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Slayerjerman

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Posts posted by Slayerjerman

  1. I've got a question regarding the strings used in the Aircraft Equip screen in the base.

    Screenshot_AEQCLIPSIZE.jpg

    From tinkering and comparing the strings, I know the string for ammo string here is AEQ.CLIPSIZE. However what I cannot figure out is how to REMOVE the string as I cannot find the variable AEQ.CLIPSIZE inside of aequipview.lua.... its really strange.

    I'd love to also be able to remove the line break / empty space between the weapon's name and the ammo string, but ideally I want to remove the ammo string completely so I can put weapon stats here instead (damage, range, ammo...etc)

    Anyone have a clue where I can remove this string in the LUA files?

    Screenshot_AEQCLIPSIZE.jpg

    Screenshot_AEQCLIPSIZE.thumb.jpg.4fcf06c

  2. v1.5.0

    • Updated mod to X:CE 0.28. Revert back to 0.25HF if you have crashes or instablity.
    • ALL previous patches included.
    • Fixed X-25 boomerang from not being in hanger when manufactured. Should work now.
    • Added missing strings for multi-ammo sniper rifles
    • Fixed Advanced weapons tab crash with multi-ammo weapons v2.
    • Mars MFG weapons now unlock after plasma weapons so that they have ammo available.
    • Increased buildings list size on base-building view so you can now see all options.

    v1.4.9

    • ALL previous patches included.
    • XNT content NOT included. You will still need to install that first.
    • Installer package updated.
    • Weapon descriptions updated
    • Added multi-ammo sniper rifle
    • Added improved multi-ammo weapon sets (rifle2, shotgun2, sniper2, MG2...)
    • Some other minor worthless to mention bug fixes.

    v1.4.8

    • ALL previous patches included.
    • New installer. Simply run the installer and tell it your Xenonauts folder.
    • Fixed missing animations for all weapons unlocked for use with Predator armor. (hopefully)
    • Fixed missing Boomerang aircraft image in Xenopedia.
    • Fixed unlock/manufacture for M61 VULCAN aircraft weapon.
    • Adjusted researches.xml to make some things less difficult to obtain (and less out of order, hopefully).
    • New! Modified weapons equip screen. Removed "weapons" and "equipment" buttons and have all 7 item tabs on ONE page for faster browsing. If you do not like this, you can revert to the previous look by using sequipview_v1.lua located in /scripts/....
    • New! Added new aircraft "Corsair MK 2".
    • New! Added new EMP weapon "Z-80 Zeus" to lasers.

    v1.4.7

    • ALL previous patches included.
    • Fixed a bunch more missing animation files for pistol weapons + shields.
    • Fixed more missing animations for "checked" alien weapons that you can manufacture.
    • Fixed crash when clicking AMMO tab after unlocking Mag weaponry/multi-ammo ALLOY magazine.
    • Fixed USSR aircraft unlocking problem, now it properly unlocks all 5 USSR aircrafts. (fix is not retroactive, so if you've researched USSR aircraft already, only fix is a new game, sorry).
    • Researches.xml changes to make advanced aircrafts unlockable through other means, including no longer requiring alien aircraft "hull" items.
    • Removed dermal regenerator and metabolism accelerator items.
    • Fixed UNSC manufacturing to give proper weapons (minor text fix).
    • Shock rockets no longer leave toxic gas when they explode.
    • Base buildings for LV.3 are 2x1 in size now, no longer have any 2x2 buildings other than the command center. This was to fix the black zones in base defense missions maps.

    v1.4.6

    • ALL previous patches included.
    • Fixed a bunch more missing animation files for pistol weapons + shields.
    • Fixed missing animations for "checked" alien weapons that you can manufacture.
    • Fixed line-of-sight issues with vehicles. (thanks Sgt_Thief!)
    • Fixed manufacturing issues with USSR MiGs.
    • Fixed missing T80 armor stats in armours_gc.xml

    v1.4.5

    • Improved larger solider equipment screen
    • Improved larger manufacture screen
    • Improved larger aircraft equip screen
    • Improved larger research screen

    v.1.4.5 contains previous patches and only UI changes. It is safe to continue saved games from v1.4.4. Screenshots of larger UI screens available HERE: Screenshots

    v1.4.4

    • Includes previous patches.
    • Fixed crash with Hunter/Scimitar/Hyperion vehicles
    • Fixed missing images for Hunter/Scimitar/Hyperion on vehicles screen
    • Fixed missing animations for all new pistol weapons when used with any shield. (LOTS OF FILES)
    • Fixed researches.xml so that all new "improved" weapons no longer require an alien corpse to research.
    • Fixed production cost for F5 aircraft, again, lol.

    v1.4.3

    • Fixed missing text strings for all new "improved" weapons and manufacturing texts.
    • Fixed issue with unlocking and manufacturing Particle Beam ammo.
    • Changed X-157 missiles from "heavy" to "normal" for use on helicopter weapon slots.
    • Fixed F5 aircraft manufacturing cost typo

    v1.4.2

    • Fixed crash when researching UNSC weapons and clicking "ADVANCED" tab.
    • Fixed bad buildings.xml that resulted in negative mfg times. My bad!
    • Fixed crash when building the X-27 attack helicopter
    • Changed researches.xml so that all new weapons unlock for manufacture individually instead of trying to replace old versions. This avoids unlocking things out of order and missing an "upgrade" if you skipped a tier.

    START A NEW GAME. Else you will be bugged from v1.4.1, sorry!!

    v1.4.1

    Where to begin, this was a massive update to just about everything....

    • Added UNSC halo weapons pack by Fucille
    • Added Armoured Assault! A Vehicle Rebalance Mod by Kabill
    • Added Choices Mod (parts 1 & 2) by aajs
    • In total, over 80 new weapons and several aircraft and aircraft weapons were added...yikes!
    • 1 new tank, the T-80
    • Fixed base defense missions for the missing new buildings that left black empty zones. YAY!
    • Fixed alien weapons from not showing alien ammo in ENERGY tab.
    • TONS of new research options and TONS of new things to discover.
    • Increased firepower on all Metalstorm weapons
    • Revised researching paths and requirements.

    v1.4.0

    • Previous patches included, all rolled into one download.
    • Fixed AK47 animation issue with Basic Armor, no more flickering...etc.
      The issue comes from XNT files, here's how to MANUALLY fix it.
      1. Open /assets/units/xenonauts/armour.basic
      2. DELETE the folder "weapon.ak47" completely
      3. Copy the same folder from the Xenonauts 1.4.0 files
      The AK47 is using bad XML animation files, simply overwriting them wont fix it, you have to delete the entire folder and copy the new files.
    • Fixed Multi-ammo machine-gun to show up properly with all armors in combat.
    • Revised Researches.xml to fix unlocks and make all the goodies unlock properly. (please report any bugs with something not unlocking.)
    • Re-balanced melee weapons to have reasonable durability and require actual repairing. (was previously too high).
    • NEW! Unlocked all weapons for use with Predator armor. Be warned, may still be a little buggy and not all weapons may be visible when equipped in combat.
    • Included Kabill's latest "sort-of-random" map packs.
    • Updated Skitso's map pack to latest version and included it.
    • NEW! 3 tiers of labs, workshops and living quaters, including 3 teirs of nanoworkshops and quantum labs.
    • Rebalanced how much space living qtrs, labs and workshops have. (was far too high before).
    • Text fixes, a few weapon tweaks for ammo type and gave some melee higher damage....etc etc etc
  3. xenobanner.jpg

    Xenophobia Mod Compilation ver 1.5.0

    Xenonauts ver. 1.07 / 1.08 / 1.09

    Sept 2 2014 Download on the NEXUS MOD PAGE v 1.5.0

    Nexus Mod URL: NEXUS - XENOPHOBIA Be sure to check for update/patches in the downloads section.

    I am now officially taking an extended break away from Xenonauts and Xenonauts modding. Consider 1.5.0 the final version of this mod until further notice. That being said, feel free to post bugs/fixes here to support the community, but do not expect updates/support from me anytime soon. Thanks and have fun!

    Installation instructions at bottom of this post & INSIDE the installer.

    xeno_guns_banner.png

    README

    Xenophobia is a mod pack COMPILATION PATCH and economy overhaul.

    This compilation/mod is dependant on the CC BY-NC-SA 4.0 protected data files, this compilation is licensed under the same terms.

    Mods combined

    • XNT 5.31 final (firebat) and all the assets that mod includes.
    • Xenonauts: Community Edition 0.28 Reverted back to 0.25HF if you experience crashes!!
    • Asymmetric Weapons Tech with Plausible Advanced Ballistics v0.4
    • Skitso's Sleek AI Turn (Removes Hidden Movement)
    • Ecomomy Restored (my previous mod)
    • Corporation Weapons Expansion for XNT (my previous mod)
    • Fire in the Hole v1.3.3 (maps and tiles extracted already)
    • Skitso's Improved Tree Stumps
    • Skitso's Ultimate Megamix Map Pack 2000 v1.1
    • Kabill's (sort-of-random) Arctic, Farm and Desert map packs
    • Shots replacement mod (improved projectile art)
    • Mobile Infantry jackal armor replacement mod (used for XNT impjackal)
    • Khall's Carbines/Shotguns + Extras Mod [V.1]
    • Realistic Aircrafts mod v1.1 by SoloA
    • Armoured Assault! A Vehicle Rebalance Mod by Kabill v1.1
    • UNSC weapons pack by by Fucille
    • Choices Mod (parts 1 & 2) by aajs

    Additional Changes

    • Economy overhaul, No more "unlimited" weapons, equipment, aircraft or ammo.
    • All items manufactured now sell for a small profit, between +25% to +75% depending on the materials used.
    • Aircraft can be recovered, lots of new weapons!
    • Can now manufacture ALL aircraft weaponry and mix and match the loadouts as you desire.
    • Reverse engineer UFO weaponry for your aircraft.
    • All solider weapons, ammo and equipment must now be paid for and manufactured. Everything unlocks for manufacture by research.
    • Added Aircraft weapon stats displayed on the weapon slot of the aircraft now!
    • Begun adding weapon descriptions with stats for all new items (melee complete, guns at about 50% complete).
    • Unique artwork for Multi-ammo rifle, shotgun & machinegun
    • More research trees for new stuff!
    • Added Xenopedia art for new stuff!
    • Memorial Wall re-enabled.

    Feature List

    • 138 new ranged weapons
    • 20 new melee weapons (with sounds)
    • 6 new shields (and you can repair and carry them in inventory!)
    • 4 new medical kits
    • 32 new planes, including 3 UFOs!
    • 40 new missiles.
    • 20 new aircraft's cannons.
    • 1 new tank!
    • Includes Memorial Wall UI.
    • Shield and medkit reload/refilling enabled
    • New balanced base structures! New living quarters, New laboratories ,New workshops
    • New multi-ammo rifle & shotgun and 6 ammo types (AP, HE, ZAP, STUN, ALLOY, TOXIC)
    • Re-implemented particle beam heavy laser weapon & DHVRL
    • Added Improved barracks screen. Makes it easier to see all the troops at once (from Magnum-nauts by Mikhail Ragulin)
    • Added Improved Mission and kill count in the GC equip window. The kills update during the missions (from Magnum-nauts by Mikhail Ragulin)
    • Manufacturing categories altered and sorted item names
    • Improved and larger UI
    • Lasers & Plasmas now grouped under "Energy" tab
    • MAGs and other heavy/unique ranged weapons under "Advanced" tab
    • Melee tab added to support and sort the new melee weapons
    • Medikits moved to "Melee" tab.
    • Explosive C4 and Breaching charges moved to "Grenades" tab
    • Equipment/Other is for shields now.
    • Total rebalance of the aircrafts and aircraft's weapons.
    • New aircraft's researches added (Coop with USA, USSR and EU for new jets)
    • Generic items sell for +25% of the manufacture cost. (such as a rifle costs $1000, you can resell it for $1250)...etc.
    • Items built with alien alloys sell for +50% of manufacture cost.
    • Items built with alien alloys & Alenium sell for +75% of manufacture cost.

    Recommended Changes

    Slightly increase your starting funds in gameconfig.xml is recommended as you now need to pay for alot more than before.

    Installation:

    1. Xenonauts v1.08 or v1.09 game files
    2. Install the mod with the Xenophobia installer file.
    3. Play and report any bugs you find so I can continue to improve this mod! Requests within reason are welcome.

    Credits and Thanks

    Check for latest version at Forum thread:

    - Goldhawk

    http://www.xenonauts.com

    - Xenonauts community

    http://www.goldhawkinteractive.com/forums

    - XNT - Into Darkness team and XNT 5.31

    http://www.goldhawkinteractive.com/forums/showthread.php/11449-X1-08-X-CE-0-25HF-XNT-Into-Darkness-Mod-V5-3-The-Firebat

    - Xenonauts: Community Edition 0.25/0.26 and above (Thank you Solver!)

    '>http://www.goldhawkinteractive.com/forums/showthread.php/11312-Xenonauts-Community-Edition-0-25HF-0-26HF-changelog-and-downloads3

    - Skitso's Sleek AI Turn (Removes Hidden Movement) (and all his other great mods)

    http://www.goldhawkinteractive.com/forums/showthread.php/10967-V1-07-Skitso-s-Sleek-AI-Turn-%28Removes-Hidden-Movement%29

    - Asymmetric Weapons Tech with Plausible Advanced Ballistics v0.4

    '>http://www.goldhawkinteractive.com/forums/showthread.php/10368-MOD-WIP-Asymmetric-Weapons-Tech-with-Plausible-Advanced-Ballistics

    - Fire in the Hole! Destructible UFO Hulls (v1.3.3)

    3%29'>http://www.goldhawkinteractive.com/forums/showthread.php/10909-v1-06-X-CE-v0-21-Fire-in-the-Hole!-Destructible-UFO-Hulls-%28v1-3-

    3%29

    - Magnum-nauts

    http://www.goldhawkinteractive.com/forums/showthread.php/11189-v1-07-Magnum-nauts

    - Mobile Infantry jackal armor replacement mod

    http://www.goldhawkinteractive.com/forums/showthread.php/11286-Mobile-Infantry-Would-you-like-to-know-more

    - Khall's Carbines/Shotguns + Extras Mod [V.1]

    http://www.goldhawkinteractive.com/forums/showthread.php/11608-V1-09-Khall-s-Carbines-Shotguns-Extras-Mod-V-1

    - Realistic Aircrafts mod [v1.1] by SoloA

    http://www.goldhawkinteractive.com/forums/showthread.php/3217-Realistic-Aircrafts-mod-v1-0

    - Kabill's sort-of-random Arctic, Farm and Desert maps

    http://www.goldhawkinteractive.com/forums/showthread.php/11422-v1-08-X-CE-0-25-Kabill-s-%28Sort-of%29-Random-Maps!

    - Armoured Assault! A Vehicle Rebalance Mod by Kabill

    http://www.goldhawkinteractive.com/forums/showthread.php/11692-X-CE-v0-26-Armoured-Assault!-A-Vehicle-Rebalance-Mod

    - UNSC Weapon Pack by Fucille

    http://www.goldhawkinteractive.com/forums/showthread.php/11862-UNSC-Weapon-Pack

    - Choices Mod (parts 1 & 2) by aajs

    http://www.goldhawkinteractive.com/forums/showthread.php/11770-Xenonauts-Choices-Mod-Part-2

    Disclaimer

    This compilation/mod is dependant on the CC BY-NC-SA 4.0 protected data files, this compilation is licensed under the same terms.This is a compilation pack to make several mods play nicely together I'm merely combining it and adding some of my own stuff for fun and not-for-profit. Any of the XML files, you may edit as you desire without permission. In fact, I encourage you to do so!

    Xenophobia is a work-in-progress mod. As such, use at your own risk. If you encounter issues, please report them to help me find and fix to make the mod better.

  4. I've asked him if I can update and merge the aircraft into Xenophobia. Hopefully hes cool with that and I can breathe life back into the mod.

    Update. SoloA has kindly agreed to the merger. I've added all his aircraft and weapons to Xenophobia v1.3.0+

  5. I know their are big mods that change the game alot. But I am looking for a mod that adds one or two vehicles or new aliens to the vanilla game. I have started using that vehicle prop that was supposed to be the hunter or whatever and now it is just a prop for the military base maps. It has artwork for every side needed and I am testing it and I think it will work for an additional new vehicle.

    But I know their are a huge amount of skilled modders way better than me and just wondering why I do not see any really cool new aliens to give the game more spice than just the same old humanoid body with an alien head and colored different? Or new original vehicles?

    Play XNT + Xenophobia and prepare to be amazed.

  6. Hi,

    I have modded the game so that laser cells are manufactured, so they are not infinite. Each time I end up a mission and return to the base, I'm credited with a free number of ammo cells equals to the number of laser rifle I have in the squad.

    This is as if the game deposit back the ammo cells from the rifles once I return, but they are still in the hands of my soldiers and full... Basically I'm generating ammos!

    I work around this bug by making a deposit of ammo cells at start of a mission and I don't retrieve them, but still, this is probably a bug common to all manufactured ammos.

    This seems to also be an issue/bug with any new ammo type. In my mod, Xenophobia, I made new ammo types: ammo.repair and ammo.refill (for shields and medipacks), these also auto-generate after combat. Naturally these ammo types are manufactured also, if that has anything to do with it.

  7. I'll be rolling out an update v2.0.0 soonish. This will have major changes that will drastically effect the balance of the game, so be warned.

    Proposed changes vor v2.0.0:

    • All aircraft cannot be recovered, if destroyed during air combat they are gone for good, requiring you to rebuild it!
    • All aircraft and vehicle weapons will have a balanced and fair price and require to be manufactured.
    • Aircraft/vehicle weapons no longer "auto-upgrade" when research for Lasers/Plasma/MAG are completed. If you want new weapons you're gonna have to build them and equip them.

    Other than that, I need to look into aircraft ammo and if that can be made purchasable. (such as restocking missles...etc).

  8. When I install this mod after I install the XNT mod, it crashes my game if I try going to the soldier's screen. Don't know why this is.

    I had it working before when I installed Xenophobia and XNT, but when I try installing just the Economy Restored mod it crashes. I think it has something to do with the manufactures.xml

    This is the VANILLIA version of the mod. OF course its going to crash when you overwrite XNT files with this. Again, these files are ONLY for the un-modded version of the game.

    These changes are already IN Xenophobia. You do not need this if you use my Xenophobia mod.

  9. Actually, after messing around with this for quite a bit longer, it turns out that this change was what was causing my game to crash when loading a save (and to completely remove all gear available when creating a new game). Do you know if I need to do anything special when using openoffice for editing the file? When saving it, it popped up the usual warning about there possibly being some tiny format differences between excel and openoffice, which I ignored at first since it has never actually made a difference, but as it turns out doing so breaks the game. Eventually I worked around it by editing the file in textpad instead, but I'd really prefer being able to do it in the format it was intended for if that's possible in any way (other than getting Excel).

    I would advise trying the alteration and starting an entirely new game and see if the crash still happens. Typically these sort of changes alter the item's data and if any of your soldiers have a shield in their inventory inside of your saved game data, the game doesn't like that sudden change (makes the game think the save is corrupt because the data doesnt match) and doesnt know how to handle it.

  10. Thanks for the answer.

    If you define the weight and the HP of the shields in the weapons.xml what about weapons_gc.xml? There you can also define the weight and the hp, see: [ATTACH=CONFIG]4917[/ATTACH]

    Do I have to change the weight and the hp in both files?

    As for the excel - first I dont have, secondly its no hassle for me to edit in notepad++ and lastly the only thing it does is formatting, you dont gain any other benefits, as far as I can see.

    Yes, you must change the values in both files. weapons.xml only controls the item when in the equip screen and when in your base. weapons_gc.xml controls the item when in combat.

    If you change one and not the other, bad juju will happen. It's best to make them match so you dont get weirdness.

  11. I'm experiencing the same issues as Slayerjerman except I do not have XNT installed. Upon starting fresh games, I'm also not seeing the option to build all base buildings - starting a new game can rectify this, but sometimes takes a few restarts to see all buildings. Currently I'm running 1.08 with Fire in the Hole, and the Community Edition 0.25.

    I modded buildings.xml to add some new ones and was able to see all new buildings with FitH...etc. The only issue found thus far was that aircraft bug, which is pretty game breaking, hehehe.

  12. BUG HELP

    I'm not quite certain the cause yet , but when I start a fresh new game my squadrons and such return to base as intended. However after I exit ground combat for the first time (first GC mission), my squadrons and dropship will goto my base and just "hover" over it on the world map without actually going IN the damn base. I tried ordering them to return to base manually but they just hover there. I also noticed after GC that if an intercepter is chasing a UFO, both of them will stop dead where they were and dont continue to move too.

    I think I may have tweaked something wrong when I merged my XNT 5.22 gameconfig.xml with the CE0.25 XML. I was careful to only change values by hand to match the XNT values, but something made the air combat AI to go dead.

    Any ideas? I only modified gameconfig.xml, and am using the XE 0.25 aircrafts and "AM_" files.... CONFIG FILE

  13. First of all, open weapons.xml with Excel or OpenOffice so you can actually read & understand the data. ;)

    Screenshot 2014-07-11 23.11.18.png

    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....

    Screenshot 2014-07-11 23.11.18.png

    577e7d0c564a3_Screenshot2014-07-1123.11.

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