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  1. I'm trying to change the layout of the weapons on the Mig31. First, I want to shuffle the missile hardpoints back to the wing areas and add a cannon to the nose. Second I want to have the wing tip mounts only have light missiles, and heavy missile mounts closer to the fuselage. I fiddled with the XML which yielded some success, but do I have to mod lua files to move/add graphics and mount points on an aircraft?
  2. In many games which can be modded the second thing that modders tend to add after the prequisite nude mod are weapons. Specifically, guns. If it's a fantasy game, first the flintlocks, then the muskets (what is this exploding crossbow?). If it's a modern game, more guns. If it's a sci-fi game, modern archetypes of guns dressed up and made pretty. At what point does the gun porn become excessive? I mean, there's often a lot of work that goes into transforming a real-world weapon into it's simulated counterpart, but when a player is faced with umpty-tumpty assault rifles to choose from what seems to happen a lot of the time is that the list gets whittled down very quickly to the "obvious" choice, and modders may as well have not bothered. There's often just too much overlap. Now, I do recognise serious gun porn can work in the games' favour. Take Borderlands, for example. That has gun porn coming out the wazoo, but it builds itself around the "ditch it" mentality. Many mods don't work like that - the modder wants you to use the guns developed. Not drop them when the next shiny toy comes along! Can there be too many guns?
  3. This may not be perfect, but here is an image of an MP5 I put together that I thought folks might want to use for modding purposes: And it's ammo:
  4. This is my first crack at it. I've changed the suppression, damage, range, and mitigation numbers. I'd like to use a different projectile too, but I'm not sure how all that works. Anyway I've done the best I can with what they give us to work with. In reality, it's difficult to imitate a shotgun with buckshot without being able to mod the to-hit formula too. Below is the bit of XML to replace. The shotgun now has the effective range of a pistol and does a lot of damage, however, it has poor penetration. I also lowered the magazine capacity to 8 from 12. <Weapon name="weapon.shotgun" bulletType="normal" emptySound="Empty Click 1"> <props range="10" hands="2" recoil="0" weight="5" isHeavy="0" clipSize="8" reloadAPCost="15" reloadSound="Weapon Shotgun Reload" reactionModifier="1.4"/> <SingleShot sound="Weapon Shotgun Single" delay="0.6" suppressionValue="27" suppressionRadius="2"> <Set1 ap="9" accuracy="83" /> <Set2 ap="11" 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/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon>
  5. Is there a modable xml file that allow me to change the % chance to hit at different ranges? I'm not talking about the weapons XML. I need to mod the actual formula that determines how range affects accuracy. I'm trying to mod the shotgun for buckshot. I guess the other question is can it be weapon specific? Also, is there moddable formula for range vs. damage?
  6. Probably one that was to be tweaked in Beta, but are there any thoughts around making each of the races a little more or less vulnerable to certain types of damage. Back in EU, certain damage types would provide a little bonus when used against certain foes. It added a slight edge to keeping your weapon options versatile. As it currently stands, all alien armour (within each race and rank) has the same level of resistance to Kinetic, Energy, Chemical and Incendiary i.e. your Caesian non combatant has the same values for each of the four damage types provided. For example, would Incendiary ammo be more effective against Sebilians as it cauterises the wounds preventing their rapid healing ability? To balance this, perhaps they should have slightly higher resistance to Kinetic attacks, representing their tough scaly hides (more than is currently given)
  7. Loving the game, fantastic! Thought i'd sign up however to suggest that I love the whole cold war concept but feel the weapons/firearms of the era are under-used. I understand that just like X-Com you progess onto Alien Weaponry/Laser Weaponry quickly but I really think ballistic weapons should be alot more useful/practical then they were in X-Com. My problem with X-Com is that if you know what your doing you get rid of the battle rifle very early on and replace it for the much used and loved laser rifle. Well in my opinion thats all well and good but I think a player should have alot more options open to them in the form of standard human weaponry - perhaps have numerous different machine-guns, rifles and pistols to choose from within their inventory, this is after-all supposed to be a world-wide effort to combat the alien threat. What im talking about/suggesting is where are the British SLR's? The Soviet AK-47's? the French FAMAS? The Austrian Army's Steyr Aug rifle? Why is it I get stuck with the very boring M-16 US rifle? In my opinion it'd be nice to have a variation of weapons available to the Xenonauts Operatives. Wouldnt it be cool to gun down the Aliens with British SLR's? Steyr Aug Each weapon could have some custom stats each with a drawback (weight, ammo capacity, reliability ect) It'd also be cool to add sub-machine guns to the gear of your soldiers, I know we have shotguns implemented for room clearing but how nice would it be to see the MP5 make an entrance or the Israeli Uzi? Let us know what you think anyhow, Radman
  8. As a nacent modder, I would like to make exotic weaponry that doesn't stand a fart in hell's chance of getting into the vanilla version. For example, being inspired by , I would dearly like to make a power fist. Now, there's nothing in the existing dataset that doesn't mean that I couldn't make it already (I would have to find someone to make the spritesheets, but that's another story), however the existing damage type dataset is designed around a predesigned list of weapons and is therefore predisposed to producing those types of weapons. The amount of wiggle room in producing exotic weapons is therefore necessarily limited. Would it be possible to include more exotic damage types that would not necessarily see use in vanilla weapons, but would permit modders to produce a larger variety of exotic weaponry?For example: An AP damage type. This could represent weapons that rend and tear (such as the aforementioned power fist), crippling and damaging units. A Bravery damage type. This could represent hallucinogenic gasses (such as a coeresion gas) and the scary factor of a flamethrower An auto-bleeding damage type. This could represent weapons that are especially good at targetting vital spots
  9. Since I started a thread on Chinook pilots/cockpit area and didn't want to highjack it on another Chinook/transport idea that I started to brew on during the tread, I decided to start this one and hopefully its worth the mention at least. Apart from dropping your troops off on their combat missions (and for the return run, hopefully), What other possible uses can the Chinook or any upgraded transports have during missions? Maybe a module for deployable flares? Great for night time missions if you've equiped the Chinook for it that is. Say it shoots out half a dozen flares 360 (or 180 at the ramp) at varying distances (but not too far) from the transport. What about on landing, if its equiped with a heavy weapon module, the Chinook can fire upon one (or if lucky two) alien at least 2 full auto fire (NPC event, can't manually pick target?). A 50 Cal would be nice. Maybe the transport could motion detect (if it has the module) for the first round in a large area? I'm sure there are a heap of ideas for usable (or NPC event) modules for the transport.
  10. My troops were in Cairo, seeing the sights and being thumped by the aliens. In particular, I found that my standard 8 man load out was proving to be pretty ineffective in the two current build terror missions I had. For the third one, I changed things around and came home with only one wounded. My standard approach has been. x2 Shotguns. High resilience. x1 Machine gunners. x1 rocket launcher x3 Assault Rifles x1 Sniper (why not 2? no idea) I found that the large amounts of space with zero cover render short range weapons obsolete. So, the shotguns are now back up weapons and have been replaced with assault rifles. Likewise, lugging the rocket launcher around proves to be a chore and also accuracy seems to be an issue with it in my current squad. The machine gun accuracy seems less in this build, but it's pretty good for suppression. Jackal armour is now standard. On some UFO missions, I'll let the heavy support weapons go around in basic, just to be able to get the movement. But the terror missions are pretty lethal. Pistols remain useless (until assault shields?) The poor Hunter does what it can as a scout/suppressor before being invariably being taken out. So, I now have x2 Snipers x2 Machine Guns x4 Assault Rifles and they all have their place, which is something I find more in this game than it's predecessors. So, what does everyone else do in terror missions?
  11. Hey everyone, I get to do a lot of hours per week commuting via public transportation on and off work (almost 4 hours a day) which leaves me with plenty of time to think, and what's better to think of then suggestions for Xenonauts? So I started thinking on all the things that I felt being long absent in turn based tactical games (of course with the original x-com as the gold standard for this niche) and this is what I came up with (I'll do my best to categorize them into "types" of ideas): (1) Snipers: The sniper role has been done and redone hundreds of times in this kind of games with little consideration to how actual sniping team work in realistic combat scenarios and i don't necessarily mean ballistics as much as i mean tactics. For instance - real combat snipers often go in teams of 2 (at least I'm familiar with this feature from my own service in IDF) with one being the eyes and the other handling the rifle itself. This could generally enhance the sniper role in such a game if we supposedly manage to express this through a significant boost to the sniper accuracy if he's paired with a scout (not sure what's the exact term for it in English). This could lead to the aliens aspiring not just to hunt down your men but also attempt to protect tactical bottle necks such as stairways that lead to building roofs or other elevated positions as once your sniper team is properly positioned, you'd have a significant advantage over the aliens. In terms of the actual weaponry in game - the current sniper rifle in the alpha build is nice and all, but their are guns and then their ARE guns. For instance - the Baret M82 .5 caliber anti-material rifle is fine example of true stopping power in a form of a rifle.Another great example is the PGM Hecate II (their are probably more modern weapons of this class but I'm not familiar with them). Although these shouldn't be anywhere close (for the sake of holding the sci-fi thrill of the game) to a rail-gun sniper rifle or anything of the sort. But I am aware of an encounter irl where such a rifle stopped an APC dead in its tracks by a direct hit to its engine (through its armor). This actually brings another point that i find curious in such games - I can't recall any sci-fi tactical turn-based game with alien snipers in it. The necessity of a sniper role seems obvious to me from a tactical point of view. They can manipulate DNA, they mastered interstellar travel and can control our minds but they can't use their own snipers?! I mean c'mon... I was thinking of some kind of critter with a harpoon gun like the predator, possibly capable of partial invisibility and actually jumping a whole floor/s upwards/downwards. Alternatively some kind of extremely evolved race that can eject some form of projectile. In either case, I'd see no point why they'd use a loud plasma rifle or anything of that sort when they could use a near-silent hyper fast crossbow/harpoon gun of some sort or another. Regarding the camouflage idea - it could probably be countered with smoke grenades that would supposedly disrupt the optical illusion. (2) E=MC^2 can kill you... This is slightly inspired from mass effect but HEAVILY inspired from the actual Einstein equation - actual weaponry that could transmute mass into energy or energy into mass - using the environment to charge the weapon and then discharging it as a beam or a projectile at your forces. Perhaps directly using corpses of fallen civs/xenonauts/aliens... This would probably work much better as a bio-mass weapon of some kind, however it would be novel as a sci-fi concept (I can't say I t remember anyone who used such an idea) and would resonate well with the cold war era. Probably could also be used as a form of force field - use animate/inanimate objects around you to charge your forec field. I think this could be a technology tree of its own really... (3) By 1979 the EMP blast phenomenon should be well understood by scientists and it could be a real treat if at some point throughout the middle/later stages of the game you could use this. It would demand some significant balancing but just think of the possibilities this would open up in tactical terms as well as strategic terms for both sides (anyone ordered an EMP base defense?) (4) Mines - this is also a possibility that's been mostly ignored in X-COM and its clones. Specifically I'd love to see claymores, AP and AA mines, perhaps more guerrilla warfare oriented weapons (since this is basically an asymmetric war scenario), booby traps (trip wire set mines...) (5) Deploayable equipment - in general, their are many forms of weapons that can be deployed in an actual combat scenario starting from automated grenade launchers such as the SB LAG 40 (a potentially incredibly useful tactic to clear a building through its windows), a heavy (truly HEAVY) machine gun, starting from the ol' Gatling to a full-scale gun boat minigun. This could be mobilized in teams of 2 or 3 soldiers that each has a "pack" that is part of the device/weapon. Perhaps a similar mechanic should be considered for a field EMP weapon? Oh and there's of course the "Davy Crockett" (yeah i'm a Fallout fan as well). Be sure to wiki it (6) Alien artillery - generally I never seen in any of these games any kind of alien artillery. This seems ironic as it would be the first thing any invasion force of any kind would most likely deploy (well...at least after you finished with orbital bombardments). Suppose a terror site in the suburbs of a city - Xenonauts intelligence identified a construction/deployment site of an alien artillery platform of one kind or another. This must be stopped or else a capital city of one nation or another will be demolished which would probably be an immediate turning point for your relations with that country. Such a mission could also be rolled out in the form of an artillery site being built nearby one of your bases which you probably would want to stop...Kind of an alternative to the repetitive "attack on base" missions. Not every attack has to come as a direct grounded raid... Pretty much that's it. I'll be glad to hear everyone's opinions on these ideas. Cheers!
  12. I've noticed on this board that there are quite a number of people who like guns. They respect them, are most likely to have handled some, may have handled many. There's a more than a few forumites with quite an in-depth knowledge of guns, the effects of various calibers and know the ins-and-outs of each "class" of gun. Sadly, in Xenonauts like in most other X-Com-a-likes (with one specific series exception) the humble gun is often discarded as quickly as the research tree will let you! The higher tier weapons do it faster, harder, longer and stronger. Those brave souls who stick to their AKs because they know what holding an AK is like in real life get the shock of what's left of their life when BadAssAlienDude #1 kicks down the door, laughs as a squaddie empties half a mag into it, and turns the squaddies' skin into an attractive pair of custom leather boots. Despite the knowledge that ultimately the bad guys are only going to get beat with spayse layzors, the suggestions still fly in (as they have flown in previously) on how to improve the humble gun. Through attachments. Through ammo types. Through a larger selection of guns. This is because we can empathise with and envisage the ballistic gun far better than we can a laser gun or a plasma caster. Thanks to our good friend physics, the gun has been the best way to conduct warfare for a good long while now. Military applications of the laser are still restricted to the testing ground. or as a support tool only. The particle-beam gun, a weapon that has seen jury service in UFO:Extraterrestrials is still nothing more than an exploratory proposal. How does one engender the same kind of empathy in a weapon that hasn't escaped the test chamber or the television screen? I haven't seen on the forum anyone asking that laser pumps be upgradeable from chemical to X-Ray, or request a plasma toroidal modification to adjust the type of plasma produced. Will lasers and higher tech weapons always be and feel more sterile than the ballistic gun?
  13. Hello everyone. Since we got Soviet weapons and alternative shortened M16 sprites, i thought - why not make some more and did AKS-74U carbine and ammo inventory sprites out of AK-47 that we already have and ammo sprite for AK-47 itself. Carbine sprite sized to fit 4x2 slots. According to Wiki, this shortened AK's started being produced in 1979 and were used in Afghanistan conflict, so if we have soldiers with such background, why not have weapons too. AKS-74U - https://docs.google.com/open?id=0B0cKXPpo9NNxeVFTZ0hRdDh1TXM AK-74 ammo - https://docs.google.com/open?id=0B0cKXPpo9NNxVnhvX25EUjVGZHM AK-47 ammo - https://docs.google.com/open?id=0B0cKXPpo9NNxNnRtWjd3Z0JvME0 Zip is here - https://docs.google.com/open?id=0B0cKXPpo9NNxRGpxRFMzanp1aGc If someone know where to get good sounds for this and maybe other weapons, please tell. Have fun =)
  14. I was thinking of buying the game, I liked what I seen in the demo and would like to try the full version. But would like to know if it is worth it. I have a couple questions Are you able to research the alien technology and make similar weapons to what they have? e.g plasma weapons? What does the full version have that the demo doesn't? Is it better than the original XCOM? Sorry about any inconsistencies in my writing and the general crappy quality of it, I am in a rush and just wanted to get this thread out asap to have answers when I get back. I'll also probably have some more questions when I get back.
  15. Now that I've gotten enough playtime in, I feel I have a pretty good handle on the roles played by the weapons in the game's current build - enough of one to kick up another thread about them at least. Like in X-Com, I expected to quickly file down my equipment loadout to a uniformly effective one. Unexpectedly, this has resulted in the machine gun, and not the assault rifle, taking position as the standard weapon in my xenonauts forces, after giving most of the weapons a series of combat tests. My impression is that Xenonauts is intended to discourage uniform loadouts or at least encourage varied ones, so I'll try to help in that regard with a summary analysis of my experience with the various weapons, including their shortcomings and my reasons for removing them from use as well as my suggestions for bringing them into competition with the machine gun. First, I'll detail the machine gun itself, as that is the weapon which eventually made my uniform-loadout cut. The long and short of it is that the machine gun delivers to the Xenonauts player everything he was used to in X-Com. The machine gun brings back the hallmark of the usefulness of a high volume of fire, even when paired with an almost laughably wide cone of fire. It provides a very familiar feel to the X-Com vet when compared with the other weapon classes, fitting the old playstyle like a glove and doing so very effectively. It is a simple matter to overcome the weight disadvantage with this weapon, as one or two missions carrying it will give a soldier the necessary increase in strength to wield it in further missions without suffering any encumbrance. From then on, it's basically just a nice big rifle with hard-hitting bullets that can be relied on to fire at least one, and often two five-round bursts from a single operative in a single turn. With each bullet hitting harder than any other weapon save for the rocket launcher (including laser weapons!), the machine gun is more capable of one-shot kills than its competitors, and the large bursts make it highly improbable that at least one such shot will not land, and more likely than other weapons that multiple shots will hit as well. The only real disadvantage is the wild inaccuracy, which makes it much more difficult to safely fire this weapon when civilians or friendly operatives are anywhere near the line of fire, but again, this is a problem that any X-Com veteran will be very familiar with and he has no problem overcoming this issue with proper spacing and getting a good feel for the deadly cone of fire. Because of its combination of acceptable accuracy, high stopping power, and high volume of fire, this weapon is actually better able to serve as the de facto assault rifle than the actual assault rifle is. Unfortunately, this is not what the weapon was designed for. It seems to me that the machine gun in Xenonauts was supposed to be an excellent overwatch tool - something deployed in a location that would provide area denial to allow for a player to execute fire-maneuver tactics with a concept of suppressive fire in play. I have one simple idea for making this role come into the machine gun and its class of weapons - a significant boost to the reaction fire ability of an operative wielding it. In all other respects I feel that the machine gun has been very well designed and its inaccuracy as a fire-on-the-move weapon would be a more than suitable drawback if the other weapon classes were to pick up their own slack. If the player could reliably put a machine gun on a soldier knowing that he could make that soldier shut down an area to enemy movement, he would certainly use it in this role. A second idea for achieving this would be to allow machine gun users to significantly increase their range of sight in a small cone ahead of them when they crouch, but only for the purposes of reaction fire - no map reveal and no ability to take reaction shots at enemies moving in areas that are still covered by the fog of war. This would allow players to put their machine gunners in somewhat rearward overwatch positions to deny a meaningful area of the map to enemy movement. I have thoughts and ideas about many of the other weapons as they are currently implemented, but I'll get into those in the next few posts so as not to be too overwhelming in my first. I expect this to get pretty lengthy pretty quickly.
  16. Two recurring complaints throughout development have been: 1) For a joint NATO / Soviet organisation, the Xenonauts sure don't have much Soviet equipment. They do have Soviet soldiers, but their weapons are American and their vehicle is British. We used to be able to point to the MiG interceptor, but even that is now researchable rather than starting. 2) There's not enough different ballistic weapons - we only have one type of assault rifle, for example. The M-16 and the AK-47 actually behave quite differently in reality. While vanilla Xenonauts is not going to add any extra weapons or change the existing ones for design reasons, we've always said we'll make it as easy as possible for people to mod the game to their preferences. As such, the build now includes art for Soviet equivalents of the starting Xenonaut weapons, as well as a few unused NATO weapons we did while settling on the current selection. There is a total of 16 new images there. It's now just a question of altering text files to change the NATO weapons into Soviet weapons, or to add extra guns like AK-47s into the game. In fact, with the tool Quartermaster is working on it may even be easier than that soon. I was going to stick these in a mod, but without an installer we can't have it automatically loaded onto everyone's PC (yet). We might include the Soviet Weapon mod as an example mod to go with the final game though. The guns can be found in the directory /assets/weapons/ballistic. A few of the weapons are shown below:
  17. I am not going to make any weapon mod, but if someone is in need of any graphics, here is a collection:
  18. Since none of these weapons are "real" but just archetypes... drop the ammo on shotgun to 8 and the ammo on the sniper rifle to 12 (or 9 if it's heavy). Make ammo a little more precious and give the pitiful AR an advantage with it's clip size... I haven't had to reload yet in game (aside from the rocket launcher). Assault Rifle I still think burst on AR sucks. It never/rarely hits more than one shot at range (realistically) so I'm better off using a sniper aimed shot for more damage. It never/rarely hits more than twice at close range, so I'm better off using a shotgun and firing two shots for more damage. Even if it hits 3 times the only real bonus is there is no chance of reaction fire for 75 damage vs 35x2 on a shottie. I suppose it still can do both roles, yet not as well, so it has some value, but it's really not growing on me aside from doing a lot of aim level 2 potshots. Sniper If you are going to make it a heavy weapon, it should do more damage (50 cal?) and probably take a tiny bit more TUs. It might be worthwhile to drag one of the previous sniper soviet models out, because I can't see it being a heavy weapon if it's just an AR with a scope and longer barrel.
  19. In the game when a xenonuat picks up an alien weapon and tries to use it the game crashes. This is a little fix that makes that problem go away, it makes the alien weapons and well, all the weapons that don’t have sprites call upon other weapons sprites. Similar to what is being done with the starter sniper rifle. HOW TO INSTALL!!! READ THIS!!!! -Take .rar file and place inside the Xenonauts folder. (The one with the .exe) -right click and press extract here !! -Click yes to overwrite all files. -This will in no way cause harm to your game. http://www.mediafire.com/?82hbh9r1diy2lkt
  20. My favorite X-Com remake was UFO Aftermath, except for its buggy game engine. I would suggest that you add the Transgenants (zombified animals and humans) from AM, as well as Robotic Invaders. Also, it would be a great idea to put real weapons into the game (M16s, MP5s, Glocks, etc.) like in Aftermath. I would like you to at least consider these ideas. P.S. This is the same name as my profile on ModDB
  21. Hello! Nice to meet you, I'm a new user. And I wanted to bring in a suggestion right from the start. Instead of making it long, I'm going to make it rather quick: Variety in "human" weapons. There are SO many modern weapons out there in the world. And there are so many weapons that most people prefer over the M16, for example. Yet, in the game, so far we only have the M16. Now I suggest, for more variety, to add at least some more basic weapons to the game in later builds. Like the G3, the old German Battle Rifle. Or the FAMAS, the AK-47, and and some other popular weapons. Not to forget shotguns and pistols. I'm not demanding a huge load of weapons to be made that will become obsolete later in the game anyway. But at least some variety would be nice, at least 3 different weapons, please? I would really appreciate and love that. If you don't consider it worth the effort, then so be it. I can live with that. But at least think about it. Thanks, Elric
  22. Hey all, Just wanted to throw out some thoughts I had regarding the game and a general design philosophy. On the forums and RPS, I have read a number of things: -30 different weapons (not including grenades). -40 different types of aliens. -6 (or 8, can't remember) types of interceptors. -8 types of armor I know the project is going for a re-imagining of X-COM that avoids the simplification, but I am a bit worried that the goal might be focused on too much on numbers. Given the decreased budget, an increased number of weapons, armor, aliens, interceptors leads to decreased quality or increased cost/time for release. Furthermore, I am not really sure that the increase in number really increases play options. Most of the time I try to tech up to my favorite weapons and then just use those. Really this will come down to a full list and understanding of the options and the rate that we tech up and proceed in the game, but I really wanted to know the groups thoughts. So would you really use all the options? Would you rather have a greater focus or more option? P.S. Tried not to sell my point too much and leave the discussion open.
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