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Found 13 results

  1. If you have Build V18.51 Hotfix 3 onwards (Build V18 Stable included), you have the first draft of the Xenopedia. It still requires some editing, but it's mostly there. If you have issues with it - typos, bad grammar, or you're some kind of science god that disagrees with my technobabble, post it in this thread. There's no guarantee I will update things (creative license, baby!) but I may do.
  2. THIS WORKS WITH: v20 Stable and v21 Experimental 1 (TEXT EDITED SINCE COMPLETION) “How can I tell what's an officer and what isn't?”, said a_beorning, several months ago. “We need a guide to the classes!”. “What a good idea”, thought I. “Too bad Chris probably doesn't have the time or the money to do that! But wait! Am I not a person with both time and money? To the Batmobile!”. I slunk back to the Batcave and put my master plan into action. Enlisting the able artistic aid of Boy Wonder a333, we have completed a pictorial guide to the various alien classes in the game, for each race. Ladies and Gentlemen, welcome to the Alien Class Analysis mod! Also known as the classmod, it's a series of Xenopedia articles (art by a333, words by me) which are gradually triggered as the game progresses. Like autopsies, they require no time to research and appear automatically once the specific research requirements for the article have been met. They're designed so you can install them at almost any point in game and they should kick in without having to worry about previous research topics. That's because the particular research prequisite for each article is the corpse of a commonly available alien. Unfortunately, this mod doesn't work with the mod tools in the launcher. If you want to run it, you will have to unzip it and install the files over the existing Xenonauts files. This may cause you problems if you already have mods active, as you will overwrite: strings.xml researches.xml xenopedia.xml So please be careful! If you do have other mods, it would be best if you did a Diff (there are some good diff tools online) and copied over what you need to copy from one file to the other. (Hopefully Giovanni will fix the modding tools!). Here's the classmod itself. It's not very big, so enjoy! v20 stable and v21 Experimental 1 -------------------- Here are all the teaser images displayed throughout the thread for your convience. EDIT: Images have now been spoilered so people who want to enjoy the game without images can do so. EDIT 2: Teasers have been replaced with the new images. Old images available on request. Early-era. Tier-1 weapons/equipment (small UFOs) Mid-era. Tier 2-3 weapons/equipment (medium UFOs) End-era. Tier 3-4 weapons/equipment (large UFOs)
  3. Dear Xenonaut team, may you bring Mikhail's daughter and the soviet sniper from the (Iceland Incident) into the game as maybe a reference, or even artwork to the Xenopedia File, that may tie up a loose end, and add immersion to the game. Thank you and please note as Personal gratification I bought the game early;)
  4. Adding a Entry for the Singularity Torpedo/Bomb would be really helpful. The weapon devastates whatever it hits (I named my Fury "Devastator I" because of this) to the point that Crashsites will not spawn. An entry showing that it will win against any UFO but removes the UFO from existence would be helpful, because some players (Like me) may be unaware that the Missile does what it is named after: generates a Singularity that consumes the UFO (At least that is what I believe that is what it does.) Of course, it's fine if this is not added, considering how Xenonauts is almost complete. Thanks, Ken
  5. As I haven't been around that much I don't know if this issue has been raised. I am playing on 1366x768 resolution if it matters. But I find myself really struggling to read. I have 20/20 vision but I also take daily medication that makes it hard enough for me to read without getting double vision. Is there gonna be any way to change the font size or will you be making it a bit bigger in the future. Also can we have a faberge egg ship like this one.
  6. Good day. Anti-fun pseudo-autism calling in. In the Anti-Gravity generator, the functionality is described as "emitting anti-gravitons". I would like to point you to http://en.wikipedia.org/wiki/Graviton and ask you to note that as the graviton is a Majorana particle, its anti-particle is, in fact, itself. This causes a Majorana cringe. The simplest solution would be to keep the graviton compensation idea, but amend it. Option one is to note that its existence goes against pretty much all current theories in particle physics. Realistically, coming to such a conclusion would take years of research before even being considered as an option, as its non-existence is fairly firmly planted in the current scientific paradigm, and that level of doubt should probably be reflected in the report. Personally, I think this is the most boring option (though perhaps the most interesting option, had it happened in the real world!), so I won't bother typing it out. Option two would be to note that the anti-graviton actually is the graviton, but that the aliens have found a way to increase the odds of annihilation. The extraterrestrial Antigravity Generator appears to be what allows such vast alien craft to fly through our atmosphere with ease - the weight of the vessels is so great that it would be virtually impossible to stay airborne using only thrusters. The extraterrestrial solution is brilliant: they have created a device that reduces the weight of the ship. Weight (as distinct from mass) is the force acting on an object due to gravity, and the antigravity generator works by creating a localised field that negates a large portion of the Earth's gravitational pull. It does not appear to affect the object itself, simply reducing the gravitational force acting on it. This allows a large UFO to fly using only a fraction of the thrust that would be needed if the antigravity generator were not active - indeed, any alien capital ship that suffered an antigravity generator failure would almost certainly suffer a rather abrupt end. The science behind this device is incredibly complex, but a basic explanation is as follows: An elementary particle known as a graviton is the force carrier of a gravitational pull, much like a photon is the force carrier for electromagnetic radiation (such as light). Unlike many particles, force carriers like photons and gravitons are their own anti-particles - this means that they can, in theory, annihilate like matter and antimatter do when they meet. Suffice to say that since you feel gravity, obviously not all of them are annihilated. In fact, there's only a small probability of annihilation. One of our senior staff members drew up some diagrams that to my eyes explain it rather elegantly, but even simplified I'm not sure you'd be able to understand the details of quantum gravity. No offense - even I didn't understand it until yesterday either. In any case, the antigravity device works by redirecting the gravitons naturally generated by the ship along lines on the hull, where they usually don't interact with anything. However, when a graviton from Earth crosses paths with one of these gravitons, there's a chance they'll be annihilated. More gravitons mean more annihilations, and by my estimates about eighty percent of the gravitons can be annihilated, resulting not only in an eighty percent reduction in thruster fuel consumption, but also harvesting energy from the annihilations to further fuel the antigravity device. How this relates to the laws of energy conservation is a topic for further study, but that can wait until I've finished these designs for a hovertank. Because hovertanks are awesome. The third solution is to instead emit the gravitons towards, say, the moon, or a different celestial. The extraterrestrial Antigravity Generator appears to be what allows such vast alien craft to fly through our atmosphere with ease - the weight of the vessels is so great that it would be virtually impossible to stay airborne using only thrusters. The extraterrestrial solution is brilliant: It increases its gravitational pull upwards, as if hanging by an invisible line of gravitons. Weight (as distinct from mass) is the net force acting on an object due to gravity, and the antigravity generator works by creating an oppositely directed field that negates a large portion of the Earth's gravitational pull. It does not appear to affect the object itself, simply reducing the net gravitational force acting on it. This allows a large UFO to fly using only a fraction of the thrust that would be needed if the antigravity generator were not active - indeed, any alien capital ship that suffered an antigravity generator failure would almost certainly suffer a rather abrupt end. The science behind this device is incredibly complex, but a basic explanation is as follows: an elementary particle known as a graviton is the force carrier of a gravitational pull, much like a photon is the force carrier for electromagnetic radiation (such as light). Whereas most objects radiate gravitons in all directions, this device emits only upwards, and is powerful enough that it can compensate for approximately eighty percent of the gravitons from Earth, leading to a corresponding eighty percent drop in weight. Humanity has been attempting to discover the mechanism by which gravity operates for centuries, and this device provided us an irrefutable answer to a question that has foxed some of the greatest minds in history. I shall write a paper and share the knowledge with the world...once I have finished developing a hovertank, that is. Alternatively, you could throw out the direct meddling with gravity, and instead have the system affect the viscosity of the underlying air currents, thereby providing an explanation for why it's difficult to shoot down using ballistic ground-based turret weaponry, and providing an explanation of how aircraft-carrier-sized ships can stay "afloat". In addition, it has previously been established that the large ships aren't entering the fray early due to having to prepare for atmospheric flight, but the current description of the anti-gravity generator seems to imply all they had to do was compare the amount of anti-gravitons emitted to the ones received from Earth, which is as simple as subtracting two numbers. If you want to carry the graviton theme from the plasma tech, my fourth suggestion is as follows: The extraterrestrial "Antigravity" Generator appears to be what allows such vast alien craft to fly through our atmosphere with ease - the weight of the vessels is so great that it would be virtually impossible to stay airborne using only thrusters. At first we thought the only possible explanation to be a device that reduced the effects of gravity on the ship - hence the name - but upon closer investigation the extraterrestrial solution is even more brilliant: Utilizing extremely localized concentrations of gravitons near the hull, it dilates the passage of time for the air molecules beneath it - an effect predicted by my late colleague, Professor Einstein. With time passing at a slower rate, they are unable to move out of the way of the hull as it presses on it, and so the ship is essentially resting on a pillow of almost completely still air. This could explain why it is taking the larger ships so long to start descending through our atmosphere: The algorithms required for such gravimetric precision are nigh-incomprehensible, and even the slightest miscalculation could rip the hull apart. Indeed, any capital alien ship that suffered an antigravity generator failure would almost certainly suffer a rather abrupt end. Since the aliens seem to have done most of the R&D work for us, applying the same algorithms should allow us to mimic their effects on a smaller scale, even if we don't understand exactly how. Now, if you'll excuse me, I have a hovertank to design. Of course, I realize this still is all science fiction, and at some point you're going to run into a statement that makes a sufficiently learned physicist cringe, but my proposed changes at least pushes the cringe up from "A passing interest in particle physics" level to the point where you'd actually have to do some calculations to see if it'd be plausible. For instance, localizing the time-dilation like I suggested would require an hitherto unknown relativistic metric, and smoothness-requirements for space-time manifolds should make any physicist's alarm bells ring, but actually finding out if an approximate effect is impossible requires some serious math. For that matter, even though I suggest "redirecting" gravitons, that's mostly because that statement, in technobabble tradition, shoves a lot of details under the carpet of seeming plausibility. After all, the trick to good technobabble is tricking the reader into thinking they've had all their questions answered, while hiding the actual plot-holes in the questions they don't think about, and if the aliens already have been established through willing suspension of disbelief to have directed graviton emitters that they use in their weaponry, graviton redirection probably doesn't seem like that much of a stretch to most readers. /Equip flame-retardant Predator armor
  7. Okay so here is my biggest gripe with the game. We have the Xenonaut team, cream of the cream, savior of humanity, the last shot we got against the alien menace. They die by the dozen to get our research staff much needed technology and protect civilians for the same salary as everyone else on the base. And we have our research center, acting like 12 year old in the reports with the nerd vs jock quips and flippant remarks. Honestly if I was commander of this base I would send whoever wrote this report on the front lines with a shock baton, even if that meant I'd have to fight aliens with sticks from this point on. Really, I like most of the reports, but please lose the out of character jokes and flippant attitude, this is serious alien killing business
  8. First let me start by saying "Thank you." Xcom; & the followup Terror From the Deep are still among my most beloved of games from my early twenties. Your effort to re-create them, not only for the current generation of gamers, but for those of us who enjoyed Microprose' take on the game, & were underwhelmed by the most recent additions to the title is appreciated more than I can say. That being said, obviously; everyone has a different opinion as to what made those games kick so much ass, even by todays' Farcry (ha) standards; they hold well to the test of time. I would like to say that I absolutely love your take on interception of alien aircraft, the air combat mode is much better obviously, & has received some interesting changes. The hot spot messages add an interesting flavor to the game, excellent idea! I would like them to be investigatable in the future? Is that already planned & I missed it? The straight-forward encumberance/vs TU points is a welcome change also, making it easy to decide "Who carries John's extra magazines" & the like. Nicely implemented, in fact, the entire squad equipment screen is well done, if a work in progress. (placeholders on descriptions etc.) A few things I wonder: The time listed...What time zone is it? I've tried to follow the "dawn" & figure out when it's five am & the sun is rising ...where?... The cities listed are woefully few, PLEASE, even if they are simply there for flavor, never intending to be terror sites or the like, show more than a few chosen metropolis' on the global map. I disagree with your inability (stated in the forum sticky) to sell items garnered from missions, & to be honest the overall "Corpses destroyed" & lack of saleable items irks me greatly. There should be a "regular" market for things, & a "Black market" for things, (both weapons & corpses) An arbitrary "Two alien pistols recovered, you get $45,000," & your assertion that your income should only come from the nations supporting you is a HUGE step away from Xcom, & a massive crimp in the game I believe. (The overall assertion that governments would be lax in pouring funds into such a project were a threat like this truly materializing is preposterous, we all know funding would be for all intents & purposes "unlimited" the first time (extraterrestrial) aliens landed in a major city & shot it up.) That always was a bogus part of Xcom to begin with & you think it's a point to take even further? While overall well done so far, (please take this the right way) several of your 'reports' sound plebian. They lack 'official' prose, have multiple misspellings, & rely on hyperbole & other misuse of the English language. They SHOULD be scientific or technical reports of a very specific nature. Regarding not only the aliens, but equipment. Even for (dare I say 'especially for' 1979) they are substandard at this point in the game. Consider allowing interceptors to hopscotch, (Even perhaps landing craft) along a chain of bases with open hangers to refuel for a long flight. ( Say to reach an anomaly listed? check it out & maybe find something....did I mention that's an awesome idea? ) ... in-flight refueling was already well in use by this time & to limit aircraft to a circle around their home-base equaling 50% of their fuel doesn't make sense. Please, please, don't think I don't like the game; it is an 'advanced' xcom even at it's stage of completion, & with the promise of more work, perhaps even an undersea sequel? You've got not only my $20 & that of my friends'; but you've got a HUGE word of mouth fanbase for the continued evolution of your game. One other thing; the "reports" would benefit from fleshing out the world map abit as well. recently an attack "Near Anchorage Alaska" left several dead & several more suspected abducted...The actual location of the incident was WELL into Canada; nearly as far away from Anchorage (wherin I live btw) as Boulder is from say, New England. Even if unable to DO anything about them, accurate information helps suspend disbelief. Thanks for the spectacular work so far you guys, if there is ever anything I can do to help I'd be pleased to lend a hand. ~Jim McMaster
  9. Hey fellow Xenonauts, I just wanted to say that the Font text is I believe a size too small for the Xenopedia entries. Perhaps it's the black background that contrasts this? Either way seems too small. Thanks!
  10. I've been going through the game for past few days and I'm really enjoying it. Apart from bugs (everything I've encountered is already mentioned in Bug Reports section) I have trouble reading xenopedia articles in 1366x768 resolution (text is really tiny). But the research reports are great! Very good job, Chris! I love the occasional jabs at engineering and I've had a good laugh reading about Dr. Gusikov and his nuclear reactor history
  11. Xeno squad on ground mission. They see an alien. Caesan, for example. Kill him? Or capture to interrogate? Maybe its officer? Xenopedia said "...they were identifiable by their headgear" Somehow my soldiers know how to distinguish caesan soldier from caesan officer - after mission they report how many soldiers and how many officers they killed. I want this secret knowledge too! And not after battle but in battle, when I must decide an order. How to do? a) IMHO, easier and more like old good first XCom: when I target an alien, game shows not only hit probability, but alien type too. b) harder but more stylish: "Soldier's pocketbook" with pictures of known alien types/ranks. Something like WW2-time pocketbooks with silhouetes of allied and enemy's planes and ships to know whom to shot. Shown only types and ranks you already met in battle. Available in battle, or at least as a sub-section of Xenopedia. с) print this pictures in game manual. Possible, but too old-styled even for XCom remake. Now I just switch to another window and see pictures in assets/units/alien/... , but I don't think its a normal way. And moreover, if I get it right, all those files will be hidden in game release.
  12. Now that we've been teased with the animated launcher movie, it would look awesome and a lot more dynamic if every xenopedia entry picture was animated in some way.
  13. The Xenopedia-entry for the Alenium Warhead shows the correct Headline but the description for the Alien Plasma Rifle.
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