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Found 2 results

  1. I really love this mod, even if it is quite hard and could do with some updates,(maybe one allowing for a more casual experience, ect.) i've juts re-installed the mod, and I just can't figure out how to get it to work, as, when I click on shields or(when trying to equip my soldiers) try to enter a battle, the game crashes. Anyone have an idea as to how I can fix this/ is there an updated version of the mod/ when will the dev be back?(as well does the xenonauts community edition work with this?)
  2. A look at the items that have come, gone and in some cases may return again in Xenonauts. SPOILER SPACE AS SOME OF THE ENTRIES HERE COULD RETURN FOR THE FINAL GAME! No doubt, there’s more to add, so feel free to post and I’ll pop them into the list. Aircraft [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Saracen/ Marauder[/td] [td] As part of balancing the game, it was realised that there would probably be too many Xenonaut aircraft for the time available to manufacture and use them. So the name Saracen was dropped, but it’s the image of the original Marauder that’s gone. [/td] [/tr] [/table] Alien Weapons & Technology [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Alien Grenade [/td] [td] These have been around the assets folder for some time. Possibly it’s just a case of getting the alien art finished for it. Alternately, perhaps it’s the devs being kind to the players. Aggressive, grenade throwing aliens is worrying.[/td] [/tr] [tr] [td] [/td] [td] Advanced Alien Grenade [/td] [td] As per alien grenade, but with a higher chance of your Xenonaut being reduced to a red smear. [/td] [/tr] [tr] [td] [/td] [td] Alien Flamethrower [/td] [td] Presumably suffering from the same issues as the normal flamethrower. Right up there with the alien launcher in fear factor, and we’ve not even seen it yet.[/td] [/tr] [tr] [td] no picture available [/td] [td] Neural Interface [/td] [td] I’m going to infer that it has something to do with alien psionics. It may be nothing of the sort, but such a topic would be a great addition to the game. [/td] [/tr] [/table] Armour & Equipment [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Colossus Armour [/td] [td] As balancing went, it became apparent that there was one armour tier too many. The Colossus was the one to go, due to it’s limited frame of use late game and it’s awkward bulkiness and height issues.[/td] [/tr] [/table] Base Facilities [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Alien Interrogation Room [/td] [td] This is now incorporated into the existing laboratory. Surplus aliens are destroyed reducing its functionality. [/td] [/tr] [tr] [td] [/td] [td] Short Wave RADAR [/td] [td] To improve UFO detection, there’s just the larger Radar now. A shame as it would have been nice to see Xenonauts respond to the attempts to detect their foes. [/td] [/tr] [tr] [td] [/td] [td]Training Centre [/td] [td] With training on its way out of the game, this is one that may never be used. Even with basic training there, it wasn’t on the build base facilities list. [/td] [/tr] [tr] [td] [/td] [td] LIDAR Array [/td] [td] The Xenonauts equivalent of the Hyperwave decoder. This is one that should be making it’s way into the final game. [/td] [/tr] [/table] Battlescape [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Battle Map [/td] [td] Appeared on the old Battlescape UI. It was never functional and has since been removed. [/td] [/tr] [/table] Geoscape [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Cargo Planes [/td] [td] In earlier builds, cargo planes took your cargo between nases. Every now and again they would be blown out of the sky by aliens. So players would escort the cargo planes. As builds have progressed, the pressure on air combat importance has increased. There simply aren’t funds to have enough craft to run escort and intercept missions. I imagine some players were peeved at losing cargo planes too, but it was a nice touch in the game. [/td] [/tr] [/table] Mecha [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Terrapin [/td] [td] An update to both armour and standard vehicles, the breaching suits were designed to get the soldiers into the larger UFOs safely. Although there are a few leftover assets, these were dropped die to possible lack of return on how must cost and effort it would take to get them into the game. There was already an assault shield which would perform partly the same function. [/td] [/tr] [tr] [td] No image available [/td] [td] Testudo Breaching Armour [/td] [td] The next step up from the Terrapin, and it was dropped at the same time.[/td] [/tr] [tr] [td] No Image available [/td] [td] Titan Breaching Armour [/td] [td] Presumably an upgrade to both the Testudo and the Terrapin, but with more HPs in order to handle the fire from larger UFOs. [/td] [/tr] [/table] UFOs [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Destroyer [/td] [td] As with the Saracen and the Colossus armour, this UFO was removed to balance the later stages of the game. [/td] [/tr] [tr] [td] [/td] [td] Dreadnaught [/td] [td] As with the Saracen and the Colossus armour, this UFO was removed to balance the later stages of the game. [/td] [/tr] [/table] Vehicles [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Hunter/Ferret [/td] [td] I spend no time at all in Xenonaut vehicles. However it looks as though the Hunter is actually the old Ferret in all but name. The Hunter was more of an actual tank.[/td] [/tr] [tr] [td] [/td] [td] Archangel [/td] [td] This is classed as a super heavy tank. [/td] [/tr] [/table] Weapons [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Flamethrower [/td] [td] Ah, the flammenwerfer. Hopefully, still to get into the game once the flame animations have been looked into. Last heard of the person who was looking at it, had not responded. [/td] [/tr] [tr] [td] [/td] [td] Toxin Grenades [/td] [td] A nulled research topic for quite some time, but it brings the chemical warfare seen in Apocalypse and UFO:ET to Xenonauts. [/td] [/tr] [tr] [td] [/td] [td] Nerve Gas [/td] [td] Vasquez: All right, we got seven canisters of CN-20. I say we roll them in there and nerve gas the whole **** nest. Hicks: That's worth a try, but we don't know if it's gonna affect them. But will it work against the Reapers? [/td] [/tr] [tr] [td] [/td] [td] Rockets – AP [/td] [td] These were in the game, but possibly some hypervelocity issues caused their removal. [/td] [/tr] [tr] [td] [/td] [td] Rockets – Incendiary [/td] [td] Notes [/td] [/tr] [tr] [td] [/td] [td] Rocket – Hyper [/td] [td] Like the AP, possibly hypervelocity issues caused their removal or they have been combined with the AP missile. [/td] [/tr] [tr] [td] [/td] [td] DHVRLS [/td] [td] The disposable high velocity rocket launcher does apparently work. It also looks cool and I’d love to see it included. [/td] [/tr] [tr] [td] [/td] [td] Plasma torch[/td] [td] As cool as the DHVRLS is, it’s not as hot as this flamethrower upgrade. Presumably suffering form the same issues as the normal flamethrower. [/td] [/tr] [/table]
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