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About Me





  1. ON THE EDGE - More Realistic Battle Mod v4.0 (11.11.2020) Made very important corrections (!!!) to previous versions of the mod and changes in the behavior of aliens, their weapons. Graphical fixes and improvements have been made. Please, use only version 4.0 of this mod!!! DOWNLOAD  First. I am grateful to the creators of this game and all the active community involved in improving it. The mod was created in an effort to add more realism to the game in the equipment of tactical combat groups, their appearance, and also analogues of existing military aircraft and light armored vehicles. The mod does not affect the economic aspects, and does not change the main plot and atmosphere, which, as I see, the developers have created at the highest level. (Sorry, English is not my native language... vodka, matryoshka, balalaika). Important! When installing this mod, "OTE" should be at the top of the list when activating any other mods (including XCE). This mod is compatible with both the original game (ver. 1. 65) and XCE 0.35x. It can also be compatible with any other mods that add new weapons, enemies, maps, and any equipment. The mod slightly changes the game's graphics and some parameters: - ballistic weapons, body armor, grenades, shields, first aid kits, and some other equipment; - alien and human aircraft, their weapons, display on the tactical plan; - behavior of the original enemies in air and ground combat. A few details. Ground battles. - Your special forces, now really are a group of trained military, not a gang of housewives, as in the original game (with all due respect). Characteristics of combat skills that are essential for every soldier, such as the ability to shoot at the enemy (the accuracy and precision shooting), ability to shoot at moving targets (the reaction and attention during the fight), basic physical training (strength) - now no lower than 50. The percentage of presence women in the сombat tactical groups reduced to 10%. - The outfit on your subordinates is now more appropriate to the case. Added my armor mod (it cost me a lot of work.. but it was interesting) changing the appearance of your combat group (made only for original faces). - All of the original ballistic weapon now more corresponds to their real-world samples (changed the number of bullets in a clip, weight, range, killing power, reload time). The machine gun deals more damage than rifles, and things like that.. - All blast weapons now deals more damage and has a wider kill zone. (As possible, of course. For example, in real life, a fragmentation grenade has the radius of the splash damage more than 5m). - Increased firing(and throw grenades) range. - Аll grenades explode with the end of the turn. (Time delay fuse, again, the f-1 grenades: 3.2 to 4.2 seconds). - The explosive and large-caliber weapon has a large effect of suppressing, and also have stunning damage. - Medkits now contains more medicine and bandages than before. - The shields are now not made of "сhinese porcelain" (which in the original game is broken down into dust after a couple of hits). Now they are really doing something for which they were created. Margin of safety is increased. - A lot of work has been done to improve the original textures to make them clearer, more detailed and less blurry. Changes affected all weapons and appearance of characters, portraits of agents and the environment of the base. Due to improved textures, the size of the mod has increased significantly. But it's worth it. - Now the enemies are better armed, and more accurately shoot. - All frequently used shot by the reaction. - All the enemies and your operatives can now see further in the daytime. Air battles. - Aliens are more active and smarter during air combat. Now they aggressively shoot your interceptors from a long distance and actively evade missiles. Therefore, I advise you to use missiles only from a short distance, if possible from the side. And of course, constantly hold the hand on the button pause and dodge .. How it is not realistic .. However. - UFOs have enlarged Sectors and firing range. - The boundaries of sectors and the range of shooting for a UFO on the tactical plane are not visible any more. It's strange that at the first meetings with a UFO, the headquarters already had information about their weapons, was not it? - Downed in combat aircraft can be recovered only 20% chance. This is a grim reality. Damaged from enemies, jets losing altitude, and most likely explode and burn after hitting the ground or water, or fall apart in the air.. - More realistic armament of our aircraft. For example, F-16(which prototype is f-17), armed: > Guns: 1 × 20 mm (0.787 in) M61A1 Vulcan 6-barrel rotary cannon, 511 rounds (!!!). > 6 × AIM-9 Sidewinder (Not two!) MiG-31 is designed to intercept and destroy air targets at extremely low, low, medium and high altitudes at any time of the day, in simple and difficult weather conditions, when the enemy uses active and passive radar interference, as well as false thermal targets. That is, it is able to actively maneuver, dodge and evade. (fixed). On Board, one 23mm gun GSH-6-23M (260 shells), up to four long-range missiles + up to four medium-or short-range missiles. - And other changes... Install using the mod manager in the Xenonauts game launcher. Or unzip the contents of the archive into the mods folder and then activate it in the mod manager when the game starts. Use only with highest priority to other mods. (This mod should be the topmost in the list of mod manager!) After installation it is advisable to restart the game launcher. However, I highly recommend XCE and the mods adding new maps and some other aspects of the game, for example - Armoured Assault! It is also advisable to start a new game and kick the alien's ass again ... with more realism And one more thing... time is the only real wealth we have in our lives. Keep this in mind when playing computer games. And may God bless You and your family in the name of Jesus Christ...
  2. Hi, I'm stupidly new at this and have little experience in modding beyond color changes and maps back in Warcraft 3. I started playing Xenonauts because XCOm during the Cold War sounds awesome. But I'm big on customizing my soldier's gear. I've got no issue with the current armours, but on thing came to mind: Where are my M17 NATO gas masks? I'm a sucker for these kinds of things and I want to attempt to just scribble on gas masks on my trooper's armor. I'm not looking to change sprites or stats (heck, I could paint the masks tan and it'd be fine), but I want to tackle this right. I found the image assets, but now I'm not sure where to go next. I have a feeling that if I just edit the armor images I'll crash the game. Any advice for a complete and utter newbie? Picture for reference
  3. I would like to remake the colossus armour as the last word of battlefield protection. make it have two hardpoints to attach specifically made modules to, maybe a plasma shield module, a rocket module, a machine gun module, a healing module and a singularity cannon module. it could provide amazing modifications to some stats and downgrades to others
  4. Armour replacer v.07 More realistic and detailed armour for your SWAT team. This is only a texture replacement, no change of gameplay. In this version changed basicarmour, jackalarmour wolfarmour and buzzardarmour. Installation: copy the contents of the archive into the game folder (after installing other mods!!! if there are any) and confirm the replacement. For the best atmospheric games I recommend: http://www.goldhawkinteractive.com/f...ressive-UI-Mod Armour replacer on Xenonauts Nexus: http://www.nexusmods.com/xenonauts/m...3Fid%3D9&pUp=1 To use this replacement in your mod, you must ask permission of the author. Good luck in battle, commander. Armour Replacer v07.zip Armour Replacer v07.zip
  5. More realistic and detailed armour for your SWAT team. This is only a texture replacement, no change of gameplay. In this version changed basicarmour, jackalarmour and wolfarmour. Installation: copy the contents of the archive into the game folder (after installing other mods!!! if there are any) and confirm the replacement. For the best atmospheric games I recommend: http://www.goldhawkinteractive.com/forums/showthread.php/10961-V1-07-Skitso-s-Oppressive-UI-Mod Armour replacer on Xenonauts Nexus: http://www.nexusmods.com/xenonauts/mods/9/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxenonauts%2Fajax%2Fmodfiles%2F%3Fid%3D9&pUp=1 To use this replacement in your mod, you must ask permission of the author (that is me). Sorry if that is not correct, English is not my native language. Good luck in battle, commander. Armour Replacer v06.zip Armour Replacer v06.zip
  6. [Version 21 Stable HF] In the Soldier Equipment Screen, when a solider has custom armour e.g. wolf armour, and the soldier is dismissed whilst wearing it. The armour does not go back into the Storeroom!! Thanks
  7. I just got a jumpsuit equipped. How the hell do I work it? What button/switch/key do I press??? Apology, if topic already covered, but couldn't find in the manual?
  8. I tweaked a bit with armor values for the ingame armors [and no else values, just the <Resistance ... > line ] and somehow my Jackal-equipped troops have 0 view range... Any tips what might have caused this..?
  9. I've heard somewhere armor degrades, is that true? And if so do you have to replace it every so often?? Thanks
  10. I've been skimming the xenonauts wiki and it seems certain things in it are either currently disabled in-game or have been outright dropped (flamethrower and I hear hypervelocity weapons) so my question is: What weapons and armour are currently in the game and what will be put in or back in in the future (certainty or reasonably certain)?
  11. I understand ballistic armor arent fit to dispel heat generated by the Alien plasma weaponry.. only partially. There are many ballistic vest core. Some are kevlar/steel plates, and i dont understand why the steel wouldn t provide some protection even minor, Others are Kevlar/ceramic plates. And there s were the game theory goes to hell, Ceramic are extremely resilient to heat, thats whe they are used on space shuttle (ok its a special ceramic) but ballistic ceramic would provide cover. Now i understand that maybe, this is the case for the first armor. The ballistic ceramic could be less resistent, the steel even less. But even then, i don t understand why we haven t a starter armor, it doesn t make sense. Could be heavy Bulky provide little armor but it would be player choice to use it or not.
  12. The helmet on this picture looks odd and ugly. Could you change / improve it?
  13. Because it sure as hell doesn't seem to reduce incoming damage. It seems to me like it just randomly negates damage entirely. I don't know about you guys, but I'd rather have a flat damage reduction all the time then to just randomly have damage blocked at a seemingly low chance.
  14. Since it is now possibe to play quite far or even finish the game i think im not far away from the end aswell and got a few questions about the current state of game. 1. Is the D.54 already workin as intended? I read somewhere you get only crashes since some stuff isnt implmentet. 2.Is Predator and sentinel last armour to get or is Colossus still possible to get, since its still listed in the wiki. 3.Is EMP workin on androids or not? I was never able so far to get a robot stunned with these nades. 4.Are there any base facilities which we have to research and can be build later on (except for the upgrades of the missile baracks)? E.G. i didn´t see any difference when i researched "base improvement" and there is no description for it, at least i had none. 5.Can i find the correct armour values of predator, sentinel, wolf..... anywhere? would like to now how big the difference really is. Ingame there not too much difference i feel. 6. is there any trick to catch those wraith´s??? I had a couple ufo capture missions when the last alien was a wraith and he just kept on porting away. no chance to get him so mission end after 5 turns occupying the ufo and missed the last kill there. Not too much of a hassle, but a little frustrating to catch the rabbit there.
  15. Hey fellas. I haven't really found any place that shows the actual stats (weight, protection, etc) of the soldier armors, but I did search In my game, I just got the sentinel armor, and boy is it super cool. I have been assuming its better than the wolf armor in terms of protection, since... its newer. But I so far have no idea. If it is better, it kind of feels like I'm missing a suit of armor that would be jumpless, but between the sentinel and the predator in terms of protection. So question 1: Does the sentinel have more protection than the wolf armor? and question 2: Anyone else feel like having nearly a whole troop of flying guys seems a bit excessive and would like a ground-based option? That's assuming the sentinel is actually superior to the wolf in terms of protection anyway.
  16. This might sound ridiculous, but what if you dont want actual firepower on a tank, but instead want it to scouting unit capable to taking higher punishment than before? Then think no further, by not equipping your weapon systems, you replace them with increase plating on every single side, you want have any firepower but your tank will be a a moving barricade for your soldiers to take cover next to it.
  17. Is It possible to get camouflage on the armors that adapt to the ground youre fighting in like first battle is in desert region your team wears desert camouflage next battle is in artic region so you get artic camouflage? regards jupilerke
  18. Am i the only one experiencing this? Researching, making, and equipping your soldiers with jackal armor might probably be a death trap. Firstly - the limited vision is a huge minus, as most of the other aliens, even sebillians, can spot me and shoot before i can (i'm not even talking about ceasans). The extra weight is also a turn off, since i like to equip every soldier with a medipack, just in case (considering that the jackal armor has only marginal protection capabilities). It's expensive and time consuming to make. In conclusion - my entire squadron, equipped with jackal armor has an overall worse combat performance than equipped with basic armor. The only workaround i see is that you either remove vision penalty, weight penalty, or you increase the defensive properties of the armor. TL;DR Jackal is utterly shitty, even basic armor is better
  19. Perfectly fitting existant lore suggestion, ability to tell your xenonauts to not use helmets in combat. It shoud looks like single checkbox near armor selection list named "without helmet" with effects: No helmet! (optional since require spritework) -75% armor (without helmet suit provide only 25% of its armor, negating most of it's usefullness) No sigh penalty This will allow player to give obsolete suits to recon xenonauts\snipers and other units that not planning to soak allien fire.
  20. Hi guys, back to check out the steam version of Xenonauts. Quick question, how do I buy new armor for my guys? I don't see any type of "buy/sell" screen like we used to have in UFO. Thanks in advance.
  21. I've been out of the loop for a while but I've downloaded and played the latest (from Steam, I don't know what version, I just downloaded it a couple days ago) and I love it so far, but I was just wondering where the Jackal armour is? I've researched Alien Alloys, Alenium, Hunter Armoured Car, Stun Weapons and a few other things, so, where is it? Did it get taken out of the game? If it didn't how do you get it?
  22. I never really played with these since I saw all the crash reports about shooting down from above anyway, but I found there was a hedge I wanted to jump over, but couldn't figure out how to actually do that. I can't seem to just hop up one level, and trying to just move on the shortest path into the empty space on the other side of the hedge has my soldier run waaaaaay around rather than just hopping over. Am I missing something? Is this a flaw in the implementation of the armor programming? Are they just not done yet? Seems like hopping over something would be a pretty basic way to use them.
  23. Since I did not yet notice any way to judge whether a soldier is wounded on the Equipment page, I am frequently going to the Personnel Management screen to assign people to and from the transport. Since this screen lists what armor the soldier is wearing, why not make that field selectable so that I can remove the armor from those who are wounded. (An alternative is to make the wound conditions obvious on the equipment screen.) There may be other, similar enhancements that could be made to that screen to further streamline management.
  24. I have played through the first few months several times with version 18 and I have been trying to balance the production costs of Jackal armour against the alien weapon ramp ups. Jackal armor currently costs $30k a unit and it starts to become fairly vital once you hit the second month and alien weapons start to 1 hit kill. Currently the high cost feels like an inhibitor when you are trying to get yourself established, as it is something that you almost must produce in a large quantity if you want to keep up. I use a 15 soldier rotation at the start of the game and trying to equip these units with armour can become a bit of a headache early on and the funding for this is heavily affected by the number of UFO's that you can shoot down in the first 4 weeks before you hit the bigger UFO'S. My suggestion would be to reduce the cost of Jackal to 15k a unit. This way production of the armour doesn't cripple your efforts to expand/build hunters/interceptors at the beginning, but still requires some thought and planning.
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