Slayerjerman
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Everything posted by Slayerjerman
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Being able to carry a shield in your inventory
Slayerjerman replied to RobosergTV's topic in Modding Discussion
First of all, open weapons.xml with Excel or OpenOffice so you can actually read & understand the data. 80 = it's hit points (aka it's clip size) the first 6 = weight in kg. the 3 = it's the number of squares wide it is the last 6 = the number of squares tall it is Change the last six to 5 and your shield can be carried in inventory, it's like, dark sorcery or something.... -
Being able to carry a shield in your inventory
Slayerjerman replied to RobosergTV's topic in Modding Discussion
I made 6 new shields and they can all be carried in your inventory. As for the default two, I think you need to set their size to be 3x5 or smaller. The default shields are 3x6 inside of weapons.xml... which is too large to fit anywhere, including your backpack. -
No, the multi-ammos are from my main, Xenophobia mod. They are NOT in this mod.
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Melee weapons - Prepare for the awesome sauce.
Slayerjerman replied to Slayerjerman's topic in Modding Discussion
Added another 12 weapons. Bwahahaha. -
You can change that in items.xml. Generally, if it was a "basic" human item, such as assault rifles, it has a depreciated resell value (since humans already have lots of these, heh). However anything high-tech, alien or made with alien alley/alenium has a much higher resell value.
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I just double it from 3.2m to 6.4m and I also only really play Veteran. The ecomomy changes are very minor (just charging a few grand for ammo/weapons and nothing is unlimited anymore (except aircraft/vehicles). So really it depends on you.
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Melee weapons - Prepare for the awesome sauce.
Slayerjerman replied to Slayerjerman's topic in Modding Discussion
"Laser blades" with custom sounds. -
Melee weapons - Prepare for the awesome sauce.
Slayerjerman replied to Slayerjerman's topic in Modding Discussion
Also, I'm looking for more melee weapon ideas/art. PM me if you've got requests. It's pretty damn funny to sneak up on Caesan and shiv him from behind with a combat knife. LOL -
[v1.06] Xenophobia Mod Compilation
Slayerjerman replied to Slayerjerman's topic in Completed Game Mods
Again, this is a sneak peek preview. Next version of Xenophobia will be v1.1.0, so hang tight. -
Teaser preview of the MAJOR Xenophobia update incoming after CE v0.25 releases. More at the main thread. http://www.goldhawkinteractive.com/forums/showthread.php/11148-v1-06-Xenophobia-Mod-Compilation Next Updates sneak peak: Supports Xenonauts 1.07 (soon 1.08) Supports XNT 5.22 (hopefully XNT team will send me stable 5.3 files to merge) Supports Asymetrical Weapons v0.4 +20 all new MELEE weapons. Prepare for the awesome sauce +All new medikit reload system +Manufacturing sorting restructuring (sorts weapons from ammos, for easier crafting) +Moved all laser/plasma into a single category called "Energy" for better sorting +Moved more advanced & special weapons to "Advanced" category +Renamed alot of items to add prefixes for easier sorting "Ammo", "Grenade"...etc. +Merged new HD projectile/particle mod with sexy gfx +Balance update to fix some oddness with the more advanced items. ...and a bunch of other stuff too,
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[v1.06] Xenophobia Mod Compilation
Slayerjerman replied to Slayerjerman's topic in Completed Game Mods
Teaser preview of the MAJOR Xenophobia update incoming after CE v0.25 releases. Next Updates sneak peak: Supports Xenonauts 1.07 (soon 1.08) Supports XNT 5.22 (hopefully XNT team will send me stable 5.3 files to merge) Supports Asymetrical Weapons v0.4 +8 all new MELEE weapons. Prepare for the awesome sauce +All new medikit reload system +Manufacturing sorting restructuring (sorts weapons from ammos, for easier crafting) +Moved all laser/plasma into a single category called "Energy" for better sorting +Moved more advanced & special weapons to "Advanced" category +Renamed alot of items to add prefixes for easier sorting "Ammo", "Grenade"...etc. +Merged new HD projectile/particle mod with sexy gfx +Balance update to fix some oddness with the more advanced items. ...and a bunch of other stuff too, -
Yeah, you have to install this after the other mods, especially if anything changes the vanilla game strings.xml.... This mod only touches these files: scripts/_basebuilt.lua items.xml items.xml manufactures.xml researches.xml strings.xml
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Xenonauts: Community Edition discussion
Slayerjerman replied to Solver's topic in X:CE General Discussion
love this idea -
Winmerge is a pain in the neck when dealing with a single text file with 100's of lines of changes. Just FYI.
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Xenonauts: Community Edition discussion
Slayerjerman replied to Solver's topic in X:CE General Discussion
More requests! Allow apDamage & moraleDamage to accept negative numbers and work like healing (i want to make morale and TU healing kits!) Change medikits to work like guns & shields and allow for reloading/refilling in combat Same for stun batons, despite having ammo.ballistic.stunbaton in my inventory, it wont accept it to reload. Make guns accept negative damage values as well, not just melee. (I want a healing gun and grenade!) -
Thanks mate! I'm thinking of making a compatibility patch
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Comments on v.04 All weapons unlock after researching far too early in the game for how cheap and powerful they are. They should be moved to unlock just before laser weapons (and the heavier weapons after laser weapons). G11's 3-shot burst is CRAZY accurate from 15+ tiles away. I've just completed merging v04 into my Xenophobia pack for my next update. I've gone ahead and adjusted a few of the things I felt were a little "too good". HEH.
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Mikhail - What are you using to edit your XMLs? Whatever it is has broken the worksheets and they can't be opened with Excel. Just FYI.
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Implementing Particle Cannon and DHVRL
Slayerjerman replied to Khall's topic in Xenonauts General Discussion
Would you mind packing up the XMLs and projectiles into a ZIP? I'd love to get my hands on this as well. -
I took your advice and changed everything from "armour.basic_red" over to "armor.basicred", but still have the same issue of the unit in GC not using the right sprites. I even double checked the soldier_spectre XMLs too. Here's my XMLs and one set of the sprites for weapon.rifle as well as a spectre.xml for weapon.testrifle (i didnt include items.xml or strings.xml) https://dl.dropboxusercontent.com/u/20763616/armor_Help.zip Mind taking a look and seeing if I missed something?
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I want to, but I'm unsure yet how I am going to proceed with it and I've been busy with my main mod, Xenophobia. If you wanna take a shot at it for vanilla based on these files, be my guest
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Here's the deal, I took armour.basic and copied the folder, changed all the sprites so the blue is now red (Photoshop --> replace color method). I renamed this folder to armour.basic_red. I did the same for the corpses and GUI outfits...etc I went through the files an added the proper armour sets to: armours.xml armours_gc.xml items.xml strings.xml gsgcitemtranslator.xml (amour.basic_red = BasicRedArmour) soilderprops.xml (for corpses) assets\units\xenonaut\armour.basic_red (I changed all soilder_spectre.xmls from "armour.basic" to armour.base_red) etc It works fine in GS and in GC inventory UI only when a unit is wearing the new "red" outfit, the actual units in combat dont display the proper sprites at all, they show up as unequipped Jackal armor units (completely wrong). I checked the armour.basic_red folder and all the solider_spectre.xmls and they are correct.... Anyone have idea of what I may have missed that is causing the GC unit from not using the new sprites?
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[v1.06] Xenophobia Mod Compilation
Slayerjerman replied to Slayerjerman's topic in Completed Game Mods
Seriously, that would be amazingly helpful! -
[v1.06] Xenophobia Mod Compilation
Slayerjerman replied to Slayerjerman's topic in Completed Game Mods
See, now THIS is helpful, thank you. I use all those mods as well (except XNT 5.22, and v1.07). I know there are new changes in 107 and XNT 5.22 that I have not made compatible yet. At some point when XNT moves over to 1.07 entirely I will need to do so as well. -
[v1.06] Xenophobia Mod Compilation
Slayerjerman replied to Slayerjerman's topic in Completed Game Mods
BUG FIXES v1.0.5 Fixed Advanced Med pack crash when manufactured. Fixed AA12 shotgun crash when entering combat with it. (verified and confirmed ALL Asymmetrical mod weapons are working in actual combat also, to be 100% sure ). Fixed AA12 shotgun ammo from not being able to load into the actual AA12. Durp. Fixed Magnum Battle Rifle from not being able to be manufactured. Fixed missing strings for AK47 ammo Fixed weapons_gc.xml compiler error for Laser Scattergun sound. Thanks Sentelin!!