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agris

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Everything posted by agris

  1. dynamic contrast is hogwash anyway, you should use a static setting that is properly calibrated.
  2. Hey Ragnarok, I've got a suggestion. Think about the _results_ that you want from the included weapons, and go from there. I don't mean visual, I mean mechanical. If you want visual diversity, make these additional weapons have the same stats as the stock weapons of their class (rifle, sniper, handgun, machine, rocket, etc). If you want a shorter range / higher damage / lower accuracy, pick the appropriate weapon image and balance it's stats relative to others. Do you want high damage single shot weapons with a hefty reload penalty? If so, examine how that should compare to the rocket launcher / shotgun / machinegun. I know it sounds a bit silly, "Of course a 0.44 magnum is different than a rocket launcher!" but you have to think about it in terms of mechanics if you want your mod to be balanced and provide tactical options, rather than just making the game easier. This assumes you care about balance. If not, just forget I ever typed that! And good luck!
  3. Ughhh.. i've been merging these row changes in different mods, and I bet _all_ of them are wrong because the composite is approximately the sum of both. Is this going to make the game crash, or just result in excel bitching?
  4. No problem, but I _just_ updated the file so please make sure you've got the one with xenopedia.xml file modified date of HOUR:08
  5. Also, on that XML line that greatergood45 quoted, you've got a double "is" and a typo. I don't know why your XML files spit errors in excel 2010 (also for me), but I can edit them fine in ConTEXT. Here's the updated version of your xenopedia.xml with the Andron typo fixed, greatergood45's corrections and my (small) correction of a run-on sentence and typo (hover -> however). The run-on and typo fixes are also on line 359. [ATTACH]4725[/ATTACH] EDIT: the UnlockManufacture conflicts were likely do the other mods modifications of that line. Ignore that part of my feedback. EDIT2: your text encoding might be what's spitting errors in excel. One of your line's " 's " on Andron comes across as "Androns’" in ConTEXT. xenopedia1.zip xenopedia1.zip
  6. EDIT2: Not an issue. KDiff3 is amazing btw. What 3 way diff-merge tool are you using? EDIT1: I'm working from a base copy of Xenopedia Entries for Upgraded Aircraft Weapons (v1.0) so that might just be additional lines added from that mod.
  7. Fair enough! I'll give it a go once I'm through this game.
  8. Yea if I haven't done it yet, thank you! The maps look great and the variety is really appreciated.
  9. soooooo is this a go for 1.07?
  10. Hey Skitso, I'm not sure if this is your map or vanilla (now there's a compliment!) but I can't go up the stairs or move my xenonaut to the second floor. I've got the correct elevation plane selected (this was the 1.07 exp release prior to today's HF). Screenshot attached.
  11. ... and the manage soldiers screen, to show more soldiers at a given time?
  12. Sounds good BuzuBuzu (and dropbox or google drive are good solutions for file hosting). Please do upload a standalone version of your mod though, so we're not locked into other mods to get this content!
  13. I'd like to use this, but I agree with the changes proposed by Theon ("Reek!!").
  14. Sweet. I hope you make more of these, and start on the women. It's nice that your method is totally fitting with the Xenonauts art style.
  15. Hey, just wanted you to know that I'm using this and really enjoying it. I still hope you can figure out the transparency glitches!
  16. awesome. i assume this is compatible with Xtended Backgrounds if we modify that mod's soldiernames.xml?
  17. But now we can't change the positions of the troops in the Chinook. This is new as of the stealth 1.07 exp update today.
  18. That makes no sense. Why remove options, rather than give them? At the bare minimum, the launcher should unselect / deselect 'windowed mode' then, so we know that this is intended behavior.
  19. Does no one else have the problem of windowed mode not working if you set the game resolution to your desktop / monitor's native res (v1.07)? There must be more people than me to who have multiple monitors and like to game in 'borderless fullscreen windowed mode' on the main monitor but being able to click over to the secondary monitor.
  20. I put these in the wrong thread and got no traction, so now I've found the right thread. Here it goes. Hey Solver, is it possible to: Enable tooltips for items in Xenonauts inventory when they're on a mission, identical to the item tooltips when outfitting soldiers in the base? Can you add a way to remap the hotkey number a given xenonaut is assigned to in a dropship? Currently, the only way to do this is un-assign all the soldiers and reassigning them in the desired order. For example, iff you could change the game so that CTL+# when the mouse is over a given Xenonaut in the dropship crew layout reassigns them to #, it would be really useful. I'm not the first to ask about this. Could you change how medpacks interact with downed Xenonauts? Just preventing us from being able to use medpacks a soldier that has dropped would be helpful (or increasing the likelihood they survive, but that changes game balance..).
  21. For what it's worth, I've been playing 1.07 for ~4 days and haven't had a single crash.
  22. Hey Solver, Its cool what you've done with CE version of Xenonauts! I've got a few suggestions after playing for a while. Let me know if you think any of them have merit or don't make sense. Is there any chance you could enable tooltips for items in Xenonauts inventory when they're on a mission, identical to the item tooltips when outfitting soldiers in the base? Also, can you add a way to remap the hotkey number a given xenonaut is assigned to in a dropshop? Currently, the only way to do this is un-assign all the soldiers and reassigning them in the desired order. For example, iff you could change the game so that CTL+# when the mouse is over a given Xenonaut in the dropship crew layout reassigns them to #, it would be really useful. I'm not the first to ask about this. To be clear, I don't mean the physical position of the Xenonauts, but their hotkey number assignment. Lastly, could you change how medpacks interact with downed Xenonauts? Just preventing us from being able to use medpacks a soldier that has dropped would be (or increasing the likelihood they survive, but that changes game balance..).
  23. These look great! I hope you can fix the transparency problem though.
  24. I feel like it's an engine-level override wherein if the selected resolution is the monitor native, the 'windowed mode' flag is ignored and the game is rendered fullscreen. I don't want to bug Chris, but maybe I should PM him. The reason I care is that I use multiple monitors, and it would be nice to work on the second monitor while I play Xenonauts on the first.
  25. Thanks, and yea i know it's a silly request. I like the variety added by your mod, I just want to keep the art direction as unified as possible. They're still be 'real', just not photorealistic
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