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Found 9 results

  1. [ATTACH]6335[/ATTACH] Alt download: http://s000.tinyupload.com/index.php?file_id=86099939003891684350 _____________________________________________________________________ About: Adds the Graviton Beam Emitter, a BLAME! inspired weapon for soldier use. Changes the gameplay into a more fast-paced, reckless and overkill experience overall. You get the weapon after researching Alien Plasma Rifle, which is very early on. The weapon is lightweight, features two firing modes, 1000 ammo, extreme damage, 1,5 tile area of effect per shot, low TU per shot, very high accuracy and comes in unlimited amount for all soldiers to use. Turn entire levels into burned wastelands, demolish houses and murder multiple aliens in a single turn. Use manual fire to destroy walls to walk through them. BONUS: For added exciting challenge, try to beat the game with a limited 1-4 hero squad using GBEs. _____________________________________________________________________ _____________________________________________________________________ SPECIAL NOTE: This is not completely a cheat mod. I called it a newgame+ for a reason. You will kill aliens fast, yes, but relying on this weapon has some things you will notice: 1. Loot is extremely limited due to explosions = overall less money for the Geoscape 2. The confidence the gun gives you encourages you to rush = easier to die 3. Less money = cant afford armor. You may end up running through the whole game naked 4. Less money = cant afford bases. Aliens can terrorize much of the world easier 5. Less money = less upgrades. You may need to skip a lot of tiers to survive _____________________________________________________________________ Installation: For Xenonauts 1.5 or 1.09 X:CE 0.32 Automatic: 1. Make sure you have Community Edition 0.32 or higher installed (LINK) 2. Open the game launcher and click on the "Modding Tools" button 3. Press the "Add Mod" 4. Find the downloaded mod and press Open 5. Done! Manual: 1. Make sure you have Community Edition 0.32 or higher installed (LINK) 2. Go to the Assets/Mods folder in the game directory 3. Create a folder called "Graviton Beam Emitter" 4. Unzip the contents of the downloaded package into this folder 5. Open the game launcher and click on the "Modding Tools" button 6. Select the mod in the list and activate it using the "Activate" button 7. Done! The mod was built using the modular mod system for X:CE 0.32 and it works well with other mods, such as XNT 6.0 or X-Division. Please make sure to load the GBE mod last in order or the sounds wont work. _____________________________________________________________________ Read the manga: It is inspired by the Blame! manga, by Tsutomu Nihei, which you can read here: http://www.mangahere.co/manga/blame/c001/2.html _____________________________________________________________________ [ATTACH]6335[/ATTACH] Alt download: http://s000.tinyupload.com/index.php?file_id=86099939003891684350 Enjoy! GBE_r5_XenonautsMod_CE32_final.zip GBE_r5_XenonautsMod_CE32_final.zip
  2. [ATTACH]6334[/ATTACH] Alt download: http://s000.tinyupload.com/index.php?file_id=86099939003891684350 _____________________________________________________________________ About: Adds the Graviton Beam Emitter, a BLAME! inspired weapon for soldier use. Changes the gameplay into a more fast-paced, reckless and overkill experience overall. You get the weapon after researching Alien Plasma Rifle, which is very early on. The weapon is lightweight, features two firing modes, 1000 ammo, extreme damage, 1,5 tile area of effect per shot, low TU per shot, very high accuracy and comes in unlimited amount for all soldiers to use. Turn entire levels into burned wastelands, demolish houses and murder multiple aliens in a single turn. Use manual fire to destroy walls to walk through them. BONUS: For added exciting challenge, try to beat the game with a limited 1-4 hero squad using GBEs. _____________________________________________________________________ _____________________________________________________________________ Installation: For Xenonauts 1.5 or 1.09 X:CE 0.32 Automatic: 1. Make sure you have Community Edition 0.32 or higher installed (LINK) 2. Open the game launcher and click on the "Modding Tools" button 3. Press the "Add Mod" 4. Find the downloaded mod and press Open 5. Done! Manual: 1. Make sure you have Community Edition 0.32 or higher installed (LINK) 2. Go to the Assets/Mods folder in the game directory 3. Create a folder called "Graviton Beam Emitter" 4. Unzip the contents of the downloaded package into this folder 5. Open the game launcher and click on the "Modding Tools" button 6. Select the mod in the list and activate it using the "Activate" button 7. Done! The mod was built using the modular mod system for X:CE 0.32 and it works well with other mods, such as XNT 6.0 or X-Division. Please make sure to load the GBE mod last in order or the sounds wont work. _____________________________________________________________________ Read the manga: It is inspired by the Blame! manga, by Tsutomu Nihei, which you can read here: http://www.mangahere.co/manga/blame/c001/2.html _____________________________________________________________________ [ATTACH]6334[/ATTACH] Alt download: http://s000.tinyupload.com/index.php?file_id=86099939003891684350 Enjoy! :^) GBE_r5_XenonautsMod_CE32_final.zip GBE_r5_XenonautsMod_CE32_final.zip
  3. Hi ppl.. I was working for some weeks for this game after i tried XMT mod.. I got planty of weapon arts now as weapons both for human and alien side and some planes.. maybe more in time.. I am not good at moding yet, just working on adding my own weapon with modmerging.. I like mostly big guns and snipers but if u got anything you need for your mod or just as single thing, u can ask me.. I just find pictures and try to make to fit the game so i am not doing from scratch.. I hope it helps to ppl who wants more toys to play.. and if any modder who wants someone to look up for arts, i am very happy to make a mod together.. it would be way faster then to learn it from beginning.. The main idea is to add special weapons which powerfull, expensive, hard to craft (needs items from ufo parts and alien drops like weapons or magasines) so when u have one you would feel the power.. Same thing to aliens too.. giving them more weapon tiers to beat us.. they will learn our weaponary and use them agaisnt us.. they can be from space, but humans are worst creature at killing.. I hope u like them!... A heavy minigun, both can be used for ballistic or mag tech.. bigger bullets bigger firepower low accuricy but good surpression.. An updated sniper for armor piersing.. just shoot some burst to get rid of armor and use this for finish.. Need more FIRE power.. try this new plasma flamethrower..
  4. Hey ppl.. I want to make a mod with different weapon types and aliens with resistances and weakness for this dmg types.. So I am so new and confused a bit.. what dmg types does this game have? Can i give a weapon 2 or 3 different dmg type? För example a rifle with 10 ballistic 20 laser dmg together? Can i create my own type? As enemies.. can I give them specific weakness or resistances? My idea is to make all weapons usefull rather then adding more dmg per tier.. then I want to create weapons with 2 or 3 dmg types.. hybrid ones.. so u still can kill enemies with what u have but it will be much harder if the enemy got resist.. För example at Xcom tftd u nearly can't kill a lobster man with gauss rifle.. he dies but with 10 shot.. but with heavy sonic he dies with onu one or two.. the new guns with more then 1 dmg type will be expensive and in need of different loots from aliens.. so u won't able to craft them so much. Another idea I have to improve the aliens with our tech.. they will use our weapons and adopt them as we do.. I am not good at coding but got amateurish photoshop using and bad English heh... so if an experienced modder want to use my ideas and weapon arts (got 9 human and 3 enemy weapon done including new flamethrower and cannons) I would be very happy and want to share what I done. Some examples..
  5. What does this mod do? This mod adds a weapon to the game, the Pulse-Fire Rifle. About the weapon: Harnessing new technologies, the rifle fires erratic pulse charges of plasma that causes substantial stun and EMP damage, but lacks any killing-power. This weapon will prove useful against both biological and mechanical beings in any ranged encounter. Though the Pulse-Fire Rifle has a large range and combat effectiveness, the weapon is extremely heavy and its power cells are large. It also takes considerable TUs to fire and reload, as well as dealing abysmal physical damage. Recently added 4 new weapons that are unlockable through their own research tree (researches are currently available after Laser Weaponry). The weapons are: Nerve Blaster, Nerve Rifle, EMP Blaster, and EMP Rifle. The 'Nerve' portion is effective at stunning organics and the 'EMP' portion is effective against robotic units. Blasters are short ranged, rifles are long ranged. If used in conjunction with certain stun equipment, these weapons will prove invaluable to capture new alien test subjects! Click to download: Click here: [ATTACH]5443[/ATTACH] Just download the file, save it to your mods folder, and load it via the in-launch menu. The mod should then be loaded into your game! Future plans for this mod: -Further balancing of components and researches -Blaster images/refining of other images -Better/more defining lore I hope to be updating this mod regularly as it becomes more balanced and as I add more content! Any comments or feedback would be appreciated! Pulse-Fire_Rifle;XenonautMod.zip Pulse-Fire_Rifle;XenonautMod.zip
  6. I have been trying to find info on how to add additional burst fire modes, and am coming up blank. I have tried the following: - added shotCount="2" to entries in SingleShot with no obvious effect (though this could be an animation issue hard-coded to SingleShot) - scanned the Scripts, but the code for Single/Burst seems to be in the engine - added Sets to BurstFire (CTD) - looked through many mods for any example of this working So has anyone else tried this?
  7. I think it would be a great addition to the game to see more control over our soldier's appearance. One of the things that I loved about X-Com: Enemy Unknown was the ability to actually create a character and being able to control how they looked. Also, the ability to give them armor colors or something along those lines would add a huge amount of immersion and personality to the soldiers. In all of the X-Com games and some of the UFO series games, I had a very deep connection to my characters because I had the ability to look and feel like my friends or other iconic people to me. I feel that it adds a certain level of caring to your soldiers. Especially playing on Ironman Mode and knowing that if my Sgt. Lazzell gets capped by an alien, it'll be the last I see of him D: I would very much enjoy the ability to change my soldiers hair/color/armor color/ect therefore giving them more life and personality. Oh, and adding the ability to give our soldiers armor/weapons camo would be AWESOME. I mean, BEYOND AWESOME. My second suggestion is weapon customization. You guys will read this and think I am pulling this straight from Call of Duty, but I am not. I would like the ability add weapon attachments and the likes. Something even as simple as a scope, therefore giving an accuracy boost to the weapon. Or even a bayonet to go along with the melee attacks. Anything along those lines. I feel like it would give a tactical/immersion bonus to be able to actually have to think about your soldier's equipment. But, overall, very great game so far.
  8. Hi, I found another bug, wich duplicates weapons but not amos. Bug Select a soldier with a manufactured weapon in your base (precision laser for instance) right click the weapon to unequip it. The total number of this weapon is incremented. right click again on the weapon to equip it the total number of this weapon is NOT decremented ergo : everytime you procede, you duplicate the weapon.
  9. Hi, I just had a bug, and made it happen again: Bug Have a soldier wearing a crafted weapon (like precision laser) being hit (by friend or foe). 3 cases can occure: 1°) he is dead. His weapon is lost, unless another dude takes it. 2°) he is too badly wounded to be assigned to the chinehook. His weapon is lost, unless he gave his gun to another dude. 3°) he is softly wounded (can still be assigned to the chinehook). His weapon is not lost. Workaround Whenever a soldier is being wounded, if he uses a crafted weapon, give his weapon to a mate before the end of the ground mission. Note I believe this bug extends to every weapon, but balistic weapons being unlimited, we did not notice it.
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