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  1. Hi I present you the new Heavy Cannon for exclusive xenonauts use, based on the original XCOM Heavy Cannon. The Little mod comes with the following features: -New weapon image (placeholder actually till I get something better). -New shot sound. - 2 Ammos: HE and AP rounds. -Balanced to be middle ground between small arms and rocket launcher. -Full descriptions and text labels. -Unlimited from the start of game. - 100% awesome. It uses the particle beam set of animations since it resembles closely what a soldier with this weapon would look like. The ammo system may look weird but the other way around was to make different weapons for each diferent ammo. It Works like a rocket launcher with each ammo ítem being 1 single round but with a reload cost of 5TU, to represent it being clip fed, belt fed or whatever. Operating the weapon with a friendly xenonaut being close helps simulate it being reloaded by an assistant gunner. If said friendly xenonaut happens to be so cool to also carry extra rounds for the cannon then you have a nice crew served weapon simulation I plan on making this weapon resercheable after initial alien invasión research, manufacturable , and with unlimited ammo. UPDATE Animations were missing, this update fixes it and adds 2 more types of ammo. This will be last update, this mod has now evolved into am expanding pack of weapons.Any further development will be added to the new pack. https://www.dropbox.com/s/upl7rvgneeyceju/Heavy%20cannon.zip Hope you all enjoy it
  2. Hi fellow xenonauts commanders!. Here you have a new mini-pack of weapons I will be further expanding. I tried to keep balance and be xenonauts friendly. So the pack is a research project that unlocks the weapons all with descriptions and custom images. It includes: -Heavy Cannon- with 3 different kind of rounds. It is powerful but always low on ammo and rocket launchers still deliver way lot more firepower. All in all a good multipurpose weapon both effective against materials or tough aliens. -Wakizashi- Short versión of the Katana. Yes, there are things that never get old and your japanese xenonauts were really being mean about getting this. Here is the download link. The Backup folder contains vanilla files to help you uninstalling the mod. Updated for versión 18.51 https://www.dropbox.com/s/1clhc8oh7sij4jo/Special%20Weapons%2018.51.zip Changelog 18.51 - Updated and added missing files, should work as intended. 18.51 - Initial Release. Future of the mod: some ideas that I have in mind -More upgrades for heavy cannon ammo -Plasma Katana for epic justice. -Auto cannon (maaaaaaaay be, as it is capped due to game limits and machineguns being similar) -Extra heavy cannon/artillery for vehicles -Movile 40/60mm cannons and heavy machineguns (counting as a vehicle with low TUs) -Special Heavy weapons to be used with power armour exclusively. -Alien tank? -Some upgrades to aliens so they can absorb all the massive firepower above? -Hypervelocity shurikens? (wouldnt it be cool really?) Clarification of mod goals: Apart of filling some gaps like melee or "tool" weapons (smoke launchers, ILUM etc) main focus is to get back what I regard as one of the main features of old XCOM and specially TFTD: FIREPOWER I have fond memories in TFTD (was my first and most played xcom game) when suddenly aliens bumpd a new tier and you were not preapared, wich ended in terror missions being a losing battle were you deployed all the firepower you got, "nuking" buildings because assaulting was too risky, raining gas cannon round and alien grenades on bio-drones / lobstermen etc. wich resulted in half the map being a smoking ruin on fire. That felt brutal and awsome for me. As good as Xenonauts is now, it feels too much tactical pew pew for me. Theres too much nice looking houses asking to get blown up and barns to get consumed in fire. I miss raw firepower just for the sake of overkill pleasure, and the aliens will get some too.
  3. The laser rifles are so great in this game! They aren't just plain stat upgrades, they are different in their own way, and IT'S JUST SO GOOD!
  4. Am I the only one to find hte current weapon balance...well...for a lack of a better world.. "lazy/uninspired"? You got your +1 weapon, +2 weapon, +3 weapon..that's it. There's no character, there's no difference, just a straight up flat increase in every category. While it's simple to balance it's also, very, very bland. You'd expect each weapon type to have it's own strength and weaknesses, and altough higher tear weapons are generally better, they really shouldn't be better at EVERYTHING. For one, I'd expect lasers to be redicolously accurate (being lightspeed and all), but due to diffusion and difraction, their damage falls off with range. I'd also expect to see different ammo types for your starting guns. Something to keep them usefull a tad bit longer. Incendiary ammo, armor piercing, EAT, or similar. There is almost 0% chance I'll see this and I doubt it can even be modded in due to hardcoding/engine limitations. Makes me a sad panda.
  5. I can't seem to find any use for pistols. My original idea was to use them as sidearms for snipers, but I've never got to any situation where it seemed necessary to use them (not even after 4 alien base assaults - but that's mainly because the aliens all camp in the command room so you can easily shoot them with precision rifles and rocket launchers - my favourite backup weapon for my snipers ). On the other hand, the sole reason I used laser/plasma pistols in the original game was the need to research them first combined with their superiority over basic rifles. Do you manufacture higher tier pistols? Do you have any use for them or ideas where to use them? They all look so cool and it's shame that you have no reason to ever use them.
  6. I just remembered the other day that their was suppposed to be a flame thrower in the game and i didnt see it so far(although i'm just at the light scouts stage in this build). Do they still exist in the game ?
  7. Hi guys, I was kind of wondering wouldn't it be logical to make an action for a sniper rifle, which would uncover fog of war in a narrow cone in front of the sniper for some TU? Like he would actually stop ant look through the scope, thus seeing farther until his line of sight is obstructed. It would change scouting a little, but add some more fun to sniper rifles and some new tactical possibilities. Such thing shouldn't be hard to implement so yeah, what do you think? edit: oh and there must be a researchable Alerium rocket for rocket launcher because its just logical!
  8. Disclaimer: I know, some of my ideas cannot be implemented due game engine limits. I know, some of my ideas are too late to embody - too many code to rewrite. And finally, some of my ideas may contravene with developers concepts. But if some of ideas will be useful - I will be glad. ------------- 1. Fire modes. Now there are: quick shot, normal shot, aimed shot. And, separated from them, burst fire mode. Game concept of supression from shot, even missed, is great. But (IMHO) slightly underdone. In reallife, difference between "covering" and "normal" is not not in weapon mode but in a goal shooter trying to achieve. "Normal" fire: You see enemy (or at least assume where it is) and try to hit him. If you miss and suppres him, you failed: he crouches, take a cover, and your next shot will be more difficult to aim "Covering" fire: You assume an area where enemy is and try to prevent him from moving anf shooting, so you give your comrades a possibility to move forward with much lesser risk. How might it look in game? Fire mode button switch fire modes, associated with normal fire on target: fast, standart, aimed, even burst. In all this modes you aim at a particular single target - enemy or, with shift, single title. Separate from 'mode switch' is 'covering fire' button. You aim not a particular enemy but a sector! Something like this (left soldier start covering fire, then right soldier run forward with stun buton): Standart infantry field-tactic since XIX century: "1st squad - forward, 2nd squad - cover!" Maybe "cover fire" button even switch sector's angle: wider with less chances to hit/suppress or narrower with more chances. Angle (=disperce cone) more-or-less equal to different modes of same weapon. Covering fire is TU-eater and ammo-eater. Practically, you choose your weapon mode to make as many shots per turn as possible. It cost all remaining TUs and not fixed number of bullets but [remaining TU]/[time per bullet of weapon's fastest mode]. Hit-or-miss and damage (for each bullet) and suppresion value for each enemy in (or near) fire cone calculated as for normal fire. Of course, cover fire mode is not applicable for hand-to-hand weapon (stun baton) and one-shot weapon such as grenades and rocket launchers. --------------- 2. Weapon slots. 2.1. one-handed weapon: baton, pistols, grenades, MedKit,... Advantage of two weapons in two hands are versality (no need to open backpack and spend TU to do different tasks) and effectively doubling of ammo clip size (in case of two pistols in two hands). I suggest an option to select not one of pistols but both: "macedonian style shooting" from both hands simultaneously. TUs deducing as for for slower pistol, hits calculated separately, but accuracy is slightly lower and "aimed shot mode" is impossible. For use pistol with one hand free I suggest slight accuracy bonus ("police shooting stance") and shorter reloading time (actually longer reloading when other hand is not free). Of course, macedonian style is not applicable for non-firearms 2.2. Light two-hand weapon. Normally, shotguns, carbines, ARs etc. are used with two hands. But it's absolutely possible to fire one-handedly - I checked it personally with AK-74 many years ago. So - some auxillary weapon with shotguns and ARs is allowed, but with moderate accuracy penalty and no aimed shot. When useful? UFO boarding: distance is short and you do not know is there a stun-able alien or not. Simultaneous fire wiht AR/Shotgun and aux.pistol? Possible, but with heavy aim penalty (inability to use elbow for support AND troubles with distribution of attention) It is reallife-possible to use two ARs simultaneously, but not for everybody due to strenght and constitution "pre-requisites". It's too hard for me (5'7", 120lbs), but I saw a Shrek-size sergeant of our marines did it - shredding dummy targets to flinders. To allow or not? If yes, only for very strong soldiers, and with drastical aim penalty. Why use? At least double suppress factor. When sergeant make his demo, even I was slightly suppressed - and I was on his side of polygon, not with dummies 2.3. Heavy weapon Both hands used. As it is now.
  9. One thing concerning the weapon selection in this game is that it is so much more tactically diverse than the original xcom. However, with the MG, AR, Shotgun and LAW (which are all lovely) it's missing a SMG in my opinion. That way there could be a way to support your Shotgun weilding troops with close range rapid fire, so rather than having to wait to get a Gunner into position to give suppressive fire for the assault, you could have a Rifleman, Submachinegunner, and an Assault just charge in. Obviously the fears of balance could come into play but consider this, rather than the damage that the machine gun does it does the same damage as a pistol round but fires a simular burst like the machinegun (just not as deadly), that way you could have a quicker way to suppress enemy troops (especially in CQB) without the risk of strafing your troops in much nastier 7.62 machinegun fire. Not only that, your snipers can have a side arm that gives them more of a chance to survive being caught at close range instead of relying on a pistol. I beleive the inclusion of a submachinegun would give a lot more diversity to the style of play you could employ with your teams. Just a thought though.
  10. I've been playing a fair bit of Ground Combat, and one of my favourite uses for the machine gun is to set them up outside UFOs, wait a turn, open the door, and then burst fire whatever is on the other side. However, I don't see that as the only use for an MG. It costs a lot of AP to fire one, (45?) and that means if I move, I can't fire. I feel like the MG needs single shot options, low accuracy options, obviously, but it needs them. It's not like people don't use MGs in that capacity in real life. Second, why not an option to deploy it? It doesn't require any special animations, just get behind some cover, face the right direction and spend some TU to deploy, then next turn you get a boost to accuracy when burst firing. Maybe that'd be better instead of other firing options. Make it so that soldier can no longer move until I undeploy him. Just a though, because right now my MG is very limited when moving across terrain as he can't fire without setting up, then waiting a turn for his TU to refill.
  11. The purpose of this post is to discuss a method to modify weapons so that they have the same long range profile, but with better close range accuracy. There are two weapon parameters that have an effect on the accuracy of the weapon. The first is the Accuracy Modifier that weapon uses to different fire modes. The second is the Range of the weapon. The accuracy of the weapon is governed by the following equation. The names in () are abbreviations: Shooter Accuracy (SA) * Weapon Accuracy Modifier (WAM) * Range Modifier = Unmodified Accuracy (UA) where, Range Modifier = Weapon Operation Range (WOR) / Range To Target (RTT) IF Range Modifier > 1 Then Range Modifier = 1 On the wiki it says that Range Modifier = RTT / WOR. This cannot be the case, because weapons would get less accurate as you get closer to the target. I am, thus, assuming that this part of the equation is typed backwards. We also know that weapons do not get more accurate when within Weapon Operation Range, so when within that range the Range Modifier caps at 1 (no penalty). Conveniently, this equation can be used to modify a weapon to have the same long range profile, but with increased close range accuracy. To do this we merely need to select how accurate we want the weapon to be at close range. In this case we will modify the pistol so that it has a close range accuracy of 0.95, but is just as accurate at it's currently is at its current operational range. Since we are setting the Unmodified Accuracy to be equivalent at the operational range we will use the following format: Generally: Weapon1 Accuracy = Weapon2 Accuracy Specifically: SA * WAM1 * WOR1 / RTT = SA * WAM2 * WOR2 / RTT And After Cancellation: WAM1 * WOR1 = WAM2 * WOR2 We can now substitute our values in and solve: WAM1 * WOR1 = WAM2 * WOR2 (0.65) * (10) = (0.95) * WOR2 Weapon Operation Range 2 = 0.65 * 10 / 0.95 = 6.842 -> Rounds to 7 Here is an image of how accuracy changes by range for the old and the current weapon: The main downside with this method is that the weapon's damage is also affected by range, so you will see slight decreases in the weapon's killing power at its old range. I hope that other modders find this methodology useful.
  12. I was just reading about the psychological effect that the use of a flame thrower had on the folks at the wrong end of the nozzle. Apparently, flamethrower users were rarely taken prisoner. They were just shot, due to the horrendous injuries & mental trauma they inflicted. Would an additional morale effect be useful in the game when such weapons are used? This simulates the horror of seeing your colleagues die/ be injured in particularly gruesome ways? today's post has been brought to you by the word Flammenwerferapparaten
  13. 1. No linear weapon and gear upgrades. I like seeing my team's faces and heads, it makes them somehow seem a bit more human, although ofc no-one in their right mind would go into a set combat situation without a helmet (some high-speed raiding excepted, I know). Put a big heavy power suit on that's simply better in all respects as a clear across-the-board upgrade, and I just don't like the look of the game. With the only brake on that being cost of Elerium. Perhaps have the upgrades be useful but in a slightly different way so the previous stuff still has its uses? 2. Don't one-shot said dudes in said expensive power suits with blatantly overpowered weapons. Blaster bombs, sigh. Apparently I should have known about that. I'm cool with getting ambushed and losing if I don't play well. But the lower difficulty settings are fairly boring since there's very few aliens on each map, and you spend the time just walking interminably. Losing a few to a runaway Reaper or some Chryssalid - no problem, my own dang fault. I didn't put smoke down before exiting Skyranger - my own fault. Blaster bombs from nowhere - wtf, dude? Not fun. If I care more about the loss of a piece of armour than I care about the loss of the dude inside it, then something's wrong somewhere. I want an emotional connection. Not to a piece of metal. 3. Not too many dudes/chicas. I'm not much of a fan of controlling robotic tanks, so generally go with full human complements. Then again, controlling 14-20 people is just too much. XCOMEU the reboot did this mostly right, perhaps a tad under-numbered. 4. I don't mind being up against Psi enemies. I do mind if this just takes over the game, to the point that it completely changes how you play, because it makes it just so easy to just MC your way to victory without worrying about ...the actual combat. It's no longer a tactical sim, it's a game of who can MC first. Silly. 5. I really like weapons technology that I can kind of recognize. Rifles, shotguns, pistols, SMGs, machine guns etc. I can deal with Laser weapons being a straight upgrade if they're just scarce enough that it doesn't turn into the new regular weapon. I don't want massive huge upgrades to big huge plasma weapons and then just a power fantasy game from there. Then again, many people just want to be a space marine badass superguy unbeatable invincible superhero, so maybe I'm the minority. Edit: oh, and for gods' sake, make the "stop and pause before jumping over a wall" turn into the same exact thing without the "stop and pause" part in the animation sequence. Not that that is terribly game-breaking. Category filed: Slight Visual Annoyance. Other than that, thanks for continuing to try to pull this thing off, I expect to see a final-ish product mostly bug free and playing smoothly somewhere around Xmas 2013. Nothing wrong in that, cheers to all. /rant off
  14. The pistol in game looks like the m9 its magazine capacity should be 15, not 12. The sniper rifle looks like some kind of HK rifle, of the G3 family, magazine capacity should probably be 20. The machine gun looks like an m240 or one of its predecessors, 50 rounds in a belt is very low. 100 or 200 would be better. I hope that real world equipment will have real world values. Thanks.
  15. Some weapons are designated heavy. These get a penalty to-hit when the solider carrying a heavy-designated weapon moves. I was wondering what the effects would be on a standard solider, so I spent all of 10 minutes fiddling with the to-hit modifier and trying it out in the field (which was faster for me than working out the calculation, and confirmed in the field what the calculation would have been). Here are my findings. I used a solider armed with a precision rifle, whose accuracy is 62. I used the highest to-hit for the shot, and the shot was taken within effective range. Standing still, the to-hit for the shot was 93% Setting the penalty to 0.50, the hit chance when moving was 46% Setting the penalty to 0.55, the hit chance when moving was 51% Setting the penalty to 0.60, the hit chance when moving was 55% Setting the penalty to 0.65, the hit chance when moving was 60% Setting the penalty to 0.70, the hit chance when moving was 65% Interesting to see that when applying the penalty, it always rounds down.
  16. With Xenonaut roles within the game, I was thinking about what the soldiers were essentially used for. I’m keen to see the final part of the game still contain a number of viable roles for the soldiers. An issue with similar games is that there is an optimal set of equipment. Fortunately this is something the devs said that they are keen to avoid too. Of course, soldiers may move between roles as the game/ squad requirements progress. Here’s a breakdown of what I came up with. Primary Roles [TABLE=class: grid, width: 640, align: left] [TR] [td][/td] [TD]Assault/ Rifleman[/TD] [TD]All purpose role, providing mission flexibility. Interchanging between assault rifles and shotguns as required.[/TD] [/TR] [TR] [td][/td] [TD]Breach Specialist/ Shock Troop[/TD] [TD]Penetrating UFOs/buildings to establish bridgeheads. Breach shield and pistol standard.[/TD] [/TR] [TR] [td] [/td] [TD]LMG Support Gunner /Pigman[/TD] [TD]Increased, portable, firepower over short to medium range providing suppression/ cover fire.[/TD] [/TR] [TR] [td] [/td] [TD]Heavy Weapons/ Rocketeer/ Anti-Tank[/TD] [TD]Long range destructive/ anti armour capability.[/TD] [/TR] [TR] [td] [/td] [TD]Incendiary/ Flame Unit[/TD] [TD]Close to medium range controlled burning and incendiary penetration.[/TD] [/TR] [TR] [td] [/td] [TD]Recon/ Scout[/TD] [TD]Exploring ahead of main force, providing intel & targeting. Use of maximum APs through lighter equipment preferred.[/TD] [/TR] [TR] [td] [/td] [TD]Sniper/ Marksman[/TD] [TD]Long range precision shooting.[/TD] [/TR] [/TABLE]
  17. I understand the reluctance of making the blaster launcher part of the game. Of all the games I've ever played, the blaster launcher in X-Com is perhaps the most glaring example of inherent imbalance created by an overpowered weapon. For those that haven't played the OG, the blaster launcher is something you get from the aliens roughly around midgame. It's somewhat difficult to research the launcher and the ammo unless you have a specialty base,but the end result is nothing short of pure death in a neat little package. It's a heavy weapon that you can reload one shot at a time. You launch the blaster bomb from the launcher and then set waypoints for the bomb (it's actually a guided missile). You can send it in circles, up and down, left to right, whatever. When it makes contact with a solid object, it creates a huge explosion that dwarfs any other manportable weapon in the game. It has a radius of 11 tiles, and an unarmored xcom agent can easily die from the explosion in the 11th tile, as it does about 90 damage at that point. At the impact point, it does 200 damage, which is only 30 points less than the craft mounted version and 60 points more than the tank version. It's enough to peirce the hull of any alien ship. It's a big enough explosion that it will kill anything in any room in an alien base. It will wipe clean the contents of any human made structure. It's cheap to manufacture (90,000$ and 1200 man hours) and the ammo is also inexpensive (8,000$, 3 elerium, and 220hours). It was easy to abuse because you could equip four or five squaddies with launchers and about 5 shots apiece and proceed to simply destroy everything on the map, often without even leaving your insertion craft if you were careful. You could peirce the top of a battleship, then send in followup shots through the hole it made until there was nothing left inside the battleship. No wonder Goldhawk doesn't want this in the game, right? Here's my suggestion: There does exist legitamite tactical use for a blaster launcher (peircing hulls for instance, or clearing the LZ around your insertion craft in a bad terror mission) The problem is, how to balance the weapon. First: The aliens get them too. I know everyone who's played the OG has experianced a blaster bomb going into their skyranger on insertion because some damn muton got an interrupt. Second: Limit the number of waypoints. I think 3 is a good number (the original had 9). Third: It's a one shot weapon. No reloads. Fourth: Cut the explosion radius to 5 tiles. Keep the impact damage high, but the splash damage drops off geometricly instead of linearly. At the 5th tile, it's about the same damage as a grenade. Fifth: Make the launcher so heavy that the agent who carries it can't carry anything else and still fire it. And last: Make it simply too complex to manufacture. You can use what you find in the field only. You still have to research it. This last step alone will severly limit the number of launcher uses available (since you can't keep weapons found in missions). Thoughts?
  18. I just finished the new X-COM remake and it's... lacking. I found this website and figured, eh, great place to give in my ideas, maybe they'll produce something worth playing. So far I'm impressed with what I saw in previews. Few Suggestions: The game should be long to finish. The more things in the game, the better. I like long games with intricate story lines. That said. TECH TREE - Research into basic human weapons to combat alien threat. Different shotguns, rifles, pistols, machineguns, grenades, you get the idea. Say you start with M-16, you can research the AK-74, then once you got both you can research a hybrid that has both the punch and the accuracy of both guns. It exists I just forgot the name. Same thing with other variants. Auto pistols, Auto shotguns, etc. 200 round AKM for light machineguns. Heavy machine gun variants. An MP7A1 would be a nice add. Make the research on human weapons such that we can produce not only modern weapons. (since game takes place during cold war, you guys have tons of new weapon references to get ideas from, youtube is a wonderful tool for that) Make it so the final research into human firearms ends in modern/futuristic projectile versions like the TAVOR, the XM8 (and lmg variant), M4-16. Each gun for a specific class of soldier. Each with different stats, depending on your strategy. (Urban combat vs outdoor long range). From there, Research into theoretical warfare, Electric weapons. - Non lethal (taser guns) to lethal. - Light Tesla - Medium Tesla - Heavy Tesla Research into theoretical warfare, laser gun research. (each with all types of gun types, sniper, shotgun, rifle, pistol, etc.) - Light laser class - Medium laser class - Heavy lazer class Research into theoretical warfare, sound frequency. (Can have cool effects like blowing an alien's head to making them go ballistic and do weird things like shoot in random direction before dying.) - Light ultrasound - Medium ultrasound - Heavy ultrasound Theoretical warfare, Microwave guns. (Can be used instead of RPG's to melt machines.) - Light microwave - Medium microwave - Heavy microwave Plasma gun research - Light plasma - Medium plasma - Heavy plasma And with enough research near the end of the game. Subatomic string theory leading to interdimensional guns. Basically, it not only melts targets but also makes their entire bodies change, transports aliens into different areas, making the alien fall to his death. makes organs and extremities shift position, distorts the alien so it dies becuase the body was altered. Use your imagination. Can stick to one class type, or elaborate on more. Basically, I don't like that it just ends in plasma weapons, I believe humans should be able to surpass the aliens in technological innovation. I guess from there on the same concept with aircraft and land vechicles, the long progression I mean. Once that is done it would be time to make a story that is awesome. - Many alien bases - Weird alien experimentation. - Easter egg videos of iceland event captured on camera and other things like alien abductions and stuff like this. If this is put in the game it would be awesome. Just stuff to immerse yourself while you play the game. I guess every time you would get an achievement you would be rewarded with a sick ass video that you could then see again in the xenopedia. Make the game slow paced, meaning, go by reseached and manufactured tech. If you got an upgrade, aliens get one too. Don't rush it, this is why I dissliked the x-com remake, it was too rushed, regardless of your tech level, they just kept going. I get the idea behind it, but it kills the game when it's too short like that. - Big battles of 18 soldiers vs whatever amount of aliens (there's room on the chinook after all) - Upgradable transports. - Upgradable interceptors. - Building more bases. - More realistic bases. - Having your bases attacked by aliens and needing to repell them. - Alien bases on earth. - Underwater missions. - Moon missions, common, they have to have bases on there. - space mining and building bases on the moon. - Fighting on motherships. - Colonizing and fighting on mars (to get access to rare minerals and metals for construction of the last project. - Last project, build mothership, use it to obliterate their invasion forces. An awesome ending cinematic would be a great ending there, space battle followed by victory, with people cheering in the streets and soldiers applauding eachother type a thing. Could leave the game there with promise of a follow up where you invade THEIR planet(s). The other thing is the animation and graphics, I'm sure it will get upgraded. Main concern is furniture in buildings, they can't just be empty, common, take example from the new x-comm when it comes to interior decorating. Music playing in bars, that sort of thing. Many, many cool videos, also, cheesy things like a drunk farmer getting abducted by aliens. However, most should be serious, like it's not a joke, serious invasion goin on. Those are my suggestions. Lemme know what you guys think.
  19. Hello! Here's Nemeo's useless suggestion of the month! Maybe it has already been suggested, maybe it's already in. I searched the forum and it didn't return anything about this. The elite xenonaut team approach the last alien. He is fiercely entrenched in the cockpit of his crash-landed UFO. Command & Control requested the main console intact and the Xenonauts have no other choice but to go into close combat. Captain Chris takes point for the kill and... "Weapon Jammed!" Epic. Each weapon would have a different chance of jamming, which would be another mean of adding variety. Of course this chance should be VERY low (between 0.5 and 5%), but a higher chance could be a counter-part for additional firepower. Some weapon could have their jamming chance increased by a specific climate or weather (rain, snow, warmth...). A jammed weapon would force the soldier to reload or to use his side arm. Bonus: _ increase the usefulness of side arms. _ increase weapon variety. Will you pick a weapon more accurate that could jam at the worst moment or play it safe with the less accurate one? _ the glorious frustration of bad luck. _ more epic stories to tell about Captain Chris killing an alien with a knife. _ should not be that hard to code. Malus: _ some kids don't like being frustrated so they might not buy that awesome 10$ armor skin DLC you may be planning.
  20. GoodGuyEddy

    Carbines

    What do they do? I stopped playing xenonauts right after i finished the laser weapon research. But i noticed a "laser carbine" name accidentally. In xeno and in real life, what's their role?
  21. The one thing I like about UFO:AI and some other games is htat weapon progresion is not compeltley linear. What I mean by that is that you have: - rifle1, pistol1, shotgun1 then you research rifle2, pistol2, shotgun2 then you research rifle3, pistol3, shotgun3 etc, etc.. And each one is superior to the former in EVERY way. Range, damage, accuracy, Rof, whatever. This makes it completely a no-brainer to replace weapons as other weapons have no value anymore. Besides, it's very...unimaginative. I'd rather that older weapons don't become compeltely useless. For example, in UFO: AI, the leaser rifle is less advanced than a plasma rifle. It doesn't do nearly as much damage and it's magaize runs out faster. But it has excellent range and accuracy, better than plasma. Furthermore, not all aliens are equally vulnerable or resistant to all types of damage. Some are more vulnerable to kinectic, others are highly resistant to it. All of this means that a family/type of weapons never becomes completely obsolete. You can pack plasma, but you might run into an alein that's highly resistant to it. You can still bring it down, but a kinetic weapons would bring it down faster.
  22. How do you organize your squads? In my last play through (V15), I did 3 4-man teams organized as the following: 1. Team Leader: M16A1, M9, Grenades 2. Rifleman: M16A1, Medipack, Grenades 3. Auto Rifleman: FN MAG, LMG Ammo, Grenades 4. Designated Marksman: PSG1, M9, Grenades It was pretty balanced, but it had some disadvantages: 1. Unless they got to high ranks, my squad would either have to move at the slow speed of the Auto Rifleman so he can have reaction fire, or abandon LMGs having reaction fire completely. 2. More often than not, I'd feel the need to split up in teams of 4 to 6. I'd have one or two guys go up north; four guys go to up the middle, three guys go north east and three going south east. So now I'm considering having two fireteams of four, and two Scout elements. So I'd have fireteams set up as above (maybe have two Riflemen instead of the LMGer?) and elements set up like this: 1. Rifleman: M16A1, Medipack, Grenades 2. Designated Marksman: PSG1, M9, Grenades I haven't used Shotguns since I figure they"ll have shit accuracy. Is it possible to throw ammo? Because maybe I could give the Auto Riflemen a pistol, and have someone nearby carry ammo without them having to go in the backpack.
  23. Hi there, what about a little information pop window when my f17 is out of ammo? I think is very usefull. I lost 3 jets because they only have 2 rockets on board. The other thing is the when my f17 dont have any rockets i found out the autocannon is useless. Im down before the autocannon can hit the ufo. Anyone have the same problem? greetz
  24. OK, here is the beta of the gunpowder weapons mod this includes the buckshot mod for shotguns and a some tweaks to the assault rifle and pistol. The biggest changes you'll notice are that the pistol is now a machine pistol and the shotgun is much more dangerous. The machine pistol can fire three round bursts. I modeled this after the H & K VP70. The weapon fires a standard 9mm pistol round. It was used in the 70's by anti-terrorist forces and special ops troops. It is about the same size as most semi-autos, but has an 18 round magazine and an incredible firing rate of 2200 rounds per minute. However, it is mechanically limited to three rounds per trigger pull by the manufacturer. Although I've reduced the damage it does per shot to be more realistic as compared to rifles, you will be able to fire multiple bursts and at close range you can do some damage. You also have a greater chance of suppressing the target. It's probably the best small one handed firearm available, but it is a weapon of last resort. I slightly increased the assault rifle damage from 25 up to 30. No other changes. I increased the firing rate of the M-60 to the proper level. It doesn't fire any more bullets per burst, it just fires them more quickly. Strictly a visual effect change. Finally, the shotgun now fires buckshot. I modeled it after the Mossberg 500 pump action 12 gauge. This weapon is a rugged combat shotgun widely used by the US Marines and Army in the 70's. The number of shells was dropped to 8 per magazine from 12. The action points required to fire were increased to match the assault rifle plus a couple points to work the slide (pump). Also, although slightly quicker to aim than a rifle the recoil requires more recovery time between shots. The reload time was GREATLY increased. Unlike most military weapons there is no removeable magazine or clip to just pop in. It will take most soldiers nearly a turn to reload this weapon as the shells have to be loaded one by one into the magazine. I would have made this even higher, but I was afraid some soldiers would never be able to reload the weapon since you can't take one than one turn to reload a weapon (at least as far as I know.) The biggest change was the damage was increased 50% from 40 to 60. Armor penetration was greatly reduced and is now slightly worse than a pistol. However, at close range this is one shot killer for most early aliens. This NOT the weapon to take if you expect to fight at long distance. Here are the file changes: 1. I would simply copy the bullet folder over with the new name "buckshot". So, copy C:\Program Files (x86)\Desura\Common\xenonauts\assets\projectiles\bullet to C:\Program Files (x86)\Desura\Common\xenonauts\assets\projectiles\buckshot 2. In new the buckshot folder replace bullet_e.png with the attached picture and rename it buckshot_e.png 3. Create or replace the contents of bullet_e.xml with this: <?xml version="1.0"?> <!DOCTYPE sequence SYSTEM "sidewalkdtd"> <sequence name="C:\Documents and Settings\Chris\Desktop\blast-red\gunshot\bullet_e.xml" source="./bullet*.png"> <img regx="36" regy="0" name="buckshot_e" savedname="buckshot_e.png" w="0.000000" h="0.000000"/> <framelist> <frame regx="35" regy="-1" name="buckshot.png" w="55" h="13" x="0" y="0"/> </framelist> </sequence> And rename the file as buckshot_e.xml 4. Create or replace the contents of bullet_spectre.xml with this: <?xml version="1.0" encoding="utf-8"?> <spectre id="rocket" version="1"> <state id="default" name="buckshot" pivotX="30" pivotY="20" sortPoint="0.49"> <anim src="projectiles/buckshot/buckshot_e" anim="main"/> </state> </spectre> and rename to buckshot_spectre.xml 5. Replace these entries in your C:\Program Files (x86)\Desura\Common\xenonauts\assets\weapons_gc.xml file with corresponding entries below: <Weapon name="weapon.pistol" bulletType="normal" emptySound="Empty Click 1"> <props range="6" hands="1" recoil="0" weight="1.5" isHeavy="0" clipSize="18" reloadAPCost="8" reloadSound="Weapon Pistol Reload" reactionModifier="1.8"/> <SingleShot sound="Weapon Pistol Single" delay="0.6" suppressionValue="20" suppressionRadius="1"> <Set1 ap="9" accuracy="65" /> <Set2 ap="11" accuracy="73" /> </SingleShot> <BurstFire ap="15" accuracy="45" sound="Weapon Assault Rifle Burst" delay="0.2" shotCount="3" suppressionValue="20" suppressionRadius="2" /> <GUIImage name="gui/weapons/pistol" /> <GroundImage name="grounditemimages/pistol.png"/> <Ammos> <Ammo name="ammo.ballistic.pistol" type="kinetic" damage="15" mitigation="5"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> <Weapon name="weapon.rifle" bulletType="normal" emptySound="Empty Click 1"> <props range="18" hands="2" recoil="0" weight="5" isHeavy="0" clipSize="30" reloadAPCost="15" reloadSound="Weapon Assault Rifle Reload" reactionModifier="1.0"/> <SingleShot sound="Weapon Assault Rifle Single" delay="0.6" suppressionValue="20" suppressionRadius="1"> <Set1 ap="17" accuracy="75" /> <Set2 ap="20" accuracy="85" /> <Set3 ap="23" accuracy="100" /> </SingleShot> <BurstFire ap="35" accuracy="50" sound="Weapon Assault Rifle Burst" delay="0.6" shotCount="3" suppressionValue="32" suppressionRadius="2" /> <GUIImage name="gui/weapons/AssaultRifle.png"/> <GroundImage name="grounditemimages/assaultrifle.png"/> <Ammos> <Ammo name="ammo.ballistic.rifle" type="kinetic" damage="30" mitigation="10" isHypervelocity="0"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> <Weapon name="weapon.shotgun" bulletType="normal" emptySound="Empty Click 1"> <props range="6" hands="2" recoil="0" weight="5" isHeavy="0" clipSize="8" reloadAPCost="45" reloadSound="Weapon Shotgun Reload" reactionModifier="1.4"/> <SingleShot sound="Weapon Shotgun Single" delay="0.6" suppressionValue="30" suppressionRadius="2"> <Set1 ap="19" accuracy="83" /> <Set2 ap="22" accuracy="90" /> </SingleShot> <BurstFire/> <GUIImage name="gui/weapons/Shotgun.png"/> <GroundImage name="grounditemimages/shotgun.png"/> <Ammos> <Ammo name="ammo.ballistic.shotgun" type="kinetic" damage="60" mitigation="4"> <Projectile spectre="projectiles/buckshot/buckshot" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> <Weapon name="weapon.machinegun" bulletType="normal" emptySound="Empty Click 1"> <props range="30" hands="2" recoil="65" weight="12.5" isHeavy="1" clipSize="50" reloadAPCost="25" reloadSound="Weapon Machinegun Reload" reactionModifier="0.6"/> <SingleShot /> <BurstFire ap="45" accuracy="35" sound="Weapon Machinegun Burst" delay="0.6" shotCount="5" suppressionValue="40" suppressionRadius="4" /> <GUIImage name="gui/weapons/machinegun.png"/> <GroundImage name="grounditemimages/machinegun.png"/> <Ammos> <Ammo name="ammo.ballistic.machinegun" type="kinetic" damage="40" mitigation="15"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> 6. (optional only affects weapon description on soldier screen) Find and Replace pistol damage, shotgun damage, assault rifle damage and clip size numbers in your C:\Program Files (x86)\Desura\Common\xenonauts\assets\weapons.xml file with entries below: in the weapon.pistol section damage <Cell ss:StyleID="s66"><Data ss:Type="Number">15</Data><NamedCell clipsize <Cell ss:StyleID="s66"><Data ss:Type="Number">18</Data><NamedCell weapon.shotgun section damage <Cell ss:StyleID="s66"><Data ss:Type="Number">60</Data><NamedCell clipsize <Cell ss:StyleID="s66"><Data ss:Type="Number">8</Data><NamedCell weapon.rifle section damage <Cell ss:StyleID="s66"><Data ss:Type="Number">30</Data><NamedCell That's it. Let me know what you think!
  25. in the plasma research it very clearly shows magnetic accelerator coils, which has me wondering if there's going to be gauss weapons showing up at some point. Until i've played the beta version to see for sure i haven't a clue, but it doesn't stop me from wondering. Either way come beta, i'd be interested in seeing, or if no one beats me to it, making a mod that lets you A) build upgraded versions of your existing weapons by jurryrigging salvaged magnetic coils to them and using iron rounds, B) use Gauss weapons later in the game, & C) have the aliens catch on to what you're doing and expand/improve their own arsenal by mimicking bits of your gear they don't have or didn't think of later on when you start getting the upper hand. which will probably take forever due to editing a bajilion sprites but whatever. REALLY wish gold hawk had used a more efficient sprite system... Oppinions? ideas?
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