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Showing results for tags ' armour'.
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A replacement for all the armours and their respective Xenopedia images. This mod aims to give the armors in Xenonauts a more military look. -------------------------------------------- Basic Armor: I wanted to give the basic armour a more military feel. I went with a mix of the Allied paratrooper helmet and the german WWII helmet. I also added some ammo pouches and a granade. I also made a separate version for the female soldiers. Jackal Armour: I wanted something more bulky, tactical and bad-ass. These guys are not rookies anymore...they've been collecting Caesan fingers as trophies. I've also always been a fan of Starship Troopers and have always liked their military gear so I decided to barrow the helmet. Wolf: I gave the Wolf a camouflage pattern and made the visor see-through. I also made several different versions of the Wolf Armor helmet that doesn't look like a top hat. Buzzard I gave the Buzzard armor a camo pattern and a see-trough visor. I wanted to do a little more with this one but haven't had time to work on it. Perhaps at some point I'll come up with a version that looks more like a Cold War era pilot helment with goggles instead of a visor. Sentinel: I tried to give the Sentinel Armor a more metallic feel that I thought the original lacked. I also made the visor more "reflective". I'm not a big fan of the blue on the jet-packs but I wanted to match the combat sprite. Predator Armour: I wasn't a big fan of the lobster look, so I wanted to make the Predator armour look more like a mobile suit of armour. The vanilla version looked too clunky to move in so I wanted to make something that was usable but yet strong and intimidating. You can find the mod and download instructions here: http://www.nexusmods.com/xenonauts/mods/1/? Enjoy!
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More realistic and detailed armour for your SWAT team. This is only a texture replacement, no change of gameplay. v1.6 : changed the way to install using Mod Manager in the launcher of the original game. v1.5 : another adjustment basicarmour, I had to change the helmet (male and female version) for better compatibility (with a jumping facial textures) Jsleezy's Real Fighter Portrait Pack... v1.4 : corrected buzzardarmour. v1.3 : corrected wolfarmour and jackalarmour. v1.2 : corrected sentinelarmour and predatorarmour. v1.1 : corrected basicarmour (male and female variants) and other fixes. v1.0 : replaced all armor textures of the strike group. Download: 1. http://www.nexusmods.com/xenonauts/mods/9/? 2. http://www.goldhawkinteractive.com/forums/downloads.php?do=file&id=130 Installation: Install using the mod manager in the Xenonauts game launcher. Use only with highest priority to replace the armor textures from other mods. (This mod should be the topmost in the list of mod manager!) After installation it is advisable to restart the game launcher. I highly recommend also to install other mods that add more realism to the gameplay and improve the gaming experience: 1. ON THE EDGE - More Realistic Battle Mod - This mod modifies some aspects of the game to make the confrontation with the aliens in the game more realistic (as far as possible). http://www.nexusmods.com/xenonauts/mods/11/? 2. You Can't Take the Sky From Me - A Hard-Mode Air Combat Mod. http://www.goldhawkinteractive.com/forums/showthread.php/11448-X-CE-v0-25-You-Can-t-Take-the-Sky-From-Me-A-Hard-Mode-Air-Combat-Mod 3. Armoured Assault! - Armoured Assault! rebalances vehicles by improving their stats slightly and giving them a choice of weapons at each tier. http://www.goldhawkinteractive.com/forums/showthread.php/11692-v1-5-X-CE-Armoured-Assault!-A-Vehicle-Rebalance-Mod 4. Kabill's (Sort of) Random Maps! - Contains hundreds of new maps which make full use of the random submap mechanism to maximize map variability. http://www.goldhawkinteractive.com/forums/showthread.php/11422-v1-5-X-CE-Kabill-s-%28Sort-of%29-Random-Maps! 5. Armour Replacer v1.5 - More realistic and detailed armour for your SWAT team. This is only a texture replacement, no change of gameplay. http://www.nexusmods.com/xenonauts/mods/9/? http://www.goldhawkinteractive.com/forums/downloads.php?do=file&id=130 6. Skitso's Oppressive UI Mod http://www.goldhawkinteractive.com/forums/showthread.php/10961-V1-07-Skitso-s-Oppressive-UI-Mod To use this replacement in your mod, you must ask permission of the author (urs369), and make reference to the my original replacement mod.
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Armour Replacer v1.0 More realistic and detailed armour for your SWAT team. This is only a texture replacement, no change of gameplay. Installation: 1. Copy the folder "assets" from this archive into the folder with your game (after installing all other mods), confirm the replacement. 2. Kick ass every uninvited alien with your new swat squad. For the best atmospheric games I recommend: http://www.goldhawkinteractive.com/forums/showthread.php/10961-V1-07-Skitso-s-Oppressive-UI-Mod To use this replacement in your mod, you must ask permission of the author (urs369), and to quote the author when using. to be continued... My replacer on Xenonauts Nexus: http://www.nexusmods.com/xenonauts/mods/9? Armour-Replacer-v1-by-urs369.zip Armour-Replacer-v1-by-urs369.zip
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More realistic and detailed armour for your SWAT team. This is only a texture replacement, no change of gameplay. In this version changed basicarmour, jackalarmour, wolfarmour, buzzardarmour and predatorarmour. Installation: copy the contents of the archive into the game folder (after installing other mods!!! if there are any) and confirm the replacement. For the best atmospheric games I recommend: http://www.goldhawkinteractive.com/forums/showthread.php/10961-V1-07-Skitso-s-Oppressive-UI-Mod To use this replacement in your mod, you must ask permission of the author. to be continued... My replacer on Xenonauts Nexus: http://www.nexusmods.com/xenonauts/mods/9? Good luck in battle, commander. Armour Replacer v08.zip Armour Replacer v08.zip
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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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Hi there. I am a forum lurker, just made my account. I have not purchased the game yet, but I am working on it. It looks very fun. Anyway, my question is about something i heard of on the wiki. ( spoiler warning, maybe) (Final warning for spoiler, i dont know how to make a collapsible spoiler thingy, derp) I heard you guys not wanting to use the colossus super-heavy armor thingy, why is that? If you aren't going to actually use it, can the files and stuff stay there for people who want to mod it in? finally, are all the armors you guys are wanting to put in already in-game?
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How much work would it be to add armour mitigation and degradation to air combat? I've been thinking of changing the health and armour of UFO's to make a 2-torp MiG effective. However, if there was armour mitigation and degradation I could instead drop health a bit, but increase armour so that only same-era (Avalanche for Corvettes, Alenium for Landing ships and Cruisers) Torpedoes could do good damage to a 'Capital" ship. High level would do severe damage, while lower level could only do some damage. But they would also degrade armour enough that after a couple of Torps, same-era missiles could now get through the armour, with cannons after missiles or at the same time as missiles. So you'd use Marauders or MiG's to 'crack' the armour, then hammer it with missiles and/or guns to finish it off.
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It may justbe down to coincidence but it seems to me that the suposedly better predator power armor offers no more protection than wolfarmor, i was doing a terror mission and testing the predator suit and the soldier wearing it (she was a colonel) died from 2 plasma rifle shots (whick im my experience even troops in wolf armor have been able to withstand.... this coupled to with the armors limitations makes it completely redundant when you get the sentenel armor (i use power armor for my elite 'spartan team' and wilf and buzzard for my regulars) it seems that the predator armor needs to be made stronger (i know that it could have been pure luck that she was killed but even if the weak points were hit i would expect it to survive a couple of long range plasma shots with full health)
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Alien attack on Perth, my first one in this playrun. Send dropship and realise 1 guy didnt have armour equipped, went to change armour while in flight and the list came up showing I had no armour in stock. The game froze and error report came up. I have the txt copied on notepad if you want it.
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I have always found losing armor when soldiers are wounded or killed particularly expensive and time consuming in X-Com and I suspect it is going to be even more expensive in Xenonauts given the deadliness of the aliens. Rather than having armor be destroyed when your soldier is heavily wounded or dead, would it be possible to have the Xenonaut drop a 'Damaged Armor' item that could be repaired for a discounted price at base? This would make armor feel just as costly as weapons do in the game since they persist rather than more expensive because they feel like a couple use item.
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Probably one that was to be tweaked in Beta, but are there any thoughts around making each of the races a little more or less vulnerable to certain types of damage. Back in EU, certain damage types would provide a little bonus when used against certain foes. It added a slight edge to keeping your weapon options versatile. As it currently stands, all alien armour (within each race and rank) has the same level of resistance to Kinetic, Energy, Chemical and Incendiary i.e. your Caesian non combatant has the same values for each of the four damage types provided. For example, would Incendiary ammo be more effective against Sebilians as it cauterises the wounds preventing their rapid healing ability? To balance this, perhaps they should have slightly higher resistance to Kinetic attacks, representing their tough scaly hides (more than is currently given)