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[X:CE 0.34.2] Xenonauts X-pansion Pack
Policenaut posted a topic in Completed Game ModsXXP is intended for players who want a vanilla like experience but with some new additions and changes, expanding upon Xenonauts without straying too far from the original. XXP adds 3 new alien types, 10 new weapons, 4 new aircrafts, 4 new UFOs and 1 new building upgrade. All new additions have been made with the intention of each having its own purpose and they all come with Xenopedia artwork and writing imitating the tone and quality of the original entries. The gameplay has been rebalanced/changed in many different areas as well ranging from: Geoscape balance when it comes to the air war vs the ground war | The ground war should be bit more relevant for making money and boosting relations. UFO landing frequency and duration has been drastically increased so you have the option to initiate GC missions without the need for air combat. Crashed UFOs have also been modified so that alien technology and the crew receive damage in the crash, resulting in less alien tech to capture. Each vehicle has been given its own unique abilities | Vehicles now have positive and negative aspects to diffrentiate them more. Hunter - Scout and utility vehicle equipped with various rockets and a secondary machinegun. Scimitar - Infantry support tank equipped with a laser/plasma/MAG cannon and a secondary scatter laser. Also has the ability to drive through buildings and various objects. Hyperion - Artilery vehicle equipped with a laser/plasma/MAG cannon and a secondary cluster rocket system. Also has the ability to drive over water. To use the new secondary weapons you press the L key by default. The old laser/plasma/MAG cannons have also been altered somewhat to diffrentiate more as well. More rocket types have been added | Smoke rockets and more vehicle rockets as well. Stun gas has been changed to damage on contact | No more getting damaged once and then being invulnerable for the rest of the turn. Dropship range and capacity has been altered | Charlie range decreased and Valkyrie range increased. All dropship have a 2+ capacity increase and the Valkyrie can now carry 2 vehicles. AI Changes | Caesans are now more tactical and sneaky, make use of cover and stick together more. Sebillians are now more afraid of fire. Androns will "camp" less, be more aggressive and can crush through walls. Harridans will no longer fly around aimlessly towards the heavens like heathens only to get picked off by snipers. Armour and HP rebalance for aliens | Armoured aliens other than Androns and Drones now actually use armour values, adjusted the HP for various units as well. Weapons rebalance | Weapons adjusted for the armour and HP changes. Plasma and MAGs have been changed so that Plasma does more base damage while MAGs have much better armour penetration (mitigation), making them more effective against highly armoured units. Xenonauts Armour changes | Buzzard made into a recon/sniper suit capable of nightvision and has an accuracy boost, at the cost of smaller viewing arc and thus now requires the live capture of any Harridan unit and can no longer be unlocked by defating drones. Small nightvision boost was added to the Sentinel and Predator armours as well. The Sentinel armour has also been changed to incorporate a counterpsionic system and thus now also requires the live capture of all Caesan psionic units to unlock for research. Lastly, the Predator has received a small armour boost from 70 to 75. Alien crew changes | Harridans and Wraiths have been made into main races instead of being support races for the previous 3 main races (Caesans, Sebillians and Androns). Every main race except the Praetors have been given their unique support race. Praetors now only appear in Battleship and Dreadnought UFOs, and now receive a crew that is mixture of all the other alien main/support races. UFO changes | All UFO types gradually appear instead of completly replacing previous UFO types. UFOs on research missions will land more often and terror missions/base attacks have been increased in frequency as well. Scout missions now slightly increase the main alien ticker size for every minute they are active on the Geoscape. Different missions have specialized crews, for example construction and supply missions have more non-combatants and low level units, while base attacks and terror missions feature more high level units and support races. Alien Base changes | Now grow independently in size rather than being given a fixed sized as the invasion escalates. Discovery changed from automatic discovery to 95% approximate location and 5% automatic discovery every 3 days. Alien Bases no longer damage funding and instead increases the amount of max UFOs by 2. Alien Bases now feature mixed main race units with drone support and more non-combatants. Praetors no longer spawn in alien bases. Alien Weapons are now captureable | No longer auto sold but their accuracy penalty has been increased from 50% to 75%. And many other misc changes and additions | Funding damage/bonus adjustments. Starting soldier stats changed from minimum 35 to 40. Retakeable Xenonaut Bases activated (72h time limit). Dropship RNG survival rate increased when crashing over land. Armour changed to reduce suppression by percentage. Sell captured aliens on the black market. And more...! For more detailed changes check out the changelog included in the download. IMAGES: DOWNLOAD: Nexusmods Also available on Steam Workshop. INSTALLATION: Download and install the latest version of Xenonauts: Community Edition. Download and install the latest versions of the the Tropical and Swamp Tileset and Xenonauts Fix Pack (the ones included with X:CE are outdated). Install XXP and put it at the top of your mod list. Activate the following mods included with X:CE: [xcebalance], [xceextramaps], [xcesettings], [Skitso's Ultimate Megamix Map Pack 2000], [Skitso's Improved Tile Art Pack], [Skitso's Alien Base Booster Pack], [Restored Community Map Pack], [Random Map Pack Farm Edition], [Random Map Pack Desert Style], [Random Map Pack Arctic Collection], [NewCars], [Khall's Tundra Tileset], [Khall's More Portraits]. All other mods included with X:CE should be disabled. Optionally download recommended mods and place them below XXP in your mod list. Make sure you don't have any incompatible mods activated (check the compatability section below). Clear your internal scripts folder. For example: [C:\Documents and Settings\USERNAME\Application Data\Goldhawk Interactive\Xenonauts\internal\scripts\] or [C:\Program\Steam\SteamApps\common\Xenonauts\assets\mods\internal\scripts\]. Simply delete the scripts folder there. Start a New Game! RECOMMENDED MODS: Hold The Line! | Psionic Rebalance Geographic addition | Adds more cities No click sound | Sanity Booster SteelGonads Names Of The World | Adds many new soldier names and nationalities Ultimate Ambient Sounds LITE | Gives the Ground Combat missions more ambience COMPATABILITY: This mod is not compatible with X-Division or other overhaul mods, Kabill's Tactical Armories or other ground combat and weapon rebalance mods, Armored Assault or other vehicle rebalance mods, Skitso's Sounds of Pain or any other mods that edit human death/injury sounds and any mods that add new armours. UI/script mods that edit _basebuilt.lua, sequipview.lua, combatguiexport.lua and combatguiexport_large.lua must be merged manually or their changes won't apply. Mods that change the art style of the soldier faces must overwrite or disable the new female afri05/06 and asi05/06/07 faces, or you will get vanilla art style faces mixed with the replacements. You must also disable the new Sentinel armour graphics or add faces to it, or you will get headless soldiers when wearing the Sentinel armour in the equip menu. Custom weapons should be compatible (as long as they don't edit the research requirements of existing entries) but balance with XXP can't be guaranteed. XXP also includes variations of some mods that have been edited and merged into XXP. Do not use the following mods with XXP: Better Armour Graphics Unique Teleport Sound More Civilians and Local Forces Furies, Terror, and Dreadnoughts Oh My Lore+ Saracen Reborn Armoured Assault Extended Weapon Descriptions for Fighters KNOWN ISSUES: Jellynoid slime tiles in some cases floating in the air Creepers being able to move through 1x1 gaps If you find any bugs/issues please report them in this thread or PM me. CREDITS: zzz1010 - Original Creeper Pack mod which was edited, rebalanced and slightly redesigned to create the new Creeper. Max_Caine - Max_Caine's Warehouse mod which included the original Toxic Goo Launcher, Firewall and Glitterglass Grenade which were all edited and rebalanced. Drone Strike Package which included the Smart Weapons, Drone Aircrafts, Attack Frigate UFO and Drone Carrier UFO. These were all edited and rebalanced as well. Many Xenopedia entry texts that were edited in various ways. Ferry Susanto - Toxic Goo Launcher, Firewall and Glitterglass Grenade artwork. Bogdan Bungardean - Drone Aircraft artwork. Marwan Islami - Smart Weapons artwork. skaianDestiny - Vehicle alienium/plasma/fusion rocket artwork which were reworked for the new vehicle rockets. Kabill - Inspiration for the vehicle and dynamic UFO changes. Also the Unique Psionic Attack and next soldier button graphics. Axiomatic - Inspiration from the UFO and crew diversity mod. The "Furies, Terror, and Dreadnoughts Oh My" team (SkaianDestiny, Kabill, Dpelectric, Langy and Ilunak) - original versions of the Assault Lander and Dreadnought that were edited and slightly rebalanced. [Tribe] Lorebot - Inspiration from the Saracen Reborn mod which was edited and slightly rebalanced. IgnusDei (Francois Cannels) - UFO Xenopedia artwork. HenryPonciano - Various Xenopedia artwork. LordJulian - Jackal Armour Graphics. Skitso - Inspiration for dawn/night color correction among other things. Ilunak - Next Soldier UI button .lua script which was merged with XXP's .lua script. chuumink (Henry Wirawan) and unrealsmoker - Local Forces Xenopedia artwork. Di-To - Disappoint Xenopedia artwork. Lightgemini - Improved Projectile Particle effects which were edited. Deathlock - Giant Slime sprite which was edited and converted to Xenonauts. Lore+ team (Max_Caine, a333 and Henry Ponciano) - Lore+ art and Xenopedia entries which were slightly modified. Buzubuzu - "Extended Weapon Descriptions for Fighters" which was edited to be compatible with XXP and also fixed a Xenopedia bug related to the ReplaceItem() function and the wrong name and graphics for the Fusion Missile. PepeXP - Inspiration for my version of the cover icon overhaul. I was not able to get in contact with all content contributors but I hope it's alright that I used your content to create the Xenonauts X-pansion Pack. Thanks to everyone in the Xenonauts community who contributed with content in some way, which all helped make this mod come to fruition. This mod wouldn't have been possible without all of your previous efforts! You're the best! SPECIAL THANKS: Toby - For being humble and initially gifting me Xenonauts, thus paving the way for the creation of the Xenonauts X-pansion Pack. X:CE team - For making most of the changes possible to implement and still keeping Xenonauts alive. X-Division team - Various insight that helped with the development of the Xenonauts X-pansion Pack. Doctopus - For all the great feedback and bug reports. ...and YOU! - I hope you'll enjoy the XXP and if you have any questions or feedback feel free to PM me or post in this thread.
[X:CE 0.34.2] Custom alien race passiveness
Policenaut posted a topic in X:CE Bug ReportsNew custom alien races introduced in aiprops.xml suffer from passiveness that does not effect the standard alien races. Custom alien races often end up moving next to Xenonauts without doing anything. They also seem incapable of reaction fire. I've also noticed that if a standard alien race unit stands next to a custom alien race unit, it kind of activates the custom alien race unit making it behave like it should and be more aggressive. However, if the custom alien race unit is alone or together with only other members of its race, it will retain the faulty AI. Copying the exact settings of a custom alien race and its ranks into a standard alien race, i.e Caesan, makes them behave like they should, so there seems to be some part of the AI code that is hardcoded to only accept the names of the standard alien races (i.e Caesan, Sebillian, Andron etc). I tried seeing if it was related to the Soldier, Warrior, Elite etc. rank naming convention as well, but it made no difference for custom alien races. While on the topic of AI and aiprops.xml I would like to request the ability to change the "zombify/spawnreaper" animation and sound effect on a per race basis. The standard animation and sound effect does not fit some of the new alien types I'm creating that use the new "spawnreaper.race.rank.turns" functionality and being able to change it on a per race basis would be of great help.
UFO (Light Scout) door opened. Smoke grenade thrown in. Door closed. Next round door opened, but couldn’t see into the UFO. It didn’t become transparent, making the next turn awkward trying to access the UFO.
thothkins posted a topic in Xenonauts General DiscussionI managed to get a landed Cruiser this evening. Everything goes well, but I can;t find the last alien. Has anyone else had this? On entering the cruiser, there was one that had lost it'self in the furniture. But it was still spotted and killed. I've been round the map and the ship and no alien icon appears., there's no reaction fire or direct fire from anywhere. The game crashed on using the buzzard over a nissan hut, so that was that. Shame. No losses at all for a pleasant change. I didn't put this up as a bug, as I don;t really have a lot of information and it may fall under something that's already there.