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  1. Just played my first hour of the game, and while it is VERY buggy (which is expected, cause its alpha) I really enjoyed the Xcom feel. Not only does Xenonauts retain the same gameplay mechanics that made Xcom great, it expands upon them in ways I felt Xcom lacked and that the community yearned for. Overall I think the Xenonauts team has their finger on the pulse of the Xcom fanbase, and that makes me very happy. However with that said, there are a few things that I felt were lacking. First of all weapon management. Early game weapons appear to be infinite, and this really feels off. I really miss the purchase menu of the old Xcom games, and I would like to see a return of that. Xcom was all about base management, and I think taking out resource management of early game items detracts from that. Secondly, the user interface... and overall layout. A lot of things, such as the combat interface, work beautifully... and are very intuitive. However other things, such as the base menu screens, and even the post-combat analysis screens, are rather clunky and confusing. The menu is nowhere near as graceful as Xcom's, I think a lot could be done to streamline and simplify the base management screen. In addition, after a battle... the analysis said 45,000$ total sales. What do sales have to do with combat? Did I just automatically sell the equipment I recovered or something? These are really the only two gripes I had about the game, and I understand that its an early build (however that only gives me more reason to voice my concerns now =P) so ultimately all I have to say is good job! and keep up the good work! I think we only have up to go from here =)
  2. 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?
  3. Ok so I have been adding some custom ground combat weapons to the game everything is working good except for one issue. it always seems to display you soldiers spectre as unarmed. I have looked through the Various Files to try and find where this information is displayed and the only thing I can find is a file "GC_units.pfp" However when I try to open the file to modify it does not display correctly. there are a bunch of black background NUL marks interspersed throughout the code Anyone know how to correctly view and edit these PFP files?
  4. This is the Alpha release of my mod, Arsenal. The full version will be released in a month or two. The final version will add many real weapons and change the existing ones to allow for more realistic armament options when equipping troops. Each weapon will have its own GUI and stock image, and if I can get assistance for modelling, larger weapons like the RPG will have their own ground images. There will also be balance changes to many different areas of the game. Alpha changes: Various balance changes in config xmls (full list in later versions) Three new weapons, the Glock 17, Colt M1911, and the S & W Centennial(placeholder image). More will be added in the final version, but this is just a sample of what I've done so far. Manufactures for the Glock and the M1911 More will be added later, of course, but right now I am trying to get support from the community and make sure that I have no bugs so far. Download Alpha (fixed July 5th) at: https://www.dropbox.com/sh/s9mwy3hy1d989ng/5PhIWhMWzE http://xeno-mods.com/mod/150/arsenal Coming soon is a list of weapons that will be in the final version along with their statistics. There will be a much greater selection for your soldiers (Excel format):
  5. So...let's just get to the question shall we? We can I find a Battle Rifle for god's sake...It's my third playthrough already(steam stable build)...Already in January...(last playthrough only got to plasma weapons) and I still didn't get any battle rifles so I can upgrade to MAG...This is a little dissapointing...especially counting I never tried out the weapons...
  6. If I'm correct, I've seen for tiers of weapons on the wiki(basic, laser, plasma, and mag). does each tier specialize at something? would a laser weapon be more affective against an andron than plasma? would plasma hurt fleshy things more than laser(btw, The only aliens I've seen in-game/ heard of are sebbillian, caesan and andron, though I have heard of others existing ).
  7. It is over. Two hours of typing one word: Wolf, overwriting the word buzzard, in a specter file... It is done.... However, that means I can finally release something I may be the only one who has been waiting for.... Walrus Jones's Tactical Ballistic Expansion, V1! http://xeno-mods.com/mod/138/walrus-jones-s-tactical-ballistic-expansion (I could hide this as a word, but I find it difficult to see links on this site, so for the sake of making the link clear and obvious, I left it in link form.) Naturally, This mod greatly expands on ballistic weaponry, adding two new (Three to ballistic weapons, in a unique case,) weapon classes, and offering several new versions of both new and old weapon classes. Soviet weapons (Introducing the first ballistic carbine, and battle rifle.) These weapons are designed to deviate heavily from standard weaponry, allowing for a fresh game experience. Civilian weapons. For people who want to ward of the alien invasion in style (And with a great deal of challenge, let me tell you.) Cynical weapon descriptions. (Note, The Stat box in the upper right corner gives more accurate stats then the description. Sprites in this image are not necessarily up to date.) And much more. This mod will go quite a ways into the game, leading early ballistic weapons down three tiers that will allow them to compete with early lasers (And then doing the same to lasers and plasma, but then it wont be a ballistic expansion anymore.) A quick example of what this will look like: Tier 1: Conventional Submachinegun. Tier 2: Enhanced Submachinegun (Manufactured, not yet included.) Tier 3: Alloys Submachinegun (Manufactured, spends resources, very cool chalky aesthetic.) (Thank LaggyWolf for nearly all the weapon sprites. Some minor alterations by me may have broken some of the guns: Rule of thumb, if it looks as ramshackle as the ammo types, Walrus made it/Ruined it.) As for now, I think I am not forgetting much. Feel free to yell at me for things I have forgotten, but be polite, and avoid the flaming thumb.
  8. 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.
  9. Hello Everyone, I'd like to introduce an alternative concept for research in this game. Research could become an important role in the unfolding drama the player experiences. Currently, research is linear, tier based, with one tier overpowering the other. For instance, you begin with kinetics and basic armor, and can unlock the next tier of firepower, lasers or plasma, which are more powerful than kinetics. What I propose are research trees for each weapon type (kinetics, laser, plasma, ect). Recovered alien artifacts that are disassembled or dissected unlock opportunities to pursue different technologies within each tree. For instance, your scientists learn something from alien alloys and laser guns and can use these technologies to (A) make a laser gun, or (B) unlock advancements in kinetic guns. You'd have to get creative here. To break down alien technology at a molecular level, alien science behind recoil and ballistics projection could be modified to enhance kinetic weapons. I am very interested in this concept and would be willing to help in its development. If the creators have any interest in this, please contact me. I really enjoy this game and I am looking forward to its first official release.
  10. Hello, just a small modification than unlocks the AK47 for mass use as well as the MP5K (which replaces the Default Ballistic Pistol!) AK47 vs M16: 30 Rnd. Magazine vs 20 Rnd. Magazine AP/TU Fire Cost Single Shot: 15/30/50 vs 20/30/60) Burst Fire: 30 vs 40 Accuracy: Single Shot: 30/50/65 vs 30/60/80 Burst Fire: 15 vs 25 Damage Per Shot: 35 vs 30 MP5K: 30 Rnd. Magazine 5 Rnd. Burst Capability! (30 AP/TU) Same Damage and Range as Default Pistol Suppression Value 20 from Default 10 Download NO OTHER BALANCE CHANGES ARE INCLUDED IN THIS MOD
  11. Hi guys, running Little Mod 5. I'm having trouble getting new weapons for my guys. Going by the Tech Tree (http://xenonauts.wikia.com/wiki/Tech_Trees) I need to research Alien Alloy Fabrication. I have alien alloys, but not Alenium. Where do I find it?
  12. Hey, I was reading through some cool helicopter stuff, and I found this webpage: http://www.soc.mil/160th/Chinook.html It talks about the MH-47 Chinook, which is used for SpecOps missions and the like. It's got a simple cannon on it, and I was thinking that it'd be cool to have a simple cannon on the Charlie. It wouldn't be as powerful as a regular autocannon, but it'd just be there. I think it'd be fun to try to take down a light scout with a trio of chinooks, personally. Just make it so that it can only have the weaker cannon, maybe call it a light autocannon? Of course, it'd be upgraded with laser, plasma and mag, just for consistency (going up to light magstorm, or maybe miniMag haha). These weapons would unlock along with the regular autocannon replacements with no new researches being required, and would cost less than the regular interceptor autocannon would. It should only be available for use on dropships, and there should only be one weapon pod for that. I don't think it would affect balance very much at all, since they're not designed for combat, and therefore it would make sense if they sucked at it (in fact I'd appreciate it). Even if it's not going to do much, I just want to be able to defend my dropships, even if it's ineffective. It'd just add another interesting tidbit to the game, allowing the chinook to actually defend itself a bit. Thoughts?
  13. So i made it to January on normal difficulty and a terror mission occurs in south america. well i make it there and the friendly allied troops are using LASER RIFLES!!!!! whoa not only i was in awe but i'm considering killing them and stealing their weapons(if i can.) is this a bug or do allied ground troops eventually somehow get their own weapons?
  14. Some more variety in convential guns would be great. Heckler & Koch Mp5 is a must, H & K G36, PSG and UMP are nice to have.
  15. It seems strange to me that in the game you go straight from human balistics weapons to laser based weapons, i would make more sense im my mind to have a step inbetween were you get human-alien hybrid balistics weapons, things suck as replacing the barels with alien material to alow you to use more refined explosive powder to push harder more penetrating projectiles out of the barrel... if this was done, im my mins, you wouldnt even need to make new moldls, you can just up the stats of the weaponry
  16. Just a thing one might research to make the alien plasma pistol more accurate early on. Would make it heavier, more accurate, give it lengthier reloads and take up as much space as a primary.
  17. After adding an Anti-Material Rifle (Based off New Vegas) I have been running through the problem of where my soldiers aren't holding a weapon. Sounds, stats and images work; just not the in-game model.
  18. I know this is supposed to be a faithful recreation of the classic X-Com game, but I think it should be realized that X-Com: UFO Defense was more of a "science-fictionized" setting than what Xenonauts is put in to. The starting weapons in X-Com were tailored more towards this, having more of a sci-fi feel. In Xenonauts, however, I think a chance should be taken to bring some more "realism" into the game's armory. Here is what I'm suggesting I consider myself a bit of a weapon's buff, and I love it when weapons in video games are given brief and detailed descriptions. In Xenonauts, however, there is only one rifle that is considered to be the universally-accepted standard-issue assault rifle of the Xenonauts program: the M16A1. See, I like having immersion in some of my games, and I feel like Xenonauts has the opportunity to add in some more weapons to tailor to nationality or somesuch. It's the late-1970s, right? The Soviet Union is in on the Xenonauts initiative? How about add in the AK-74 model into the fold? It's a bit jarring to see a Cold War-era Russian soldier carrying around an M16 assault rifle, I'll admit.
  19. 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!
  20. You select a soldier, aim at a target and press fire button, soldier fires alien reaction fires . What if reaction fire occurs BEFORE your soldier fires after receiving your order? Think of an alien with a pistol ready to reaction fire on a soldier in front at close range. Soldier takes all his time to make an aimed shot with his sniper rifle at max zoom. The soldier deserves a reaction fire snapshot to the face because the alien wont wait for ages to get shot. If TU usage on firing triggers reaction fire (I dont know if it Works this way, just proposing) then the more TU used the more chances to trigger the reaction. This would give low TU weapons like pistols a clear role and usefulness, and balance the usage of more clumsy/powerful weapons. It will give more of a reason to use snapshot instead of aimed, cause the later can get you a shot to the face more easily as IRL. Being outnumbered would be more dangerous and would pin you down a lot more,not willing to expose you too much. I think it would be pretty fun, tactical and intuitive although maybe a bit more "hardcore" for some (not calling anyone dumb, just not everybody loves harder complexity). What you think?
  21. Okay so this is going to be a stupid question, but I can't seem to find anyone else with a similar issue. Basically I was just going to do a simple swap of the M9 for the M1911A1 art that is already included in the files. Drop the magazine size, play with the weight a little, and increase the damage. Looked simple. <Weapons><Weapon name="weapon.pistol" bulletType="normal" emptySound="Empty Click 1"> <props range="12" hands="1" recoil="0" weight="1.5" isHeavy="0" clipSize="12" reloadAPCost="9" reloadSound="Weapon Pistol Reload" reactionModifier="1.8" hpLimit="60" /> <SingleShot sound="Weapon Pistol Single" delay="0.6" suppressionValue="12" suppressionRadius="1"> <Set1 ap="9" accuracy="65" /> <Set2 ap="11" accuracy="73" /> </SingleShot> <GUIImage name="gui/weapons/pistol" /> <GroundImage name="grounditemimages/pistol.png"/> <Ammos> <Ammo name="ammo.ballistic.pistol" type="kinetic" damage="20" mitigation="5"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos></Weapon> That appears to be the second of the code which controls the M9. Assuming you don't care about tool tips or strings, modifying that code should directly affect the stats on the weapon, right? Except changing them doesn't seem to do anything for me. I can go one slot down to the M16 and perform exactly the same changes and they apply, but for some odd reason the M9 refuses to change. Can't swap the art work or alter the magazine size. Haven't tested the rest of the stats, but those two are the painfully obvious ones. It isn't terrible important in the long run, of course, but now I'm just curious. Why I can alter every other weapon, except the M9. Especially given that if I'm altering the other weapons, where is it finding the original code for the M9?
  22. 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.
  23. 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
  24. 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!
  25. 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.
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