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Lerzan

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Everything posted by Lerzan

  1. I'm not really the best player and after dying a slow death and losing funding I started a new game on normal. I finally was able to beat it and I didn't have a single error message in the fail or successful run. No other mods were included. You did a good job with the conversion! (It is much harder than the original mod, I agree with Flyingsub). Many thanks!
  2. I would absolutely love love love it if you could do that. I tried updating it myself but I kept getting errors and eventually dropped it as I have no real mod ding knowledge. It'd be like Christmas in July for me, literally
  3. After seeing both of your comments I think Drages might be on to something. Time Isn't a big deal due to a medical issue, it's doing what Kabill said and doing it properly, with the MMS .I was trying to drag and drop the assets folder into the 1.5 install. My biggest issue is I just don't understand how the MMS works/how to implement it. I only know weapons because the tutorial held my hand the whole way through
  4. I've been asking some questions lately about xenonauts modding, and it's because I want to keep the mod magnum-nauts alive. I've tried the mod on the 1.5 version but it crashes when you place your first base. Is there something that needs to be updated for a mod to work with 1.5?
  5. Alright, thanks a lot. You've been extremely helpful for me and a appreciate it!
  6. While I would like to make a mod for the community to enjoy, I just can't wrap my head around how the MMS works. I can edit the xml file values and even add in weapons (or I could...) but even reading the MMS didn't help me. The community edition thing is another can of worms for me.
  7. <p><p>I doubt this will reach you but you there man?</p></p>

  8. Like the title says I would like to create my own mod but I only know the very very basics by taking apart other mods, but I don't understand WHY it works, just that it does. If there any resources out there for a aspiring modder?
  9. Thanks for the answers! Looks like patching is the way to go then. Now it's time to slowly learn the finer points of modding!
  10. There is a mod that hasn't seen any activity for 4 months about, and while I'm trying to contact the mod developer if I can't is it ever appropriate to try and continue the mod (Giving large credit to the original developer) or is that frowned upon in the modding community? I just want the mod to live on, but I don't want to offend anyone/violate a unspoken rule (I'm new to modding completely not just xenonauts )
  11. Anyone know what happened? It was my favorite mod but it's gone silent now.
  12. Ah ok, I was looking more at the raw damage possible than anything else but that clears it up. Enjoying it so far, though there seems to be a definite spike in difficulty with androns showing up so early. Need focus fire or a heavy mitigation weapon on hand (looking at you lever action...).The new ATs are a lot if fun for a more tactical cover change, which can open sniper lanes. I didn't get to it until 2 am so priming the type tens took a bit to figure out. Hopefully the kids won't play with the unexplored metal eggs I left everywhere...
  13. Looking at the numbers from the post above and the table from the last version, you buffed the damage of SMGs and nerfed carbines in the new version? Maybe I mixed the two up, but i checked a couple times and it seems like that's what happened. If it isn't a clerical error how come you chose to do that?
  14. I know it's fudging on the timeline a tiny bit with the first one (1982) but what about the M4, CAR-15, and (maybe) the AKS-74U?
  15. The bolt-action carbines are semi-auto(located in the breaching weapons) in game, since you can't take a action to chamber a round. Was there a different weapon type you meant?
  16. Fair enough, and I hope the bug doesn't happen anyways because I haven't figured out a way other than save scumming the mission to get rid of the extra cash. I guess maybe a couple grand more (if that depending on numbers) won't unbalance the game anyway. See with that story you're just teasing me with the new system (along with the weapons)! There is something satisfying about a high TU guy with a club and a med kit with a belt of flashbangs beating the hell out of a alien. This *smack* was for the rookie whose name *smack* I forgot already. *smack smack*. Waiting For the new release!
  17. Ah, you do make a good point with the MPs. I'm used to carrying a revolver if a side arm at all. The only issue I could see with it currently is it would promote gassing all the things for the extra money. While I like the gas grenades, they are a little too effective when used in mass. That makes sense, the androns resonated with me because when they showed up I was just kinda unimpressed at that point.
  18. I was wondering if there is a way to make it so that if a unit takes damage, his TUs would also lower proportionally. Getting healed would also increase the TUs as well. I figured this would be the option that is most likely to be able to be done, but if it could go more in depth( such as lowing stats) that would be even better! I unfortunately don't know much about modding, so I don't know if this is even possible. /For all those wondering, yes it was inspired/ripped off from the red fog option in new X-com
  19. That is a neat idea. Maybe have something like it but more lethal with a range of one or two as a back up weapon in case a alien gets a little too close to the long range units? (Shameless idea from xcom long war mod). I just wish there was a reason to capture the aliens after the first one. Like a live alien is worth money at the end of a mission. More risk/reward sort of thing. The changes to the AT rifles sound like a lot of fun plus gives more strategic options. As always I can't wait to play with the new changes! Is the ufo change aimed as a difficulty increase then?
  20. Look's pretty awesome to me, though i had to look up the type tens to figure out exactly how they worked(Now i get that they are muzzle loaded). While the 5 round burst seemed strong, later on it balanced out pretty well. The random kills have gone down a fair amount, but then again the deaths I do get can be attributed to "That's Xenonauts, baby"!
  21. Ah I try to stay a little farther away to reduce the random kill shots on my guys. I have one, maybe two breachers for the scouting/ work. Yea I had my only drop ship en route to the terror mission and before I could get to Tokyo they nuked themselves. Was rather annoyed as I was over the sea separating China and Japan. Huh, I can think of any reason why!
  22. I've been getting around 3 hits at 5-6 tile range. I'm hesitant to call op though because while it can burst something down, you could get close and snap shot em as well. It could easily be that it's strong with my style of play. I'll wait for the more armored foes to appear before I make a final judgement. It makes a versatile weapon which I think is a good thing. Well darn. That's what I started to do. I trained my magnum-nauts to just drop what's in their hands when reaching for their packs. I just got a terror mission I couldn't get to in it. I sent my drop ship the second it popped up but they nuked the city before I could get there (it was as far away as possible on the geoscape, but man does Asia hate me now.) Are they normally short windows to get to? /even with my comments I just want to say I'm loving it, thanks again for the awesome mod! //your description or the ARs in the main post needs to change from poop off to pop off
  23. I like the new ARs but I think maybe lowering the burst to 4 bullets. It's a almost instant kill at short range against the early mobs (this is on normal with a AK-74) even sebillians. I do like the new feeling though so I wouldn't want a large change. I don't know if it's a vanilla bug but if I have a shield in one hand, the club in my main hand and a pistol in my backpack and I drag the pistol out of the pack into my main hand, the club disappears. I don't see it in my backpack or on the ground. It doesn't break much with my style of play but I can see it causing issues.
  24. Just quick feedback, it feels like the snipers are a little weak. Seeing a shot do 14 damage to a caesan is a little sad. Add to the fact that you need to stay still to keep the accuracy and it seems like it isn't quite worth using. Plus I actually was able to go beyond the range of it, though that only happened once. The new carbines feel pretty good though, I'm liking that change. Haven't got to really use the lever actions yet. Still having a lot of fun though!
  25. Woooooooooooooooooooo I've been waiting for this! If the m 14 is still in the game civilian might suffer accidents.... they were coming right at me! What role are the automatic rifles going to fill?
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