Jump to content

Search the Community

Showing results for tags ' mod pack'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Calendars

  • Community Calendar

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Biography


Location


Interests


Occupation

Found 2 results

  1. 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. Installation instructions at bottom of this post & INSIDE the installer. 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: Xenonauts v1.08 or v1.09 game files Install the mod with the Xenophobia installer file. 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.
  2. Hi everyone, been searching through the MODs and trying to come up with a recipe for perfect game. First off I want to say I love this game and love the concept. I have a background in Special Operations with the military for the last 10 years, so I love games that represent realistic concepts. Yes even when it involves aliens....lol. Things I am looking for in a MOD 1.New Weapons. Especially starting weapons. You are telling me the most elite unit in the world cant get anything better than a standard m16? How about a carbine M4 or add some night vision scopes, Grips, Flashlights, extended clips. Machine guns need to be able to fire 2 times if not moved entire turn. 2. Uniforms, look like they are working at a gas station, would like something looking more tactical. 3. Missions are repetitive, Would like to see some rescue missions, retrieval missions. How about if a chopper gets shot down you need to fight off a enemy attack until rescue shows up. How ever fast your rescue gets there depends on how many waves of attacks you need to fight off. 4. Humans vs Humans. Would like to see some human vs human action. Maybe some people are working for the Aliens, maybe some humans don't want to cooperate. Maybe some terrorists get a hold of alien technology and need to be dealt with. 5. Morale, Would like to see leadership play more of a role. Can be an attribute that can applied to any player that helps boost the morale of other players within a certain radius. 6. Suppressive fire- Would like to see a mode of fire that any automatic weapons can do, Machine guns specializing in it. Entire turn spraying a cone of fire that denies enemy that area or face a chance to be hit. I have many more but thats all at the top of my head. There may be lots of mods out there that can be combined with desired results. If so please let me know some that could fit the bill. If anyone that is great at Modding wants to get together to talk about some concepts I would love to add an element of realism that my real life experience in non alien fire fights could help. John
×
×
  • Create New...