we'll call for sake of argument 'Logistics Mastery' version), and if you can/want, have a 'middle ground' so that you wouldn't have such a curve to it. Think of it as this: the Logistics Light version introduces prospective players who really want to play this mod but would be -in the end- daunted by the shear logistics mastery curve needed. The middle ground is for those who know how to do this sort of thing but aren't masters of it. The Logistics Mastery version (the original version) is essentially those who can really do logistics and will find that sort of thing enjoyable. Just a thought.
  3. Now, that I got my mod working properly without the 'build the missiles' thing, I'm going to put in my three cents... One, I can now start producing light and heavy torp carriers now that my engines aren't being eaten by my need for missile launchers. Two, I've been checking which loadouts so far are the best and like the original it appears the 'Chain-laser/Alienium Missile' combo is pretty good until you start hitting landers. That's when you need lots of torps. Three... the only thing I'm regularly running out of now is alloys instead of everything. Now a suggestion: Now there is the X-23 'Prophet' suit mod on the WIP list, but is there a variant in this mod? That would be pretty workable if we can work it into the game.
  4. [ATTACH]6096[/ATTACH] I'm working on making all the missile and cannon upgrades automatic but so far I'm hitting a brick wall. Sorry about the zip... it's the only way I could upload the bloody file onto this site. Now I've looked at the aircraft weapons and correlated it with the items.xml... but there is another file with (named yedek) with the same .xml file. Also, for some odd reason my 2007 Excel will not read the .xml file so I had to edit it in Notepad++ items.zip items.zip
  5. <p><p>Just making sure, which items.xml is the one I should edit?</p></p>

    <p><p>I don't want to have it go stupid on me.</p></p>

  6. <p><p>Hey drages, can I see how having all the cannons and missile on 'unlimited on research' works for your mod? I apparently can't find where you put the availability on your aircraft weapons. :\</p></p>

  7. Perhaps you can mod how many units are produced then? Because it quickly becomes a struggle to keep your airfleet afloat. Another idea might be let alienium and plasma missiles be free but fusion and singularity to be produced... EDIT: can you help me find where I can work out the availability function?
  8. Now I've gotten this mod and got all the fixes and played on it for a bit... now I'm going to tell you what didn't and did work. Didn't: Requiring to build new launchers for alienium missiles... yeah not your best idea as it makes it far too logistics-heavy and the alienium (and later plasma) warheads are made to enhance your aircraft capabilities when researched. This forces you to micromanage the shit out your production and aircraft. Requiring you to build new cannons... yeah. That isn't a good idea either. Not only it increases micromanagement, it also makes defending the planet a pain in the ass much like the new launchers idea. Even on easy without auto-upgrading cannons and missiles, you are going to get your ass pounded. Likes: Requiring equipment to build aircraft... is an actually neat idea. However if you keep the building launchers idea, then it becomes near-impossible to upgrade the airforce as on easy I've found that launchers are hard to come by and thus makes it impossible to upgrade my weapons and my airforce without sustaining an insane turn-over of troops. 'Torpedo Boats'... not that I've tried them yet but that's a neat idea. Splitting weapons into 'basic', 'advanced' and what not are inspired. 'AP' weapons... are a good idea. I've not seen the idea in action before... and it works. Now suggestions: Get rid of the cannon and missile manufacture idea entirely. Not only it hurts those from XNT (yeah, I used to play that mod quite often when I have Xenonauts on my comp), but new people that would find the mod. Keep the aircraft requiring the mounts however. Refine the AP weapons idea. They're working quite well. Also the ranged stun firearms should be a wee bit enhanced.
  9. Sorry that I've not been there every step of the way. RL sort of took over for a bit. For that I am sorry for not staying in touch.
  10. Well, I got an idea it might not work but bare with me. The vanilla guns are effectively emergency guns that the unarmored (i.e. pilots and the like) enemies use. The armored ones will have the better alien guns because they're military, the guards some tweener loadout and the soldiers nasty war gear.
  11. Thanks. I'll get it done right away. EDIT: Whoever got the brilliant idea for adding a flamethrower at Tier 1 IS MY FUCKING HERO. Reapers, you have found your enemy and shall have no quarter! [insert evil laugh here] So far it's pretty tough, but is it really necessary to start throwing 'vettes three months in, at least in trios?
  12. Well, just checking here, is 5.31 capable with 1.07HF? Steam got the order to roll back XNT from 1.08HF to 1.07HF... so just checking. Also, can I get a sort of cheat/check list for getting the modded-in techs? Sometimes I can't get some techs for the love of me. :\ I don't play XNT as often as I used to.
  13. Well, was trying 5.1 just now and it crashed on my first crashsite operation on it's first turn. :\ [ATTACH]4330[/ATTACH][ATTACH]4331[/ATTACH] Here's my save-games. If I have to redo patching everything I'll be annoyed. :\ Aut.sav Into Darkness 5pt1.sav Aut.sav Into Darkness 5pt1.sav
  14. Sorry, it's just lots of things happened at once and yeah didn't catch up as it were. Caught up as it were and now off to war... once I put everything in right...
  15. Just checking here. Had some other responsibilities so I didn't get the news, just downloaded the mod and hotfix. I'll get going on it ASAP and I'll see where it leads.
  16. [shrugs] Occasionally RL is stranger than fiction, hell the MiG-29 Fulcrum (sp?) was actually a NATO designation. Good, was holding off the update until I knew that I didn't have to do that again.
  17. Would you believe that I took that idea from an X-COM clone called UFO: ET Gold once I've figured that simply doing the 'Every base is a main base' thing of X-COM yore wouldn't work? Check for game integrity first and we'll see where it goes.
  18. [ATTACH]4139[/ATTACH][ATTACH]4140[/ATTACH] Well here they are. Really odd though, they were working nicely until I save-scummed. Aut.sav Aut.sav Aut.sav Aut.sav
  19. Just wondering where the save-files are... if you don't mind... but thanks for that info too.
  20. Well, how do I do that, this 'being a tester' thing is something that is very new to me.
  21. Well encountered a CTD in a recent game. I had Base USSR, Base South Africa, and Base Central America. I've used a save-scum maneuver when a scout assault went horribly wrong. It was also early in the game too. :\ September was when it crashed. Was pumping out SU-T10s like hot cakes though...
  22. Actually my old computer plays Human Revolution quite well. Only certain spots (and these are very specific) cause lag for a few seconds. Everywhere else it purrs like a kitten.
  23. However this thing is the trouble child of all the computers my family has gotten over the years. We had to send it to the local shop numerous times whenever it went nuts... and that lag episode? I could only replicate it if Waterfox was running. Had it happen on three separate occasions just to make sure it was the problem, as I also ran Torch in the background... and Torch alone didn't do squat.
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