Amyclas
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How do I mod aircraft, and seating capacity
Amyclas replied to Amyclas's topic in Modding Discussion
The 14 limit is hard-coded? I can't bring an army? -
Where do I find aircraft stats? I don't think it is aircraft.xml or aircraftweapons.xml
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In armour_gc u get: The chemical 100 seems to make vehicles invulnerable to chemical weapons (not tested on highly damaging chem weapons yet) Can you exceed 100 for armour values? <Armour name="armour.jackal"> <Resistance kinetic="35" energy="35" chemical="7" incendiary="24" /> <VisualParams range="25" coneAngle="90" nightRangeBonus="0" /> <PsionicDefence defence="0" points="0" degradation="0" /> <Props moveSpeed="350" stairsMoveSpeed="180" vaultMoveSpeed="24" /> </Armour> <VehicleArmour name="HUNTER_ARMOUR"> <Front> <Resistance kinetic="55" energy="55" chemical="100" incendiary="55" /> </Front> <Side> <Resistance kinetic="40" energy="40" chemical="100" incendiary="40" /> </Side> <Rear> <Resistance kinetic="40" energy="40" chemical="100" incendiary="40" /> </Rear> <VisualParams range="20" coneAngle="90" /> </VehicleArmour>
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[X1.09 + X:CE 0.26HF] XENOPHOBIA- Ultimate Compilation Mod
Amyclas replied to Slayerjerman's topic in Completed Game Mods
Is XCE 0.28 included or must it be installed separately? I have an old XNT 5.3, XNT 5.3 is no longer on this forum... I still need to chuck it in right? -
[X1.08 + X:CE 0.25HF] XENOPHOBIA- An addon mod for XNT
Amyclas replied to Slayerjerman's topic in Completed Game Mods
I use this method to get around the air-superiority crash: 1. Wait for the buggy spawn. 2. Delete the AMairsuperiority xml file. 3. Load the save, spawn magically disappears. 4. Put a backup of the AMairsuperiorty xml file in. The game will crash without the AMairsuperiorty file when it makes a new spawn, so u gotta put it back after doing the magic. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Amyclas replied to Slayerjerman's topic in Completed Game Mods
I have the exact same problem. I just don't use base upgrade, and I delete air superiority missions whenever fighters spawn. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Amyclas replied to Slayerjerman's topic in Completed Game Mods
If you look at gameconfig.xml you'll find that the requirements for promotion are much higher than in XNT or vanilla. 50 points to corporal, then uphill from there. I tweaked my game to 20 points for corporal because all those privates running around can drive a fireteam insane through their collective noobness. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Amyclas replied to Slayerjerman's topic in Completed Game Mods
As a matter of preference, I find that incendiary weapons break terrain and obstacles much better than kinetic ones. It's also much easier to damage lightly armoured enemies with single digit incendiary damage than single digit kinetic damage, so I personally change my flamethrowers to incendiary. Incendiary fire axes are just swell though. I now use it as a backup weapon for my stun sprayer troopers. Everyone else gets a rocking axe. (I'm at the late-laser stage of the game.) As for other bugs, the manufactures are still labelled wrongly, but it's not game breaking. Also, base upgrades research is still bugged. Thanks again for a great mod. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Amyclas replied to Slayerjerman's topic in Completed Game Mods
I get a runtime error when I research advanced heavy lasers. Possible a syntex error in the research file. I replaced the 1.16 research file with the 1.15 research file to get my game going again. But I'm not getting upgrades for the aircraft weapons. EDIT: Manually added the aircraft weapon replacements. I can't fix the 1.16 file, but I can get the 1.15 to give me aircraft weapons. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Amyclas replied to Slayerjerman's topic in Completed Game Mods
Did you know that your flamethrowers do kinetic damage, but the fire axe does incendiary damage? Flamethrowers... with real impact on throwing the flames, and fire axes, with real fire. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Amyclas replied to Slayerjerman's topic in Completed Game Mods
If you are balancing the flamer, perhaps you could look into the multi-ammo rifle and shotgun too. Their incendiary ammo makes most of the other early game ballistic weapons redundant. Maybe they need more cost, or more research. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Amyclas replied to Slayerjerman's topic in Completed Game Mods
I tend to lose bases a lot. Sometimes I even get attacked immediately after the command center is built and I haven't had the time to build missile launchers or recruit troops. I have to fortify any base without expeditionary troops with lots of missile launchers and cheap soldiers/equipment. I've once lost a base even while save-scumming because I ran out of ammo (ballistic rifles against vipers), and the soldiers weren't too keen on using their fists. Air superiority is a good substitute for base defense however. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Amyclas replied to Slayerjerman's topic in Completed Game Mods
I think the "base upgrades" research is now bugged... not that we really need it with 50 capacity workshops and labs. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Amyclas replied to Slayerjerman's topic in Completed Game Mods
Found another bug: The ground picture is missing when I equip a shield (A12 Armoured Shield) with jackal armour. Edit: The shield appears again when I unequip the magnum pistol. -
[X1.08 + X:CE 0.25HF] Xenophobia - an addon mod for XNT
Amyclas replied to Slayerjerman's topic in Completed Game Mods
The buildings aren't really an issue, you can demolish all buildings except the starting buildings. So the tier 1 buildings hang around and are dead weight, but everything else works fine.