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Kel

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  1. To everyone his own @ KevinHann, if you have any good ideas, I am open to suggestions. Right now my focus is on a consistent experience and improved usability ;D At last, the Harridan animations had a mixup, Im sorry for this So... -> 2 updates in a day Also added the reskinned aliens as a seperate download for those who are just interested in using only these. Patchnotes 0.16 -> 0.17 Fixing Harridan animations. Mixed them up in the first variant
  2. Afaik there is no color coding for the ranks of aliens in vanilla xenonauts? Are you refering to Lore+?
  3. I hadnt really realized how hard it is to distinguish Harridan soldiers and warriors. I hope this version works better for you Harridan Soldier Harridan Warrior Patchnotes 0.15 -> 0.16 Fixed a bug that could cause crashes for carrier missions (turned up in 1.06) Color coding for harridan reworked, green trousers for soldiers, black for warriors. Officer (Red) and Elite (full body armor) stay the same atm.
  4. Patched up the mod to accomodate Xenonauts version 1.06. Also, some added patch stuff: Patchnotes 0.14 -> 0.15 Adjusted *.xml to fit 1.06 Color coding for wraith reworked, from all green at all ranks to red for elite and black for warriors Start menu background now shows version number Example: Wraith Elite Wraith Warrior Uploaded early because the patch broke the game, checking for bugs now
  5. Thank you for your feedback I tried to address your concerns about the early game in the new version. Problem is, I do not want to have a completely uncanon start and it should be reasonable. As soon as corvettes show up, the difficulty rises steeply and it is not getting better You usually need all the firepower you can get at that point. hmm. The limits in early game are a) Aliens have nothing that is able to penetrate armor / b) The UFO's are really small, such that a crew of >10 seems a little rediculous Maybe some more diversity in the aliens / alien weapons might help there, I am open to suggestions But, here to the patch notes:
  6. Oh and I forgot, it didnt have a </state>, but ... adding hp to the damage state made it destructuable, but despite a new texture assigned it only showed a black unpassable block. Strange thing :-/
  7. I was using the spectres from the unpacked tiles pack. Unmodded it looks a little something like this: I thought I identified 3 spots that disabled the "destroyed " state, 1. the "damaged" state has no hp, so a state check on hp cannot proceed here. 2. the destroyed state has no image assigned. 3. no sounds files are assigned, they might act like flag. I fixed all three such that the hedgerow shouldve worked like the other tiles, but unlike the other tiles, it does not produce the image of the destroyed state and does not update pathing. *sadface* The files I used are: hedgerow_corner_BL_spectre.xml hedgerow_corner_BR_spectre.xml hedgerow_corner_TL_spectre.xml hedgerow_corner_TR_spectre.xml hedgerow_longLR_spectre.xml hedgerow_longLR2_spectre.xml hedgerow_longUD_spectre.xml hedgerow_longUD2_spectre.xml hedgerowLR_endL_spectre.xml hedgerowLR_endR_spectre.xml hedgerowLR_spectre.xm hedgerowUD_endB_spectre.xml hedgerowUD_endT_spectre.xml hedgerowUD_spectre.xml hedgerowUD2_spectre.xml No idea why that didnt work
  8. Included the "features" from 1.05HF Adjusted buildings.xml to use 1.05HF changes Destruction state of hedgerows removed, something is hardcoded here Does not work as it should. High tier weapon changes: KRISS Vector Bullet Damage 30 -> 33 Snapshot AP 20 ->17 Burst Accuracy 35% ->38% FN SCAR Normal Accuracy 85% ->90% Aimed Accuracy 110% ->120% Pancor Jackhammer Burst AP 60 -> 65 Burst Rounds 3 -> 5
  9. Included the "features" from 1.05 in the mod Adjusted *.xml to fit 1.05 Animation for Glock 17 speeded up Destruction state of hedgerows and UFO walls added, they can be removed now Fixed a bug in # of AP for Seb.Elite Assaults
  10. If you want just use the adjustments to the aliens / changed Mission setup, the files do not break the savegame. You only need the aiprops.xml and exchange every file in the ufocontents folder. Listing all changes would end up basically copy pasting the whole xml file, but in a nutchell: Generally: Increase in tier increases movement speed / significially improves body armor. - Caesans are relatively well balanced, focus on firepower and use of cover. - Sebillian are focused on CQC and staying power. - Reaper gain the ability to regenerated from their brethren the Sebillians, also, higher resilience. Weak vs ballistic and incendiary. - Androns, highly resistant to ballistic and chemical, weak vs energy and incendiary. - Harridan act like specOps, resistant to energy. - Wraith, well, they do their thing Concerning the mission setup: Generarly the amount of complementary, or meat troops was increased ( Reapers, Ground Crew on carriers, etc). More focus on agressive scripts, making 3 man hunter killer teams a more regular sight, but preventing cramped UFO interiors.
  11. Hey, with alien technology it doesn't take you that long to get early 90's firearms and later
  12. Just Another Total Overhaul Modv0.17 Current Version: 0.17 Compatible with Xenonauts version v.1.06 Download JATOM Download reskinned aliens only What is JATOM and what is it about? JATOM changes almost any aspect of the game (except air combat) in order to create a hard but fair tactical and strategical challenge. Feature list: Rebalanced alien stats. Medium and high tier aliens are no pushovers anymore. Adjusted # of aliens per mission/UFO, especially for late game. Research rate / Alien invasion ticker rate and influence rate approximately halved. This leads to an increased amount of tactical missions per tech level. Research decisions matter. Economy rebalanced. Production can yield income. The Bulk of the costs is the pay for soldiers/engineers and researchers (50% increase). On the other hand, Radar and "Airfields" are relatively easy to maintain. Vehicle rebalance. Scout cars can scout, while tanks are blind. Weapon overhaul. (Upgradeable ballistic weapons carry the bulk of fighting, laser/plasma/rail guns offer new tactical options, explosion ranges) Additional researches for ballistic weapon upgrades. Starting off at 1980s tech going through 90's to current modern firearms. Exoskeleton specific weapons. Smoke significiantly reduces accuracy. Fix for 1h/shield spectres ( 1h weapon can be used in secondary slot) Carry capacity for chinook -> 10 Sight range for soldiers increased (20), being shot upon by invisible aliens is just frustrating Destructuable inner UFO walls Improved color coding for hard to distinguish aliens ( wraith / andron / harridan) and more... Here some artwork spoilers SMGs Assault Rifles Sniper Rifles Laser Weapons Recoloring Installation: 1.Make sure you are using a clean installation of Xenonauts 2.Make sure to start a new game, old savegames will crash the game. That is true for every mod out there that adds weapons and/or manufactures for weapons. Old savegames work until laser tech is researched. 3.Paste the contents of the *.rar folder into >xenonauts/assets/< and accept all overrides This mod includes kabill's "(Sort of) Random Maps!" Map pack Farm Maps v1.3 Desert Maps v.1.0 Big thanks and heads up to him Any bugs and suggestions concerning the maps find a home in here: kabill's map pack thread Also, this mod does not include but is recommended to be used together with: Jsleezy's Real Armors Mod Jsleezy's Real Fighter Portrait Pack ( do not use the included gamesconfig.xml ) Skitso's Ultimate Megamix Map Pack PS.: Adding more *stuff* per edits, I dont feel like writing all this more than once Patchnotes:
  13. Great and very helpfull answers. Thank you
  14. Greetings everybody, After (not very successfully) trying to figure it out by myself by looking at the *.xml files for hours/ Skimming through the forum and Wiki, I decided to just post here and hope to find some answers Lets begin: 1. How do I make it so, that weapons can be auto-upgraded after a research the same way that grenades are atm. 2. Is adding a research that allows a certain item to be unlocked enough for the beforementioned item to not be shown in a fresh game? 3. What mechanic blocks certain items from use? IE the AK is as far as I can see fully implemented, though cannot be accessed for xenonauts. I feel a little bit stupid there since my self made weapons do show up and I have no idea what is different there 4. Weapon Imaged have certain sizes, how important is it to stick to the specific sizes? Will the game crash if it is one pixel to large? Or is it autoscaled? If not, that would save alot of work since you dont have to create two images of different sizes for ./weapons/ and ./gui/weapons/ 5. Is there an overview about the specific hardcoded weapon attributes when assigning them the stats rocket/ballistic etc? Thanks in advance o7 Kel
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