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  1. ...because I cant open threads into the Xenonauts 2 topic. Oh btw.. my english is not that good, so ask if something is not understandable. Introduction: Ive played Xenonauts for 75 Hours now, and cant manage to win a game. Thats very good. So the "Veteran" difficult mode is perfectly balanced. Means, its very hard, but with every new try, I think I can make it this time. But while im playing I beginn to miss more and more "features" in the game. So I will list this up and see if something find its way to Xenonauts 2. I know that this game follow along the basics of another game (XCOM) that I never played. But I am an old Jagged Alliance veteran and feel very comfortable near the Xenonauts gameplay. Equipment ----------------------------------- I was missing a lot of variety inside the Equipment menu. There are just US-Weapons, and not much (and we are international right?). So why dont bring a better selected weaponary in the game. For example, the most used weapons world wide in the 1970s: Aussault Rifle: M16 Good accuracy Medium range Can fire full, burst and semi automatic Medium Armor Penetration Medium weight High chance to jam. [*]AK-47 Medium accuracy Medium range Can fire full and semi automatic High Armor Penetration Medium weight Medium jam Chance [*]HK G3 Good accuracy Medium range Can fire full, burst and semi automatic High Armor Penetration Heavy weight Low jam chance [*]FN FAL Medium accuracy Medium range Can fire semi and burst automatic High armor penetration Heavy weight No jam chance. Machine Pistol: IMI UZI Low accuracy Short range Can fire full and burst automatic Medium Armor penetration Very low weight High jam chance [*]HK MP-5 Medium accuracy Short range Can fire full, burst and semi automatic Medium Armor penetration Low weight Low Jam chance [*]Sterling L2A3 Medium accuracy Medium range Can fire full, and burst automatic Good armor penetration Medium weight Medium Jam chance Sniper Rifles (in fact we have no ranges in military grade in this game, so we should go for police weapons) Walther WA 2000 High accuracy Good range Can fire semi automatic High armor penetration Heavy weight No Jam chance [*]Steyr Mannlicher SSG 69 Very high accuracy Very good range Can fire single bolt action (reload after each shot) High armor penetration Medium weight Very low jam chance [*]Springfield Armory M14 DMR High accuracy Medium range Can fire single and burst automatic High armor penetration High weight Very low jam chance And many more, if you want me to complete the list, I will do. But for now: This is just a "idea" of what I mean. More weapons with different Pro´s and Con´s. Additional to the variety of weapons, I would love to customize them. For example: Reflex/Red-Dot -sight Reflex-Scope gives + 10 to "reflex" Red-Dot-Sight +5 to Reflex and +5 to accuracy [*]Sniper/Hunting Scope Hunting Scope + 10 to "accuracy" Sniper Scope + 15 to "accuracy" [*]Under Barrel Grenade Launcher: Gives the ability to fire grenates over a long range Laser Pointer: +5 Accuracy and +10 to luck on reflex shots in enemy turns Flashlight: +10 to range and +5 accuracy in night missions. Would be nice. It grands lots more control to the player´s team and you have enough room for DLC´s and Add-Ons ;D Also I would love if the time between ballistic weapons and super-cyber-laser-punk weapons would increase. Currently, its my fourth playthrough and I need not more then 10 minutes to step into laser weapons and wolf armors. Thats to short. Ground Battle ----------------------------------- General Movement There are some points I was missing in Ground Combat. First of all, I can not lay down. In my eyes this is a core feature of tactic round-based combat. Also, I missed the option to move crouching. Grenades Small obstacles like fences and low walls should not hinder my grenade accuracy, that is a no-go. Also the chance to miss a grenade throw should be better calculated (its a elite force of the best soldiers worldwide, not the third degree girl-sport-lesson). Respect your Lore! ^^ in the Lore you told me, the Sybillians have bad eyes and a low sight. Stay away before you shoot, you say. But they shoot sharper then my snipers, on ANY distance. Also the Caesarian Aliens should be fragile .. but they can hold the same amount of damage like others. Androns should play stupid because the cant calculate wounds and the mention of "dying". But they act like all others: Come out, shoot, go out of sight begind obstacles. Poor Sight The line of sight should be more adjusted. Whenever I start a mission, I face the following situation: I got shot down from the "nothing" (fog of war). All aliens have more vision then my soldiers. Regardless if Ceasarians (with perfect eyes) or Sybillians (with bad sight) they all attack me before I come close to their range.. miles between me and them. This result in the fact, that most soldiers die, just because I need to lead them to where the shots come from. Cosmetic If my shot miss, let it look like I "missed" my shot in a realistic order. Currently my sniper shoots and the bullet hits the ground 1 meter after leaving the barrel. Or hit something 5 meters away from the target. I mean, ok, 95% chance to hit and miss is hard enough, but sometimes it looks like I have a idiot on the rifle that barely knows how not to harm himself with it. Civilians and local forces. I think it is a good idea to make the Chinook closable. So that I can search civilans, and lead them to my helicopter as a safe place. They should react to my presence. Always walking towards me to stay covered behind. But the just run into their doom. Also local forces should stay back, because: The boss is now here. In real life there is no difference. If the .. uhm.. where do you come from? Usa? yeah, if the SWAT or Homeland Security enter the stage, the local police have to leave the area of operation. This is basic. Hide and seek. While just my shield-guy is protected and not the guy behind him, aliens never stay covered. They just walk out of sight. I think at least the Sybillians and the Cesarians should use walls and fences to crouch behind. Missions ----------------------------------- Currently we have: Bringing Terror to alien bases Stop Terror attacks from Aliens Clear Crashsites (and landing places where you find crashed ufos ?) Air-Fights Defend your base against invasions Cool. But let me try to extend this list a bit. Free deported prisioners from a Alien Base Scout and infiltrate Alien Operations (whithout being spotted) maybe sabotage or steal something?! Evacuate a city before a "wave based" alien attack starts. Assasination mission. Where you have to kill just one special alien leader Escort missions (Aircraft), you need to protect ships or special places with patrol or follow - flights. Escort missions (Ground Forces), you need to escort very importand persons from one place to another. Blow-things-up missions. Where I have to destroy any important object(and to give the C4 in my backpack a role) Hijack alien crafts. Hey guys, lets stay in the next tractor ray, I need a new UFO. Overall Gameplay ----------------------------------- I love this game, really. It provides me a lot of fun so far. Really good job. But I would love if things can slow down a bit. I already sayed that the step from ballistic to laser is to close. But also I miss the "fear" and the "panic" that a alien invasion would spread. A bit more "we are soo doomed" feeling would be nice. Also I see that the Money part is really unrealistic. Ok I understand you tried to hold sums low. But a full Fighter Airplane for 100.000? A elite force to defend the world with a start of 2.000.000 ? That turns things wierd. Producing a laser pistol cost me 20.000 So a Laser-Gatling, Allenium sidewinder missile armed fighter jet is worth 5 pistols?! Selling Laser technology brings me just the build-price. If I would sell a laser rifle im sure the NSA or CIA would give me, whatever I want for it ;D Sattelites would be nice. Our Orbit is flooded by spy-sattelites. Not only one of them can grand me access to defend human kind? Are they all to busy with listening innocent peoples telephone calls? Base Building. Why im limited in space? There is no reason for limitating me. I should have the option to build bases on the ocean. A Aircraft carrier for example. At least, the UFO spam is setting me up a bit. 90% of the time there is nothing happens. But then, 87489237 UFO'S come together and I cant do nothing against it. I can shoot down .. maybe ten of them. Then I have 10 Crashsides. Sending out my two teams, make the mission, have 5 Guys that go to hospital for 14 Days and what? Lost 8 crashsides. This result in: My team just do base-capture and Anti-Terror missions. All Ufo-Crashsides will be bombarded unless there is a new UFO-Type inbetween. So, thanks for reading. I hope there was one or two points that gives you a idea or a suggestion. If I find more interesting things, I edit this post. Best regards, VoidByte
  2. Xenonaut Choices Part 1 Introduction I am releasing this Mod early as a "Part 1" as I want to take a break for a while, however what I have so far has plenty of content and mainly adds new items, weapons & Tech trees to the game. At the last count it adds around 70 items/weapons to the game, all with full research paths. We've got Mine Launchers, we've got Alien Proximity Scanners (Film Aliens), we've Grenade Launchers, Combat Stims, Hypo Sprays, Lightning Weapons, Tranq Guns n Crossbows and hopefully a shed load of other things that you would really like to find in this kind of game. What is the Concept Sometimes games are very linear and the path you take is drip fed to you. I personally hate games that progressively get harder as you level up or get items. If I lived in such a world I would never pick anything up or attempt to better myself, because as soon as you do all your enemies level up too. I would downgrade to a club and go beat my enemies while they are weak Hopefully this mod is designed so that good choices are rewarded by actually making the game easier. This is a bit experiment and I am not sure how much I am going to have to tweak things to make it work. The idea of Xenonaut Choices is an attempt to cater less for the casual gamer and more for those who want a whole lot more out of their game. What I am attempting to do is add lots of extra command choices in an attempt to really mix things up; Do you work broadly across the Tech Trees in attempt to be an all rounder, or do you work deeply perfecting in each category before moving on. This will test your skill as a commander. Summary Of Changes Gui Changes New Projectiles New Weapons & Items (Lots) New Tech Trees New Particle Effects New Sounds How Is Game Balance Effected I actually like the balance of the vanilla game and found it challenging but not so difficult that I had to save it every time my soldier blinked. So in general terms I have tried to keep the game balance at about the same level, however I also wanted to give a sense of progression and reward good choices so the mid term part of the game should actually be easier if you are playing well. I also wanted to heighten that sense of achievement by making the start of the game much more difficult. This has been achieved not by upgrading the aliens but by downgrading your arsenal to be underfunded options for the time period. This I feel fits with the Game story well, as its obvious that your worldwide organization wasn't taken seriously by the fact that you only had a few planes and only one base. That is of course until the Invasion at which point the world would have your full attention but unfortunately any spare funds they had are now channelled elsewhere try to bolster up local defences etc.. Therefore Its down to your leadership skills to procure the funds needed. Economy The idea was and still is, to allow opportunities for manufacturing for profit. The world suddenly needs weapons right, and you have a crack team of scientists. Are you going to devote resources to making manufacturing plants and setup business. Its harsh but maybe its the only way you are going to win the war of course the choice is yours. I have added a few items that will make a good profit and some that will lose you money. The first few rounds of weapon and item research will result in unlimited quantities to reflect the ease of sourcing or manufacture, however as better and better items are researched they will need to be manufactured and require rare parts etc. GUI Changes I have tried to keep them to the minimum as part one of my mod, however I have in the short term at least had to expand out some of the menus to fit all the extra stuff in. (Otherwise the little scroll-wheel on your mouse will be worn out.) Ballistic Lovers Yes I have tried to cater for you and it is possible to complete the game with ballistics only. Since programs like Stargate and similar have been around, it seems that there is a demand for old and new technologies to coexisting in games. So although more Hi-Tech weaponry options will turn up in my mod you can still keep updating ballistics. There may be an eventual limit on damage, however you can keep investigating weapons that chuck out more rounds per minute of have other advantages. If you go this route there is plenty to keep you busy. Pacifists For those who like to play the game with as little blood shed and deaths as possible there is a pacifist route, however I think it would be so difficult to get past the begging part of the game without killing an Alien that you would have to compromise. I do however lay down the challenge. Armour Not this release I am afraid, Its a timely operation and I think I will add these as late steps to my final mod. However short term I made my gui images for my male shoulders have a more beefed up and muscled look. Hopefully I have made the female soldiers look more feminine without crossing in to the realms of being sexist. CREDITS If you like the graphics on the Weapons then its time I introduced you to an awesome site that will hopefully make your modding life easier. http://pimpmygun.doctornoob.com/app.php The weapons here very much match the graphics of the game. You can use the weapons listed or use the tool to create your very own designs using pre created parts. Installation Dont forget to take a backup of you Xenonuats folder first. Download the and uncompress the Changes Folder. http://www.mediafire.com/download/u3v72erkxyvkel5/Changes.rar Copy the contents of the changes folder into your "assets" folder. Recomended Mods That Work Well With This One. Skitsos Ultimate Megamix Map Pack 2000 (This is currently Crashing At end of Mission) Skitsos Sleek AI turn mod There is another mod called "Fire in the Hole" which is fantastic and should have been part of the core game if you ask my opinion, however its not possible to integrate without some modding knowledge as some of the files are shared. Aditional Things Of Interest This Mod returns enemy weapons captured in combat back to the Equipment screen. You can use them or sell them of like regular items. I have not found in my playthroughs that it unbalances the game in any great way as they are very inacurate. I have added Double Barrel Shotguns to the game and these have the ability to fire both barrels at once at no extra timecost. I think this adds a nice little tactical dilema to the game as it leaves your soldier very prone if he has fired both shots as he is now defensless until he reloads. Flamethrowers are back in, however you may not be too overwhelmed by my implementation. In my opinion they are betting in than out, even if they do not have the original cool triangular spread pattern that was intended. Feedback Yes please, If this Mod is so bad and I am wasting my time, I would rather be put out of my misery. However if you thinks its got some good ideas and got merit let me know and I will continue on with the next instalment. Also if you have content you want added and know how to implement it please update the post. Finally if you notice any issue that need fixing and or even better you know how to fix them please update me. My Favourite Addition Is the ability to call Airstrikes from within a ground combat mission. You need a reasonable spec machine otherwise the explosion is real laggy, but seeing that mushroom shaped explosion taking out everything in site is real fun. A costly option in more ways than one, but as said before the choice is yours. Next Steps Part 2 will be about adding new Vehicles and Planes. I had a request from Kiel to add more Enemy Weapons, I think its a cool idea and will put these in as the final stages of the mod. + any more interesting Items I can think of. Research if Area Effect Healing possible Put Alien Praetor Gun in Put Alien Flamethrower in Put in new Dropships if Community Maps will support. (Max came up with an idea to create "extradropship" place holder that could be added to all community maps as a modding standard) Thanks for Reading.....
  3. I've been working on equipment and weapon mods which provide interesting and novel effects. They aren't things that you'd spam, but they provide tools that create specialists who can help the line solider (especially when you get to the shrike and have a larger squad to play with). The first of these tools is the Firewall Weapon Details A suppression-centric weapon, the Firewall is good at locking down the enemy but not very good at much else. It has a range of 20 tiles, does 20 pts of damage with 0 mitigation, fires a burst shot of 4 shots, with a suppression value of 80 and a suppression width of 5 tiles (so 80 suppression on the target tile and up to 2.5 tiles, then 40 suppression outside of that). You need to research lasers before you can research the Firewall (it takes a very short time to research the weapon), and it costs 5 units of alien alloys and $50,000 to manufacture. Alas, given the way the game works, if you've already researched lasers you can't research the Firewall and will need to edit the researches.xml file so you can research it after your current subject. Mod Details This is a almost-full mod, which includes research, a xenopedia entry, manufacturing, a gui and xenopedia image (made by Ferry Susanto, one of my regular artists), tooltip entries and a custom sound (by me!). The sprite chosen was the scatter laser sprite. Advice The mod doesn't seem to work with the modding system Giovanni has created on the installer, so the only way to use it is to overwrite the current files. I haven't included backup files (as I don't know how you have modified your own game files), so please backup your files if you intend to try this mod. Download the zip here Any feedback would be most welcome. EDIT: Wups! Forgot to add the custom sound. All fixed!
  4. Quick and dirty hack to get the Soviet Weapons Chris released the artwork for into the game. All of the Soviet weapons have been given their own ammo types with the exception of the shotgun and the rocket launcher. Stock weapons were left alone. In general the magazine sizes are smaller than stock weapons (sniper, shotgun, pistol). The shotgun I think was just supposed to be a 'generic Soviet shotgun' but the closest in appearance that I was able to find is a Baikal MP-153 (semi-auto gas operated): http://world.guns.ru/shotgun/rus/mp-153-e.html I could not find any information as to when this shotgun was first manufactured so I have no idea if this is "lore friendly"/historically correct. Also all weapons use existing sprites so although it does not look like a pump action in the artwork you will still see your Xenonauts cycling the action. To remove run the soviet_uninstall batch file in your Xenonauts install folder. Have fun! https://db.tt/crGSCj4n
  5. Is it possible to give Dropships a weapon so that way they can defend themselves a little when they're attacked?
  6. I have researched craft laser weapons and i have version 1.9 whenever i click the 30.cal to change my vehicle weapons it doesnt change weapons.it makes the sound of clicking but doest show any kind of weapons,not even the rockets.
  7. This mod aims to add a large number of weaponry to the early ballistic weapon tier(s,) and while I hope to greatly expand on later weapon tiers eventually, for now, its bullets, and all bullets baby. Naturally, I am taking my own risks in trying to balance the game while still providing a very large arsenal of weaponry for a number of tactical tasks. Things that you can expect to be coming in V1: Changes to standard ballistic weapons: Added a Submachinegun: "A small ballistic firearm with optics designed for short range combat, it spews pistol ammunition at an alarming rate. While its range is limited, it has an excellent rate of fire, and is easy to aim, resulting in extremely high damage potential. This will likely be among the first weapons we decommission, due to its poor ability to penetrate hard armor, but for now, it is likely an excellent secondary weapon for specialist units." - Good at breaching doors Altered the standard rifle: Reduced damage. Increased armor mitigation. Slightly increased range. Improved aim shot accuracy, reduced normal shot accuracy. - Overall, it is more specialized in damaging targets at longer ranges then other rifles, and softening the armor of "hard targets" like those Sebellian noncombatants I hear so much about. It is better against armor then other rifles, but has lower damage potential. Altered the shotgun: Increased damage, and TU costs (To simulate pumping the weapon, but awarding you good damage in exchange for it.) Increased suppression value and radius (The radius sticks as a shotgun class feature.) Increased reaction fire rating significantly. - It has solidified very well into a weapon that is good for advancing on hard alien positions, moving from cover to cover while taking turns suppressing the alien with intimidating shotgun blasts. -- I have heard reports of suppression being mildly bugged, however, in most instances where I have used them in a tactically sound manner... Shotguns have done their job admirably. Altered the precision rifle: Lowered damage, gave it a considerable amount of armor mitigation. Decreased suppression value. Removed its snapshot, to bring it in line with a very good idea from the experimental build. - Its killing power at range has improved, its mobility.... Not so much. However, your snipers have a variety of pistols, submachineguns, shotguns, and carbines that will help with their mobility, as secondary weapons (Shotguns may push the envelope of being a little too heavy.) Machinegun: Wasn't altered... Yet. Notice: All art comes from the talented LaggyWolf. Thank them for me getting ready to release early, as they did a great job! Haggle with Soviet bureaucracies Warsaw weapons pack: (35 man days research, so three and a half days if they are a major priority for you.) (Note, still cleaning the image for the Skorpion and the SKS... Which I did modify from the original in a moment of great sillyness.) Soviet weaponry: Soviet weaponry is all designed to be the set of unusual, unconventional set of weaponry. They defy class roles (Or exemplify them) more heavily then standard weapons, but also offer some of the first examples of many of the weapon classes. AK47: "Soviet rifle" "A powerful soviet assault rifle with simple optics. While its rounds have poor ballistic properties and armor penetration, they are extremely deadly to soft targets. Its sights, while good for aiming shots quickly, tend to be fairly unscientific, loosing the gun a great deal of accuracy. This compounds with the weapons inherently high shot dispersal, and recoil." Soviet Carbine: "A soviet carbine which uses a narrower round then its parent rifle. It fixes many of the accuracy issues of its parent rifle, but still uses the soviets conventional iron sights. As a carbine, it is extremely easy to hip-fire, and quite easy to bring to shoulder. Its muzzle break allows it to boast improved automatic fire over its parent rifle, however, it has greatly reduced single shot stopping power, making it quite dangerous to use when fighting armored opponents." - Defines what my rebalanced carbine class will do: Superior snapshots, and faster normal shots then standard rifles, they will generally be slightly better at automatic fire, but that is not their emphasis (Machineguns, and submachineguns do emphasize automatic fire, for one reason, or another.) Skorpion: "Soviet submachinegun" "A soviet sidarm which is designed to use its brutal rate of fire to deter approaching enemy soldiers. While unlikely to be of much use against the advanced materials used in alien armor, it may be able to ward of a wounded threat. While not advised, it is certainly available." SVD: "Soviet sniper." "One of the most powerful anti-personnel weapon we have. While cumbersome, and difficult to aim, it is a valuable addition to the Xenonaut arsenal." Saiga-20: "Soviet shotgun" "An interesting shotgun designed to fire light 20 gage shells at a rapid rate of fire. It sounds like one of the most threatening weapons on the battlefield, however, with the advanced armor of the aliens taken into account, it is likely to be among the less lethal." SKS: "Soviet battle rifle" "A underpowered rifle produced shortly after World War II, designed to prototype their current AK47's round, the current model has been re-purposed to fire the overpressure rounds of a scrapped light machine gun design. Its sights are abnormally generous for a soviet weapon, but require a great deal of time to use properly. While quick shots can be made with this mildly cumbersome weapon, do not expect great precision from anyone other then the most experienced of soldiers. An unusual feature of this version of the weapon is that the barrel sports an integrated flash suppressor. While this would be useful for fighting human soldiers while remaining hidden, this is unlikely to prove to be of much use when fighting most aliens, and simply makes the weapon turn out to be far less intimidating then it should be. Despite this, it is an excellent weapon for finishing of enemies in a crossfire situation." - Defines the battle rifle class of weapons: They sport four aim modes (Like the old snipers,) are not heavy weapons, but are a great deal weaker, and not as mobile as other non-heavy weapons. While they generally are more damaging then other weapons, they are less damaging then machineguns, sniper rifles, and shotguns, and entirely lack a burst fire mode (Some later battle rifles may avert this.) -- This one in particular is also fairly bad at suppressing fire. -- Snipers out range and damage them, assault rifles out rate them, and are more versatile. Contact civilian arms manufacturers, for a real challange: (Can be completed within 5 hours of starting!) Civilian weapons: Ok. So WHAT is the point? Why would I us this. Quite simply, these civilian weapons are designed to add more challenge to the game if you want that, but can arguably be useful, until you find better replacements. Hunting revolver (Weapon.ballistic.callahan:) "A revolver of great weight. The monkeys down in manufacturing played with the empty versions of these for quite some time upon their arrival, fanning the hammer to wear down the gun at an alarming speed, and playing cowboys and Indians with the (mostly) empty guns double action trigger one handedly: Neither gives good accuracy, and both are inadvisable. While aiming the weapon takes a considerable amount of time to, aim your patience is in fact rewarded when you take the time to do so. While it has high power, owing to its being designed to kill deer, its low capacity, range, and rate of fire offset this enough that this whole weapon is probably not recommended. Despite this, it is the weapon of choice of many farmers for home defense, its also used by a few dirty cops. I don't see why we need this weapon, and I don't see why you had me calling representatives of Colt at 3:00AM in the morning to get it." Hunting rifle: "A rifle that uses a manual lever to re-chamber rounds. This process takes some time, and is compounded by aiming the rifle, so do not expect great rates of fire from our men. It shares ammunition with the hunting revolver, which means it is very lethal, but it still lacks much of the range that military rifles have to offer. Why I bothered with the people at Ruger to get this for you is beyond me." Hunting shotgun: "A over-under double barrel shotgun that lacks a pump, and uses powerful 12 gage shells. It could actually be useful, due to the lack of a manual action and power similar to our military shotgun. Its long barrel also improves its range and accuracy ever so slightly. However. It holds only two shells, and I certainly wouldn't want to get caught with my pants down in front of one of those two-legged iguanas. I don't know why you would want this either." Note, that these are not the strings descriptions, but feel free to criticize them for grammatical issues. However, they could be, as I am about to head out and do those in a few hours. This is simply a brief preview of what is to come from the tier 1 edition of my ballistic will entail, as well as an announcement that it will be released this week. On lasers and above: This mod will have a good number of research hours in it, but relies less on alien technology to progress for the early game, if you get lucky, you might skip most of this mods later versions in terms of content. I will cover them eventually, and very soon I will make my first touches to them. However, I feel like getting a content base at all for you guy's skepticism and input is more important: This mod is all things go, if you can outdo me when it comes to making magazine sprites, then I will take your magazine sprites. If you have a balance suggestion to a lasting issue, I will test the hell out of it. However, one thing that is fairly solid in this mod is the role of the weapon classes. I do want carbines to be mobile weapons with a unaimed semi-auto emphasis. Battle rifles are going to be assault rifle ranged weapons with a greater emphasis on the longer ranges, instead of the closer one. The Submachineguns are going to stay a mobile weapon with low power, and a burst fire emphasis. Assault Rifles are still to be all around decent guns. Shotguns will be close range dominance guns: Good reaction fire times, good supression, short range, better then average damage. Pistols will be one handed guns with limited accuracy, but able to be mix and matched. Snipers, machineguns, and rocket launchers will be weapons that turn you into a powerful, barely mobile turret when equipped. Edit: I am contemplating delaying this mod slightly, as I work on fixing a bad assumption I made earlier. Third Tier 3 kinetic weapon art to be finished, they will generally have a similar aesthetic. While I definitely like the first two much better, I uploaded this first. I just need to tease, Its in my nature.
  8. I've added copies of the 5 laser weapons and changed them all to "advanced laser"....etc. But I cant figure out how to change the research screens title/descriptions. See images below. I simply want to change "Laser Weaponry" to "Advanced Laser Weaponry" for my new research/items. Any ideas? I've tried adding entries into researches.xml and strings.xml....but Im lost.
  9. Changelog:Bugfixes, particularly in strings.Added new sound effects, art, and the alien class mod.Recoil experiment: Many weapons have been made more accurate, but require fairly superhuman soldiers to use effectively (In theory.)- Quote from a cross country relative who I have doing testing: "The hunting revolver is no longer inaccurate, you just have shitty soldiers!"- Other weapons subject to recoil: SVD (Now quite accurate, but high recoil,) machinegun (Minor nerf, shouldn't effect most soldiers well suited to wielding it,) SKS (In compliment with an accuracy buff. Once again, many soldiers will be better with it, many will be TERRIBLE with it.)XP alterations: XP should be earned at a faster pace, but you will quickly max out out on your per mission XP (In most cases.)- Strength is astray from this, soldiers don't need to be carrying nearly as much to be eligible for a strength increase, but strength XP is slower for eligible soldiers (As strength is a very important stat due to recoil.)Alien armor isn't quite ready yet, multi ammo is in redesign, and will likely not be a part of tier 1 (Which was going to have stun ammo, but I have decided that it would be best to introduce such things later in the teir tree, where we could add a REASONABLY useful set of stun ammo's, as opposed to anti-human ones that would only really work against ceasans only... In balance, AND realism.)This changelogs spelling, and grammar sucks in the original version (I was tired when I wrote it,) read it here, its much more bearable. - Also redid the animations, they should be less shit now. CLICK THE GIRL TO DOWNLOAD THIS MOD! (Or... Go to the page where you can get V1 Full.) Just overwrite your V18 xenonauts assets folder to get the juices flowing, and enjoy the somewhat improved version of the first version of the mod. Also included are teasers of many of the assets I plan on using in the final tiers of the ballistic era, and some PDN files I may have sloppily left in the mod folder. (I actually cannot remember if I did this.) You will need paint.net to open them, mind you. IF you are interested in how I make my art assets, those are for you. Regardless, Rallying call to everyone who uses the first version of the mod, as this one should be vastly improved, albiet. I need feedback. I cannot build this alone, need all of your love, feedback, and glorious tears.... Harsher feedback and complaints. If you want something, be sure to make yourself heard. Unfortunately, if that thing is a G3, I am having serious trouble doing a good job on one of those. I will try some more, but I might not be able to put out. Credit goes to to Max Caine, his artists, Laggy Wolf, for their respective bits of art (The Alien class mod, And Laggy Wolfs initial weapon sprites that sparked off this very mod.) Big new questions for those who wish to use my mod: Alien armor is a pretty huge feature, and.... Balancing it is actually very difficult. It may be a long time before I release the next version, as balancing alien armor prior to me working my tier magic is going to be excessively difficult. So, I ask you the magic question to those of you interested in using this mod: Are you interested in seeing versions of the mod released as I finish the unpolished tiers, or do you want to see a distant future update consisting of all the new content for the ballistic segment of the game, followed by the alien armor and balancing patch?
  10. The current list of available mods for Xenonauts. Let me know if there's something to be added/ updated. Current Build V1.03 – Downloads with compatibility below 1.0 may not work in your game. An archive of Older Mods You Can't Take the Sky From Me - A Hard-Mode Air Combat Mod v0.1 [/td] [td] Kabill [/td] [td] v1.03 [/td] [td] 08/06/14 [/td] [td] Adjusts air combat, interceptors and UFOs with the intention of making air combat require more skill.[/td] [td] [/td] [td] Enhanced UFO Crash Site Mod [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] http://www.goldhawkinteractive.com/forums/showthread.php/5331-Alien-Class-Analysis-Mod '> Alien Analysis Mod that enhances the Xenopaedia entries covering race subclasses and the http://www.goldhawkinteractive.com/forums/showthread.php/7772-Ufo-Mission-Analysis '> UFO Mission Analysis Mod that enhances the xenopaedia information on alien missions. [/td] [td] [/td] [td]Download [/td] [/tr] [/table] Soldiers [table=width: 730, class: grid, align: left] [tr] [td] Name& Link [/td] [td] Author [/td] [td] Compatible [/td] [td] Created [/td] [td] Comment [/td] [td] Blank [/td] [td] Download [/td] [/tr] [tr] [td] Xtended Soldiers Backgrounds [/td] [td] Pinetree [/td] [td] v0.22 [/td] [td] 19/02/12 [/td] [td] Adds in new names and background options to the soldier pool. [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Femonauts [/td] [td] Skitso [/td] [td] v1.03 [/td] [td] 21/05/14 [/td] [td] Updates graphics for female soldiers. Replaces Girly Xenonauts [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Modding inventory containers [/td] [td] Mikhail Ragulin [/td] [td] v1.03 [/td] [td] 30/05/14 [/td] [td] How to mod inventory spaces and add mission & kill information. [/td] [td] [/td] [td]In forum post[/td] [/tr] [tr] [td] SteelSoldier Role Images [/td] [td] SteelSoldier [/td] [td] v0.19 [/td] [td] 12/08/13 [/td] [td] Replaces soldier portraits [/td] [td] [/td] [td] Plain Coloured Extras [/td] [/tr] [tr] [td] Real Fighter Portrait Pack [/td] [td] Jsleezy [/td] [td] v1.03 [/td] [td] 26/07/13 [/td] [td] Replaces soldier portraits and combines with the Real Armour mod [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Real Fighter Sounds [/td] [td] Jsleezy [/td] [td] v1.03 [/td] [td] 29/11/13 [/td] [td] Adds 105 sounds into the game, with lots of soldier chatter[/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Hero: Custom Portraits [/td] [td] Falknerr [/td] [td] v0.19 [/td] [td] 21/07/13 [/td] [td] Alters soldier portraits[/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Simple XP Mod [/td] [td] Ol' Stinky [/td] [td] v0.19 [/td] [td] 09/07/13 [/td] [td] Adjusts requirements for skill up, removing need to exploit features. [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] WG Mod [/td] [td] War Games [/td] [td] v0.19 [/td] [td] 09/05/13 [/td] [td] New rank (with new system), role, medal and difficulty images [/td] [td] [/td] [td] Download [/td] [/tr] [/table] Soldiers – Alternate Role & Rank Images [table=width: 730, class: grid, align: left] [tr] [td] Name& Link [/td] [td] Author [/td] [td] Compatible [/td] [td] Created [/td] [td] Comment [/td] [td] Blank [/td] [td] Download [/td] [/tr] [tr] [td] Custom Role Symbols [/td] [td] KWill [/td] [td] v1.03 [/td] [td] 11/06/14 [/td] [td] Alternate rank insignia [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Alternative Rank Insignia [/td] [td] Skitso [/td] [td] v1.03 [/td] [td] 07/06/14 [/td] [td] Alternative rank insignia [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Alternate Rank Images [/td] [td] MortuusSum [/td] [td] v0.22[/td] [td] 11/05/14 [/td] [td] Alternate Rank images[/td] [td] [/td] [td] Images are in forum post[/url] Download – Existing UI [/td] [/tr] [tr] [td] New Rank Insignia [/td] [td] Pinetree [/td] [td] v0.21 [/td] [td] 28/11/13 [/td] [td] Alternative rank insignia [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Alternate Role Images [/td] [td] thothkins [/td] [td] v0.19 [/td] [td] 17/12/12 [/td] [td] Add custom role images to soldier screen [/td] [td] [/td] [td] Download- New UI Download – Existing UI [/td] [/tr] [tr] [tr] [td] New Role Icons [/td] [td] StK [/td] [td] v0.19 [/td] [td] 17/12/12 [/td] [td] Replacement role icons [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Role Icon Pack [/td] [td] Erutan [/td] [td] v0.19 [/td] [td] 04/05/13 [/td] [td] Add custom role images to soldier screen [/td] [td] [/td] [td]Download DaFranker's variant download [/td] [/tr] [tr] [td] "True Xenonaut" Rank Names and Images [/td] [td] GizmoGomez [/td] [td] v0.19 [/td] [td] 17/07/13 [/td] [td] Changes rank names and images [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Aufklarer's Soldier Role Images [/td] [td] Aufklarer [/td] [td] v0.19 [/td] [td] 03/07/13 [/td] [td] Adds new Role Images into the game [/td] [td] [/td] [td] 2D Download 3D Download [/td] [/tr] [/table] Continued in the next post...
  11. This mod adds 3 new weapons that can be researched for the ballistics tier. These weapons are the submachine gun, carbine, and RPG. I've tried to fill specific roles with each of these weapons that (while not necessarily true to reality) enhance the game in my opinion. After researching Alien Invasion the Improved Ballistic Weaponry research becomes available which opens up these weapons. The research takes 20 man hours. Here is the research screen on completion: The submachine gun is modeled after the MP5 and I am using it as a one-handed weapon that is meant to give the scout a weapon that is useful. I am aware that the MP5 is not in reality a one-handed weapon, but I set it that way because I wanted to simulate having easy access to grenades. This is much more of a combat weapon than the pistol and while terrible at range, can cause significant damage up close. To counter this you will chew through ammo very quickly. The carbine (modeled after the M4) fills about the same role as the laser carbine in the next tier. Namely it fires a lot of rounds at close range, but has trouble with range. Its range is slightly better than the shotgun so it is suitable for close to medium range engagements. The RPG is designed to be a single shot rocket launcher. The reason I added this is that I wanted a general purpose rocket which could knock out lighter vehicles and so that the rocket launcher was not a weapon that felt required to bring. Compared to the rocket launcher it is inferior in almost all regards, but can be carried by a rifleman and is still quite capable of doing some serious damage. I have also added some other changes: - Most of the weapons have smaller magazines - The machine gun fires more rounds in a burst, but its damage, mitigation, and accuracy have been reduced. - The frag grenade's damage was dropped to 60 and 30 stun - Alenium grenades do 90 damage with 45 stun - The C4's damage was upped to 200 and the radius is now 4.0 for serious wall destruction. - The stun on Flashbangs is now 60 as I was having difficulty stunning anyone with them. Download the mod: https://www.box.com/s/30714ad8c006a43d4ab8 To add it to the game extract the contents into the "assets" folder of Xenonauts. I recommend making backups in case you have any problems, but I have no difficulty with it. If you do run into a problem I do have backups of the original files which I can send to you. Let me know what you think!
  12. I'm surprised to see how one of the main things that the X-Com remake got right is not included in Xenonauts, particularly since the latter seems to be bigger on realism and hard science than the remake: namely weaponry that self-destructs when its operator dies (and that conversely remains intact when its operator is stunned). Besides the obvious narrative sense of scuttling weaponry (i.e. don't want those damned dirty apes using our own weapons against us in combat, and we certainly don't want them to be reverse engineered!), this would also nicely address the gameplay 'issue' of soldiers EZ moding tactical combats by retrieving and utilizing alien weaponry instead of applying an aim penalty as was proposed for newer versions.
  13. I apologize to you, the reader, in advance. In lieu of breaking this into separate threads, I've made a single long one, which I'll do my best to roadmap and signpost for your sake. I've also bolded tangential suggestions and off-handed things that might be missed, but are suggestions nonetheless. Here goes. --Recruitment Expansion and Impacts-- The one thing that has bothered me in both XCOM and Xenonauts is the sheer...pointlessness of the soldiers' backstories. Whether the fresh meat is Spetsnaz Alfa Group or a New York taxi driver, they both suck equally badly in their first operation. I know that's because the soldiers' backstories are (at the moment, anyway) just flavor text, something to make the soldier management screen more interesting. My question: why is that so? Why don't combat experience and current occupation have an actual effect on the quality of the troops we're bringing in? The first and most obvious answer is balancing: given the choice between a regular old infantryman and a Navy SEAL, what would make me ever want a grunt over a professional badass like a SEAL? My response: their current bosses are saying the same thing, ya know. At the moment, everyone on your roster is ex-special forces. We're in the middle of the First Inter-World War here, who in the human resources department of the Pentagon is letting all these commandos seek better employment opportunities elsewhere right now? Given how many black-ops types were recalled into active service following 9/11, you can better believe everyone who doesn't have great-grandkids will be brought back into service when the alien armada shows up. Therefore, every distinguished recruit should be a fight to get. The national reputation thing, at the moment, only goes for funding and membership...but obviously a nation that thinks you don't care about it will be less enthusiastic with its employee roster than a nation whose capital you just saved from a terror attack. The better you treat a country, the more likely it is to offer up its best and brightest, plain and simple. Plus, it should go without saying that hiring better troops would cost more than hiring mediocre ones. You wanna save money? Go for the dishonorable discharges and the conscripts. You wanna save lives? Go for the Delta Force and the SAS. At the moment, because I roleplay this game, hiring is actually more dependent on the person's name than any other factor...I try as hard as I can to only let Warsaw Pact troops into my USSR facility (damn West Germans, having the same-sounding names as their Commie brethren on the other side of the Wall). Plus, the biggest thing of all...combat experience. I haven't noticed it having any effect on troops' behavior, maybe there's a slight correlational/causational thing in terms of their stats, but I feel like any combat experience would make a world of difference. Even if aliens are fundamentally different fighters than humans, the US Army is a fundamentally different enemy than rival warlords, but that type of prior experience gave our guerilla rivals the basic skills to fight against us. No amount of training or prestigious postings can completely substitute for the feelings of being in combat. It's all psychological; you can't train a person to function at 100% when the bullets...lasers...plasma...deadly things are flying. It comes with exposure to all those elements. If you've faced death like that before, you know how better to do it again, regardless of whether you're up against the Viet Cong again or lizard people. (Plus, I always have my Soviet troops who served in Afghanistan mow down the mujahideen in the Middle East as a matter of principle. Negative PR be damned.) (Also, I think it would be an interesting little touch to have some of these super-secretive organizations, like Delta Force, SEALs, and Alfa Group, list combat experience as [REDACTED]. Just a small suggestion.) --The Cold War-- Speaking of which, let's discuss the Cold War. Right now its only implications are in the Iceland write-up (good work on that, by the way, XCOM sure doesn't have much backstory other than a bunch of world leaders sitting around saying 'hey what if there are are aliens guys!' and then spending billions on the off chance Battle: Los Angeles just so happens to come true...that's probably why they never show their faces, so you don't find out who's enough of a crackpotvisionary to have set this up beforehand). Anyway, it's the Cold War. If one looks back at UFO sightings from 1960 to 1990, the go-to rationalization for what was seen is "experimental enemy aircraft". Now there ARE aliens, to be fair, but the element of blame towards the other side seems to vanish remarkably fast. Even if it becomes clear rather fast that the lizard people in the flying saucers aren't just KGB operatives in funny costumes (never thought I'd say that sentence until now), the lingering suspicion that the other side is involved would remain, especially for the conspiracy theorists who were already speculating that one or both sides were colluding with extraterrestrials. It wouldn't take much to make one side of the Iron Curtain suspect you of being overly partial to the other. I always make my first base the real-world Soviet testing site (and the Russkie Roswell) Kapustin Yar. Responding to breaches of Soviet airspace exclusively from a state airbase using mostly WarPac troops (again, I recruit in-universe) would piss off NATO to no end, and this is somewhat reflected in the funding. But it could go further. Check the "Fickle World Leaders" box, and get ready to deal with politics while you try to save the world and unite humanity. Save Moscow and neglect the UFO over NORAD? Commie. Down the UFO and let Moscow burn? Pig-dog imperialist swine. You'd have to appease both sides if you wanted to keep them working together, and there would still be the crazies on both sides who claimed this alien invasion was all part of some diabolical plan. If you can't quite grasp it, here's a thought exercise...you're watching Glenn Beck on FOX News, and the headline is "Foreign Troops With Alien Technology Spotted on US Soil...Hours After Alien Attack. Combatants or Collaborators?" Not to mention just how awkward it would be in the barracks if all but three of your guys are East German, Soviet, Czech, or Polish. Especially if that barracks happens to be in the heart of the Russian steppes. How to implement this well is rather beyond me at the moment; the one game I've seen try to do something in this vein is Zafehouse: Diaries, and in my opinion the prejudice system went a bit too far and became a gimmick rather than a mechanic. But the fact remains that even if the enemy of my enemy is my friend, it takes more than the Greys showing up to break down the barriers of ideology, race, class, gender, and languages and make all the soldiers of the world suspiciously homogenous and interchangeable on the battlefield. --National Militaries and Expanded Roles for Them-- Another point is that if one cooperates with the national governments, they might be willing to chip in more than just a quarter million dollars every month. The BIGGEST thing that I HATE about the XCOM setting is that we are the ONLY people competent enough to do ANYTHING. It seems like, even though at the beginning of the game we have essentially the same stuff as anyone else, nobody can even touch the aliens but us. Other than the "local forces have shot down a UFO and are requesting Xenonaut assistance in securing it" event (speaking of which, I thought they said "assist", not "go take over that UFO while we wait off-map". I've seen ONE soldier in-game, and he ran away faster than a redneck with a shotgun did. We are the unified command against the alien menace. Why can't we propose joint operations with the host nation? The F-17 is, after all, the F-16 with some modifications. Why can't we call up the USAF and ask for two F-16s to support our three fighters against the huge alien space ship, when it's obvious that those two could make a world of difference? Sure, it could break the game if it isn't balanced right. Doubling your squadron size for free is a dangerous line for this game to toe, but it's breaking the realism to expect me to believe my planes are the only ones on the continent. Maybe in addition the the "autoresolve" feature, one could be made to pass on the radar contact to the nation's air force, who would have a lower chance of success than either manual or automatic combat resolution by your specialized jets. And if too many are lost, the air force would be understandably hesitant to cover for you. Not to mention the fact that if their airbases are attacked and destroyed those jets would be off the table, so you'd have to fight an uphill battle in order to defend those assets from a concentrated and high-powered enemy air and ground offensive. Plus, I think the Army Special Forces model of warfare could come into play here as well. We can send our new recruits to train for ten days to get better at fighting aliens, why can't we send our seasoned veterans to train the local military in what they've learned? You'd lose those troops/pilots for an extended period of time, even longer than the crash-course rookie training, but at the end of those two or three weeks you'd have more competent locals who could down enemy UFOs more often, appear more often and fight more effectively on the ground, improve your reputation with their nation's government, and overall make your life easier. Again, this all ties back to the exceptionalism issue endemic to XCOM-style games; your combat troops and interceptor jets number in the double-digits, but somehow YOUR soldiers alone are all that stands between the world and its invaders. You know, not those huge militaries sitting on both sides of the Wall ready to steamroll each other. They're magically incompetent. --Expanded Equipment Options-- --Weaponry-- Before I begin, I know, the suggestion has been made before. But I believe there is further merit to the idea than our friend Cold brought up, which I'll discuss here. I understand the purpose of the unified human arsenal, since the Xenonaut organization (I get the soldiers are called xenonauts, but is the agency called "Xenonauts"? I don't know what the proper term is...just putting it out there, if someone could help me out here) is supposed to be a multinational group that brings together all the soldiers of the world (minus representatives of Central America, South America, Africa, Asia, the Middle East, and Australia, I might point out), but since all the soldiers we hire are trained with different weapons, there would and should be impacts in combat based on what they are using at the moment. I can't quite go with the idea that a former VDV air landing trooper based in the USSR is using an M16A1 as his first choice of weapon, and I also can't imagine any reason he shouldn't get his first choice. Sure, it's practical reasons and nothing in-universe, but I think it would add more to the game than it would take in terms of work. First off, it wouldn't take too much; as noted before, the only serious changes that would need to happen would be reskinning. At present, you have six human weapons; M16A1 assault rifle, Beretta M9 pistol, Mossberg 500 shotgun, G3SG1 precision rifle, M240 machine gun, and SMAW/B300 rocket launcher (which hadn't been produced in 1979, but I'm not going to explode on y'all about it, just make that bad pun about it and move on). You also have all the files necessary for the AKM (except the weapon panel pic, by the way, which I assume you guys know about and are fixing, but I mention it on the off-chance it hasn't been caught yet) carried by the mujahideen in Middle East operations, and not magically transmogrified into an M16 when picked up by Xenonauts like I expected. This can go as far as you wish. You have seven and need only four at the moment...you have: M16A1 AKM M9 Mossberg 500 M240 SMAW G3SG1 Now, all you would need is: Makarov PM PKM RPG-7 SVD Notably missing from that is a shotgun; the USSR did not field shotguns with its military forces, and the only issued Russian military shotgun today, the Saiga-12, was not developed until 1995. Therefore, the Mossberg 500 would be acceptable instead of going out of one's way to find an obscure Soviet counterpart that would in reality be more inaccurate than just giving them common Western shotguns. The reason this is so important, in my opinion, comes down to your troops in the field. They are elite soldiers who have field stripped their issued weapon more times than you've opened your microwave. They've been trained day in and day out on the weapons their lives will depend on more times than they're officially authorized to say. Why, in the moment of crisis where every advantage humanity can get counts, would you make them switch out? There would obviously be a penalty for a Czech paratrooper used to the PKM using an M240 for the first time in his life. Likewise, an American paratrooper used to an M16A1 would take a while to adapt to an AK. Issuing your troops what they're best with is an obvious bit of management of the type this game seeks to encourage; we read over accuracy and strength stats to determine whether or not this soldier should have a precision rifle or a machine gun; it wouldn't be too much of a stretch to give the RIGHT KIND of weapon too. Base location would determine avaliabilty, as well. My base at Kapustin Yar would have endless AKs, but to have M16s they'd have to be sent for from my base over at Cheyenne Mountain, and vice versa. Bonuses are derived from familiar guns, detriments from foreign ones, and those detriments stay until proper battle experience or training is obtained (needless to say alien guns are foreign). --Uniforms-- One final thing that bothers me; uniforms. The Xenopedia provides a pretty reasonable justification, to be fair; stuff like "we didn't use camouflage because we don't know if the aliens see like us" and "we left out bulletproof vests because aliens don't use bullets." Two things: 1) Aliens don't use bullets, but we certainly do. At the beginning of the campaign, easily 30% of my casualties came from friendly fire (bolded for contrast: On a tangentially related note, can we please have more detailed reaction-fire tools? Like, I don't know, "Don't endanger our own troops" like Fallout 2's follower settings? I've lost civilians, teammates, and subdued alien POWs each at least once because some dumbass with an MG got twitchy with it, and I only accept 80% or so of the blame for that, devs. Also, to go on a tangent from that tangent, currently the armed locals fire on stunned aliens like they're still threats. I've had to beat down a farmer with a riot baton so he would stop shooting at a specimen, if he hadn't been such a useless fighter I would have lost it. I doubt that's intentional on your part, so could we fix that, please? ) Anyway, to come back from that tangent and its sub-tangent, I don't think the game should tell me I can't give my soldiers regular body armor if it DOESN'T tell me I CAN'T equip them with exclusively riot batons and C4 like they're some kind of hobo-camp-demolition task force. Sure, it won't stop alien projectiles, but it might cut down on the deaths from friendly fire. Yeah, cue the comments on "you have friendly fire issues, you noob? Play the game better!" But if you ask me, I'd much rather have the opportunity to give my soldiers body armor to better protect them from one another than lose so much as a single lieutenant to an improbably inaccurate sniper shot. Also, on the camouflage issue, this is the bottom of my wish list for a reason...it's a lot of work for mostly just cosmetic and AI behavior purposes, and I understand prioritizing will likely cut it from the list. But even IF the aliens don't see color and shapes like we do, we still see them the same. And social psychology means that soldiers dressed to look the part will boost the morale of local forces better than guys dressed like half-cop half-construction-workers (I don't mean any offense, but at present the artwork for the basic steel helmet looks more like a hard hat than anything else. Could you touch it up to look more along the lines of the American M1 steel helmet, the Soviet SSH68, or something else that looks more military?) The blue implies police. Camo, or even just olive drab, implies military. Another slight pet peeve of mine, which you will likely not have thought of until I mention it (because I'm a detail asshole), is that Xenonauts fight in the same uniforms regardless of whether they're in the desert or the Arctic. Somebody's going to die of hypothermia or sunstroke in that situation. I'm not saying we have to go and pick "SUMMER UNIFORM" or "COLD WEATHER UNIFORM" or our troops get -5 to TU from slowly freezing to death, but it would be a nice touch in a game that is all about the little things if our troops wore heavy clothes like the Arctic civvies and light ones like the farmland civvies when appropriate. We could have national military uniforms for greater immersion, pick Soviet ones to have Soviet local troops follow you and US ones for NATO ones to follow you, and using the wrong one could precipitate WWIII out of paranoia or greater cooperation out of appreciation, but that might be a bit too hard, and I'll acknowledge it. But, like all suggestions, it falls down to an issue of cool new features versus workload. So, if any of these appeal to you the reader, do me a favor and say so. If you disagree, say why. I wrote an ass-load of stuff, and TL;DR is pretty much excusable, but I think some of the stuff I said are valid ideas. EDIT: Just noticed the Solidarnosc poster in the personnel management screen. Gee, that must be awkward for my Soviet base commander. Nice touch, though.
  14. Hopefully when alien armour and armour mitigation become Things this will be more useful, probably as a better penetrating rifle, but more recoil and less accuracy. For now it's just a beefed up Ballistic Rifle because I don't know how recoil works. Click the images for bigger versions. The current sprites are basically placeholder images until I can trace over it in a more Xenonautsy-style I suppose as a hotfix or something. http://www.mediafire.com/download/qflyv3yesnadhhp/AR-10_Xenonauts_Mod.rar Just extract it into the Xenonauts root directory.
  15. Current build removed need to construct weapons for aircrafts, but they still get equipped with default rockets/miniguns instead of best available. I think it would be much better if they were automatically equipped with best weapons. This will save lots of clicks and prevent you forgetting to re-equip newly built crafts.
  16. I've been interested for a while learning how to make new weapons and equipment for Xenonauts, and having had some successful attempts, I would like to share what I did to create a new gun for the game. At this point, I'd like to give a big shoutout to Gauddlike and Quartermaster. I found their posts and the work they did on the Xenonauts wiki very useful. The design brief I set for myself was to create a stun rifle, basically a ranged version of the stun baton. It should be researched (after Alien Biology is researched) and manufacturable (both rifle and ammo). The weapon is a high-powered rifle, adapted to fire a dart which delivers a powerful electrical shock to the victim. First place to go is weapons_gc.xml, where you set up the stats for the weapon. <Weapon name="weapon.stungun" bulletType="normal" emptySound="Empty Click 1" reactionModifier="0.8"> <props range="26" hands="2" recoil="0" weight="6.5" isHeavy="1" clipSize="1" reloadAPCost="15" reloadSound="Weapon Precision Rifle Reload" /> <SingleShot sound="Weapon Sniper Single" suppressionValue="0" suppressionRadius="0"> <Set1 ap="21" accuracy="75" /> <Set2 ap="25" accuracy="95" /> <Set3 ap="28" accuracy="120" /> <Set4 ap="31" accuracy="150" /> </SingleShot> <BurstFire/> <GUIImage name="weapons/ballistic/alternative/PSG1.png"/> <GroundImage name="grounditemimages/assaultrifle.png"/> <Ammos> <Ammo name="ammo.ballistic.sniper" type="kinetic" damage="1" stunDamage="40" mitigation="100"> <Projectile spectre="projectiles/bullet/bullet" speed="1200" delay="2.5"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> This is basically a cut-and-paste of the precision rifle entry, with some of the stats adjusted, a new name (weapon.stungun), and an alternate graphic used for the weapon. Note that the weapon has an absurdly high mitigation value and a very low damage value. This is because I found out that stun damage is currently dealt in addition to actual damage. No actual damage = no stun damage. So I set it to cause 1 point of damage, and to ensure it caused that point of damage, it mitigates all known armour. EDIT: Also please note I am using the ammo type for the precision rifle. This will come in important later. After the weapon is made, it has to be registered with several other files to make it a usable item. You have to add it to weapons.xml.This adds it to the base layout, along with statistics which will be displayed when you click on it. <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s63"><Data ss:Type="String">weapon.stungun</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s63"><Data ss:Type="String">weapons/ballistic/alternative/PSG1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s63"><Data ss:Type="String">weapons/ballistic/alternative/PSG1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s63"><Data ss:Type="String">ballistic</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Boolean">1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">260</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">1.25</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">6.5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">2</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s63"><Data ss:Type="String">ammo.ballistic.sniper</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">18</Data></Cell> </Row> You then have to add it to items.xml. This registers the item with the game in general. <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s69"><Data ss:Type="String">weapon.stungun</Data></Cell> <Cell><Data ss:Type="Number">1000</Data></Cell> <Cell><Data ss:Type="String">Unlimited</Data></Cell> <Cell><Data ss:Type="String">weapons/airplane/rocket</Data></Cell> <Cell ss:StyleID="s64"><Data ss:Type="String">Item.Dispose.Destroyed</Data></Cell> </Row> Take a look at the third data row “Unlimited”. This variable when set to unlimited will make the item appear on the solider screen straight away. (I do this for testing purposes). Now, we're not done yet! The name weapon.stungun is understood by the game, but may be confusing to the player. There is a file called strings.xml, where I then put a description string for weapon.stungun so it comes up all pretty if I mouseover on it. <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">weapon.stungun</Data></Cell> <Cell><Data ss:Type="String">Stun Rifle</Data></Cell> </Row> Then finally, you have to add spectre files for the weapon so soldiers can carry it in the ground combat. To do that, from the /assets directory go into the /units/xenonaut/ directory. Then for every armour type (basic, jackal, wolf), go into the respective directory (e.g. for jackal /units/xenonaut/jackal/) and create a new directory with the weapon name as defined in weapons_gc.xml. So I created a weapon.stungun directory ( /units/xenonaut/jackal/weapon.stungun/ ), then copy and paste the most appropriate soldier spectre file from the other directories, or make up your own spectre file if you have unique art assets. (so I copied soldier_spectre.xml from weapon.sniper as the rifles look the same). At that point, I've done enough to create a new weapon. If I now start a game and go to the solider tab in the base, I will see the stun rifle. If I mouseover on the stun rifle, it will give up the description “stun rifle”. I will discuss research and manufacture in my next post (when I have written something worthwhile).
  17. I'm going to refer back to another X-Com-ish game in making this suggestion, since it helps make my point more clearly than otherwise. In Hammer and Sickle, (which is basically the same thing as Silent Storm,) I tended to play a fairly paranoid game with my sniper main characters. I could crawl on my belly, sneak around to position myself without being heard or seen, and then take two turns just aiming my sniper rifle at a target (usually another sniper hunting me) to get the accuracy I needed to land a killshot in one blow before moving on to avoid the roving "sweeper" fireteams that moved as a unit with assault rifles hunting after the sounds of the last player shots fired. I know that "being true to X-Com" is a vague goal of the game, but it really frustrates me that precision rifles have these 60 TU requirements, even if my sniper has only 58 TU per turn. Even when I have tons of TUs to spare, the notion that running in one turn, then firing (only) in the next has no accuracy penalty, but taking one step before firing in a turn doesn't is also a bit game-y, breaking turns up even more. Hence, I'd like to see something like Silent Storm/Hammer and Sickle's aiming mechanics, where you can spend TU on aiming, trying to mitigate accuracy penalties, and "bank" them for a turn or two so long as you don't fire or move, letting a sniper take one or two turns to get a clean shot off, even at a target almost entirely behind cover. In a similar vein, I think the game could be made a little more "natural" if it included a concept like a "firing stance" - that is, character usually drop their weapon from firing position to run, and put it back into firing position when firing. Moving between positions chews up a little TU, but in return, once in firing position, you fire with less TU, making it more possible to fire multiple shots in succession. It just seems a bit silly to have that pulling the weapon up, aiming, firing once, dropping your weapon back to your side, then pulling it back up again going on. If you're willing to go with the complication, there might be a button to stick to whatever stance you are in, and one to change it. Hence, crouching while facing a corner, you can go into firing position to wait for something to come around. If you tried to move while in firing position, you spend far more TU, while hip-firing from out of firing position means drastically reduced accuracy. So, alternately, you could hip-fire a shotgun if you are at point-blank range, and don't need the accuracy of firing from the shoulder. [EDIT:] I forgot to mention this originally, but: One of the things that having "bankable" TUs would mean is that, rather than having heavy weapons that are inaccurate if you move in the same turn, they just start inaccurate, and you simply pay more TUs to get into firing position or pay more TUs to further mitigate penalties. [/EDIT]
  18. Hi All, Are there any plans for a statistics report on the Geoscape to analyse the damage and kills of various weapon types? It would be very helpful for both the player when planing loadouts and for beta testing of the balance to see how effective each weapon type really is. Now it could go to a granularity where even statistics from various engagement and enemy types would be possible but a simple table about the accumulated value of each weapon type/tier damage, hit ratio and their kills would be enough. This has occurred to me during my current test run where I have noticed that rockets, pistols and shotguns do most of the damage, and if I would to look at a table like this, it would probably turn out that rifles are pretty useless with my current tactics.
  19. I took a hard look at the numbers here in the game, and I decided to do some analysis on them. I decided to use the total energy output of a energy weapon battery like this: Battery Power = Range * Damage * Projectiles * ShotsPerMag Legend: Range=distance energy is delivered Damage=intensity of energy delivered Projectiles=number of times energy is delivered Shots/Mag=number of times the battery can be used. Mitigation=amount of armor the shots ignored (for reference only) Battery Power=the total amount of energy delivered by the magazine (use the imaginary unit of your choice) Efficiency=percentage of the weapon's battery power measured against the precision weapon's battery power Here are the original numbers with my formula added: [TABLE] [TR] [TD]Weapon[/TD] [TD]Range[/TD] [TD]Damage[/TD] [TD]Projectiles[/TD] [TD]Shots/Mag[/TD] [TD]Mitigation[/TD] [TD]Battery Power[/TD] [TD]Efficiency[/TD] [/TR] [TR] [TD]Laser pistol[/TD] [TD]16[/TD] [TD]30[/TD] [TD]1[/TD] [TD]6[/TD] [TD]0[/TD] [TD]2880[/TD] [TD]20.00%[/TD] [/TR] [TR] [TD]Laser carbine[/TD] [TD]24[/TD] [TD]30[/TD] [TD]3[/TD] [TD]6[/TD] [TD]0[/TD] [TD]12960[/TD] [TD]90.00%[/TD] [/TR] [TR] [TD]Laser rifle[/TD] [TD]32[/TD] [TD]45[/TD] [TD]1[/TD] [TD]9[/TD] [TD]15[/TD] [TD]12960[/TD] [TD]90.00%[/TD] [/TR] [TR] [TD]Precision laser [/TD] [TD]48[/TD] [TD]75[/TD] [TD]1[/TD] [TD]4[/TD] [TD]30[/TD] [TD]14400[/TD] [TD]100.00%[/TD] [/TR] [TR] [TD]Scatter laser[/TD] [TD]32[/TD] [TD]53[/TD] [TD]5[/TD] [TD]3[/TD] [TD]15[/TD] [TD]25440[/TD] [TD]176.67%[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Plasma pistol[/TD] [TD]16[/TD] [TD]45[/TD] [TD]1[/TD] [TD]6[/TD] [TD]0[/TD] [TD]4320[/TD] [TD]19.91%[/TD] [/TR] [TR] [TD]Plasma carbine[/TD] [TD]24[/TD] [TD]45[/TD] [TD]3[/TD] [TD]6[/TD] [TD]0[/TD] [TD]19440[/TD] [TD]89.60%[/TD] [/TR] [TR] [TD]Plasma rifle[/TD] [TD]32[/TD] [TD]70[/TD] [TD]1[/TD] [TD]9[/TD] [TD]23[/TD] [TD]20160[/TD] [TD]92.92%[/TD] [/TR] [TR] [TD]Plasma precision[/TD] [TD]48[/TD] [TD]113[/TD] [TD]1[/TD] [TD]4[/TD] [TD]45[/TD] [TD]21696[/TD] [TD]100.00%[/TD] [/TR] [TR] [TD]Plasma caster[/TD] [TD]32[/TD] [TD]80[/TD] [TD]5[/TD] [TD]3[/TD] [TD]23[/TD] [TD]38400[/TD] [TD]176.99%[/TD] [/TR] [/TABLE] From the analysis, you can see that the pistol weapons are woefully under powered based on the fact that they use the same energy supply that the rifle does. Additionally, the multi-shot weapons deliver almost twice as much energy as they should. I would adjust the numbers like this: [TABLE] [TR] [TD]Weapon [/TD] [TD]Range[/TD] [TD]Damage[/TD] [TD]Projectiles[/TD] [TD]Shots/Mag[/TD] [TD]Mitigation[/TD] [TD]Battery Power[/TD] [TD]Efficiency[/TD] [/TR] [TR] [TD]Laser pistol[/TD] [TD]20[/TD] [TD]30[/TD] [TD]1[/TD] [TD]15[/TD] [TD]0[/TD] [TD]9000[/TD] [TD]62.50%[/TD] [/TR] [TR] [TD]Laser carbine[/TD] [TD]24[/TD] [TD]20[/TD] [TD]5[/TD] [TD]6[/TD] [TD]0[/TD] [TD]14400[/TD] [TD]100.00%[/TD] [/TR] [TR] [TD]Laser rifle[/TD] [TD]32[/TD] [TD]45[/TD] [TD]1[/TD] [TD]10[/TD] [TD]15[/TD] [TD]14400[/TD] [TD]100.00%[/TD] [/TR] [TR] [TD]Precision laser [/TD] [TD]48[/TD] [TD]75[/TD] [TD]1[/TD] [TD]4[/TD] [TD]30[/TD] [TD]14400[/TD] [TD]100.00%[/TD] [/TR] [TR] [TD]Scatter laser[/TD] [TD]30[/TD] [TD]48[/TD] [TD]5[/TD] [TD]4[/TD] [TD]15[/TD] [TD]28800[/TD] [TD]200.00%[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Plasma pistol[/TD] [TD]20[/TD] [TD]45[/TD] [TD]1[/TD] [TD]15[/TD] [TD]0[/TD] [TD]13500[/TD] [TD]62.22%[/TD] [/TR] [TR] [TD]Plasma carbine[/TD] [TD]24[/TD] [TD]30[/TD] [TD]5[/TD] [TD]6[/TD] [TD]0[/TD] [TD]21600[/TD] [TD]99.56%[/TD] [/TR] [TR] [TD]Plasma rifle[/TD] [TD]32[/TD] [TD]68[/TD] [TD]1[/TD] [TD]10[/TD] [TD]23[/TD] [TD]21760[/TD] [TD]100.29%[/TD] [/TR] [TR] [TD]Precision plasma [/TD] [TD]48[/TD] [TD]113[/TD] [TD]1[/TD] [TD]4[/TD] [TD]45[/TD] [TD]21696[/TD] [TD]100.00%[/TD] [/TR] [TR] [TD]Plasma caster[/TD] [TD]30[/TD] [TD]73[/TD] [TD]5[/TD] [TD]4[/TD] [TD]23[/TD] [TD]43800[/TD] [TD]201.88%[/TD] [/TR] [/TABLE] Pistols: In order to make the pistols even remotely explainable, I had to triple the amount of energy they deliver. This meant increasing the range to 20 tiles and increasing the number of shots per magazine to 15. The pistols are now roughly 38% inefficient. This can be explained by their small size (as noted in the alien plasma pistol entry). Carbines: The carbines have been adjusted to 5 shots per blast, but the damage has been reduced to compensate. As you can see, these numbers work out rather nicely. The carbines total damage output has increased 11%. Rifles: The laser rifle fit perfectly in place after adjusting the number of shots per magazine to 10. In the case of the plasma rifle, I adjusted the shots per magazine to 10 and reduced the damage by two points. Precision: These weapons are the baseline for each era, and thus remain the same as the original. Heavy: The two "machine gun" weapons need double-strength magazines to make any sense. I adjusted the range down slightly to 30 tiles. The damage has been reduced roughly 10% but the number of shots per magazine has increased to 4. Thus, each double-strength magazine delivers 20 shots for four 5 round bursts). Notes: 1. The overall trend is that the human plasma weapons deliver about 50% more energy to the target. 2. This means either that the energy delivery system of the plasma weapons is either more efficient, the batteries are better, or some combination. 3. Assuming half of the efficiency comes from better batteries, when plasma weapons come out you should see laser batteries become roughly 25% more efficient. 4. The double strength magazines would mean a battery that takes up 2x1 in the inventory.
  20. I've been skimming the xenonauts wiki and it seems certain things in it are either currently disabled in-game or have been outright dropped (flamethrower and I hear hypervelocity weapons) so my question is: What weapons and armour are currently in the game and what will be put in or back in in the future (certainty or reasonably certain)?
  21. Game is really good ( I already lost 3 day´s of my life to it ) One point i still miss from the later versions of xcom and hate it in the new one. Don´t know if it will change in endgame ( start using Plasma weapons ) Same weapons in new form. is, every time the same weapon baseline ( Pistol, Rifle, Shotgun, LMG ) Just shooting Red or Blue sprits. there a good mechanic for choosing Fire mode, how about make i a bit more adaptiv to Weapons? And also make weapons more Flexible to Tec level by giving it different types of ammo. LMG Class Classic Munition Standard / later Alien Material Ammunition 1. Burst ( 5 Bullets ) 2. Aimed Burst ( 3 Bullets ) (Special for Starters to Hit something) Laser LMG Munition Normal / High Energy 1. Burst ( 5 Shots ) 2. Overcharged ( empty’s magazine ) ( High Damage depending of ammunition in magazine, high TU, nearly a sniper shoot ) ==== Assault Class ( Shotgun Class ) Classic Munition = Slug, Bug shoot, Plasma 1. Snap Shoot 2. Normal Shoot Laser ( no Shotgun ) Munition = Normal / High Energy 1. Snapshot 2. Short Burst 2. Long Burst Plasma ... Laser rifle Instead of Burst, Overcharge. This and the inclusion of different ammo to close the Tec Level gab´s would give more style to the weapons and playstile of players. Even in Mid or Endgame Laser with High Energy Cell more for Range, Plasma more for Close Combat. ( i hope my English is not to bad ) maybee to late for this game, but for xenonauts 2 *G* )
  22. Since I've gone beyond the character limit in the Mod List thread, I've decided to archive some of the older Mods here. If you feel they should still be on the main list, please let me know. Aircraft/ Interception [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum [/td] [td] Download [/td] [/tr] [tr] [td] Kabill's Air Combat Balance Mod [/td] [td] Kabill [/td] [td] v0.19 [/td] [td] 21/08/2013 [/td] [td] Reduces Foxtrot air dominance - Redundant as of v19.1 [/td] [td] Forum Post [/td] [td] Mod Download [/td] [/tr] [tr] [td] Aircraft Loadouts [/td] [td] Gazz [/td] [td] ? [/td] [td] 09/09/2012 [/td] [td] Alters missiles [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [tr] [td] Adding more scouts and less fighter craft [/td] [td] Max_Caine [/td] [td] ? [/td] [td] 07/07/2012 [/td] [td] Reduces large numbers of fighter craft. [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [tr] [td] More aggressive Fighter [/td] [td] Amiga4ever [/td] [td] ? [/td] [td] 04/04/2012 [/td] [td] Alters fighters so they use missiles from distance more often. [/td] [td] Forum Post [/td] [td] Download - DOWN [/td] [/tr] [/table] Battlescape [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum [/td] [td] Download [/td] [/tr] [tr] [td] Window Vaulting 0.2 [/td] [td] dJm [/td] [td] ? [/td] [td] 06/10/2012 [/td] [td] Allows vaulting through windows [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [tr] [td] More Realistic Gunpowder Weapons v 1.0 [/td] [td] StellarRat [/td] [td] ? [/td] [td] 22/08/2012 [/td] [td] modifies pistol, shotgun and assault rifle [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [tr] [td] Fix for xenonauts using weapons [/td] [td] craftomega [/td] [td] 9.4 [/td] [td] 25/04/2012 [/td] [td] prevents the game crashing when using an alien weapon. Note: BUG NOW FIXED [/td] [td] Forum Post [/td] [td] Download -DOWN [/td] [/tr] [tr] [td] Cursors in 3D [/td] [td] Gauddlike [/td] [td] ? [/td] [td] 02/02/2012 [/td] [td] Alternative cursors for people and vehicles. [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [/table] Soldiers [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum [/td] [td] Download [/td] [/tr] [tr] [td] Extended Female Names & Strings [/td] [td] eltharion [/td] [td] ? [/td] [td] 23/07/2012 [/td] [td] Increases number of female soldier names. [/td] [td] Forum Post [/td] [td] Download - DOWN [/td] [/tr] [tr] [td] Face Mod [/td] [td] anotherdevil [/td] [td] All [/td] [td] 05/03/2012 [/td] [td] Breaks up NoIdidnt’s face into component parts (ouch) [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [tr] [td] Israeli Soldiers [/td] [td] TheTuninator [/td] [td] 8.61 [/td] [td] 18/01/2012 [/td] [td] Adds Israeli names and backgrounds. [/td] [td] Forum Post [/td] [td]Download [/td] [/tr] [tr] [td] ANZAC Soldiers [/td] [td] Pinetree [/td] [td] 8.5 [/td] [td] 30/12/2011 [/td] [td] Adds Anzacs into the game – Now part of the Extended Soldier Background Mod [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [/table] Vehicles [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum Post[/td] [td] Download [/td] [/tr] [tr] [td] Hunter with primary and secondary weapons (Rocket Launcher/ .50 Cal Machinegun) [/td] [td] XenoNut [/td] [td] ? [/td] [td] 22/04/2012 [/td] [td] Provides Hunter with both primary & secondary weapons to use. [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [/table] Weapons & Equipment [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum Post[/td] [td] Download [/td] [/tr] [tr] [td] Weapon Balance Mod v1.0 [/td] [td] Belmakor [/td] [td] 8.5 [/td] [td] 28/12/2011 [/td] [td] Alters details of base Xenonaut weapons [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [tr] [td] Modding the Machinegun's ClipSize for 5 Bursts [/td] [td] Quartermaster [/td] [td] 8.4 [/td] [td] 13/12/2011 [/td] [td] modifies machine gun to 5 round burst, instead of 3 [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [/table]
  23. Hello.. So! The Hyperion tank. Its very cool, although not as big a jump as the Hunter -> Scimitar is. Either way... the thing is... it clearly shows a pair of missile pods. Yet, it does not actually posses them. It is teasing me with the delightful experience of having a cannon AND missiles, yet it doesn't deliver. Its a missile tease. This being added later?
  24. Can we have additional (preferrably moddable) characteristic for the weapon — cooldown time? When you take a vehicle on the battlefield, there aren't much choices to take. You see the target — you shoot your cannon. Usually there's no drawbacks except for the ammo, and AP cost has its borders, since you can't take more AP for firing than the vehicle total AP capacity. Usually it's one-two shots per turn depending on weapon. Adding the cooldown will allow to expand that border over several turns, possibly allowing to balance realistic heavy-damage weapons and compensating the lack of clip reloading mechanic in the vehicles. The player will get additional choice: shoot main caliber or save it in case of the heavily armored or safely covered target will appear, relying on different means to destroy current enemy. After the firing, again, you will have to decide leaving your tank as a cover, while it's unable to fire, or retreat for a time of reloading/cooling. Also this will seriously benefit modders, especially alternate vehicle weapons like Max's Grease Pit. If the cooldown characteristic will be appliable on any weapon, it will allow infantry to use otherwise unbalanceable weapons too (It will further expand reloading AP cost balancier). Alien AI can react to shooting from such weapon as the opportunity window to counterattack on weakened team, and so on. P.S.: You are probably already have this mechanics used with the psionic abilities, right? And wraith randomblinking can "benefit" from this too.
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