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  1. HI This is an extremely simple mod. Did you ever felt shots speed are way to slow? Did you ever played faster than your soldiers can shoot? Did you ever felt like waiting patiently for all the shots to stop "snail flying" and hit something so you can continue playing? If the answer to any of the above is Yes, then this is the mod for you! This increases the speed of all projectiles in the game except for the rocket launcher (it actually is col they way it is). Changes are: -Ballistic average 2000 speed -Laser average 2500 -Plasma (human) average 1600 -MAG average 2200 -Rockets average No change -Grenades No change -Plasma (Alien) average 1800 -Drones average 1800(light) - 1600(medium-heavy) Thats all, no damage/accuracy/weight edits, just speed. This will override any weapons_gc mod you may already have installed, reverting it to vanilla with more speed. If you have no weapons mods installed you are safe. https://www.dropbox.com/s/qqmag03mvlzyid0/weapons_gc.xml Make a copy of your weapons_gc.xml and copy the file to your assets folder and overwrite. Enjoy
  2. [EDIT] Here is the thread with the link and instructions: http://www.goldhawkinteractive.com/forums/showthread.php/6454-True-Xenonaut-Rank-Names-and-Images [/EDIT] Hi all you talented people out there! So, in essence, I'm making a mod that changes the ranks from actual military ranks (private, corporal, etc) to Xenonaut-specific ranks. (Just the names and rank icons are changing, no balancing done, nothing. Just getting that made clear.) The ranks are: (lowest) Xenonaut-0 (X0) Xenonaut-1 (X1) Xenonaut-2 (X2) ... Xenonaut-7 (X7) (highest) In parenthesis are the short names, the abbreviations of the rank. To Artists So, I'm not an artist, and I'd love to have nice looking rank insignias for this mod I'm putting together. My request is that the rank insignias be made very simple (look up the Mass Effect N7 insignia for an example of simplicity). The image should just have the X# in white on a black background, and a semi-thick stripe of color (pick your own, whatever you think looks cool) on the left, behind the left two thirds, half (whatever) of the X. Alternately, make your own icons. Here's your change to shine! Alter-Alternately, if no one wants to make some, I can see what I can do, though it'll probably look kinda nasty. If anyone wants to read my background for the ranks, here it is. It's in the spoiler tag to keep the post from getting too long. Anyway, hope people like the idea!
  3. Changelog:Bugfixes, particularly in strings.Added new sound effects, art, and the alien class mod.Recoil experiment: Many weapons have been made more accurate, but require fairly superhuman soldiers to use effectively (In theory.)- Quote from a cross country relative who I have doing testing: "The hunting revolver is no longer inaccurate, you just have shitty soldiers!"- Other weapons subject to recoil: SVD (Now quite accurate, but high recoil,) machinegun (Minor nerf, shouldn't effect most soldiers well suited to wielding it,) SKS (In compliment with an accuracy buff. Once again, many soldiers will be better with it, many will be TERRIBLE with it.)XP alterations: XP should be earned at a faster pace, but you will quickly max out out on your per mission XP (In most cases.)- Strength is astray from this, soldiers don't need to be carrying nearly as much to be eligible for a strength increase, but strength XP is slower for eligible soldiers (As strength is a very important stat due to recoil.)Alien armor isn't quite ready yet, multi ammo is in redesign, and will likely not be a part of tier 1 (Which was going to have stun ammo, but I have decided that it would be best to introduce such things later in the teir tree, where we could add a REASONABLY useful set of stun ammo's, as opposed to anti-human ones that would only really work against ceasans only... In balance, AND realism.)This changelogs spelling, and grammar sucks in the original version (I was tired when I wrote it,) read it here, its much more bearable. - Also redid the animations, they should be less shit now. CLICK THE GIRL TO DOWNLOAD THIS MOD! (Or... Go to the page where you can get V1 Full.) Just overwrite your V18 xenonauts assets folder to get the juices flowing, and enjoy the somewhat improved version of the first version of the mod. Also included are teasers of many of the assets I plan on using in the final tiers of the ballistic era, and some PDN files I may have sloppily left in the mod folder. (I actually cannot remember if I did this.) You will need paint.net to open them, mind you. IF you are interested in how I make my art assets, those are for you. Regardless, Rallying call to everyone who uses the first version of the mod, as this one should be vastly improved, albiet. I need feedback. I cannot build this alone, need all of your love, feedback, and glorious tears.... Harsher feedback and complaints. If you want something, be sure to make yourself heard. Unfortunately, if that thing is a G3, I am having serious trouble doing a good job on one of those. I will try some more, but I might not be able to put out. Credit goes to to Max Caine, his artists, Laggy Wolf, for their respective bits of art (The Alien class mod, And Laggy Wolfs initial weapon sprites that sparked off this very mod.) Big new questions for those who wish to use my mod: Alien armor is a pretty huge feature, and.... Balancing it is actually very difficult. It may be a long time before I release the next version, as balancing alien armor prior to me working my tier magic is going to be excessively difficult. So, I ask you the magic question to those of you interested in using this mod: Are you interested in seeing versions of the mod released as I finish the unpolished tiers, or do you want to see a distant future update consisting of all the new content for the ballistic segment of the game, followed by the alien armor and balancing patch?
  4. This is the Alpha release of my mod, Arsenal. The full version will be released in a month or two. The final version will add many real weapons and change the existing ones to allow for more realistic armament options when equipping troops. Each weapon will have its own GUI and stock image, and if I can get assistance for modelling, larger weapons like the RPG will have their own ground images. There will also be balance changes to many different areas of the game. Alpha changes: Various balance changes in config xmls (full list in later versions) Three new weapons, the Glock 17, Colt M1911, and the S & W Centennial(placeholder image). More will be added in the final version, but this is just a sample of what I've done so far. Manufactures for the Glock and the M1911 More will be added later, of course, but right now I am trying to get support from the community and make sure that I have no bugs so far. Download Alpha (fixed July 5th) at: https://www.dropbox.com/sh/s9mwy3hy1d989ng/5PhIWhMWzE http://xeno-mods.com/mod/150/arsenal Coming soon is a list of weapons that will be in the final version along with their statistics. There will be a much greater selection for your soldiers (Excel format):
  5. There are multiple role images to replace the current ones. See below. If anyone has an idea for a role they would like to see in this set either post below or PM me. Aufklarer's Soldier Role Images 2D Aufklarer's Soldier Role Images 3D 2D Image Pack 3D Image Pack Last Update 25/08/13 - 3D Laser weapons added. - 2D Ballistics redone, although the focus will remain on the 3D pack from this point onwards. - Added colour bar to Laser weapons for those that need colour in their life.
  6. It is over. Two hours of typing one word: Wolf, overwriting the word buzzard, in a specter file... It is done.... However, that means I can finally release something I may be the only one who has been waiting for.... Walrus Jones's Tactical Ballistic Expansion, V1! http://xeno-mods.com/mod/138/walrus-jones-s-tactical-ballistic-expansion (I could hide this as a word, but I find it difficult to see links on this site, so for the sake of making the link clear and obvious, I left it in link form.) Naturally, This mod greatly expands on ballistic weaponry, adding two new (Three to ballistic weapons, in a unique case,) weapon classes, and offering several new versions of both new and old weapon classes. Soviet weapons (Introducing the first ballistic carbine, and battle rifle.) These weapons are designed to deviate heavily from standard weaponry, allowing for a fresh game experience. Civilian weapons. For people who want to ward of the alien invasion in style (And with a great deal of challenge, let me tell you.) Cynical weapon descriptions. (Note, The Stat box in the upper right corner gives more accurate stats then the description. Sprites in this image are not necessarily up to date.) And much more. This mod will go quite a ways into the game, leading early ballistic weapons down three tiers that will allow them to compete with early lasers (And then doing the same to lasers and plasma, but then it wont be a ballistic expansion anymore.) A quick example of what this will look like: Tier 1: Conventional Submachinegun. Tier 2: Enhanced Submachinegun (Manufactured, not yet included.) Tier 3: Alloys Submachinegun (Manufactured, spends resources, very cool chalky aesthetic.) (Thank LaggyWolf for nearly all the weapon sprites. Some minor alterations by me may have broken some of the guns: Rule of thumb, if it looks as ramshackle as the ammo types, Walrus made it/Ruined it.) As for now, I think I am not forgetting much. Feel free to yell at me for things I have forgotten, but be polite, and avoid the flaming thumb.
  7. This mod aims to add a large number of weaponry to the early ballistic weapon tier(s,) and while I hope to greatly expand on later weapon tiers eventually, for now, its bullets, and all bullets baby. Naturally, I am taking my own risks in trying to balance the game while still providing a very large arsenal of weaponry for a number of tactical tasks. Things that you can expect to be coming in V1: Changes to standard ballistic weapons: Added a Submachinegun: "A small ballistic firearm with optics designed for short range combat, it spews pistol ammunition at an alarming rate. While its range is limited, it has an excellent rate of fire, and is easy to aim, resulting in extremely high damage potential. This will likely be among the first weapons we decommission, due to its poor ability to penetrate hard armor, but for now, it is likely an excellent secondary weapon for specialist units." - Good at breaching doors Altered the standard rifle: Reduced damage. Increased armor mitigation. Slightly increased range. Improved aim shot accuracy, reduced normal shot accuracy. - Overall, it is more specialized in damaging targets at longer ranges then other rifles, and softening the armor of "hard targets" like those Sebellian noncombatants I hear so much about. It is better against armor then other rifles, but has lower damage potential. Altered the shotgun: Increased damage, and TU costs (To simulate pumping the weapon, but awarding you good damage in exchange for it.) Increased suppression value and radius (The radius sticks as a shotgun class feature.) Increased reaction fire rating significantly. - It has solidified very well into a weapon that is good for advancing on hard alien positions, moving from cover to cover while taking turns suppressing the alien with intimidating shotgun blasts. -- I have heard reports of suppression being mildly bugged, however, in most instances where I have used them in a tactically sound manner... Shotguns have done their job admirably. Altered the precision rifle: Lowered damage, gave it a considerable amount of armor mitigation. Decreased suppression value. Removed its snapshot, to bring it in line with a very good idea from the experimental build. - Its killing power at range has improved, its mobility.... Not so much. However, your snipers have a variety of pistols, submachineguns, shotguns, and carbines that will help with their mobility, as secondary weapons (Shotguns may push the envelope of being a little too heavy.) Machinegun: Wasn't altered... Yet. Notice: All art comes from the talented LaggyWolf. Thank them for me getting ready to release early, as they did a great job! Haggle with Soviet bureaucracies Warsaw weapons pack: (35 man days research, so three and a half days if they are a major priority for you.) (Note, still cleaning the image for the Skorpion and the SKS... Which I did modify from the original in a moment of great sillyness.) Soviet weaponry: Soviet weaponry is all designed to be the set of unusual, unconventional set of weaponry. They defy class roles (Or exemplify them) more heavily then standard weapons, but also offer some of the first examples of many of the weapon classes. AK47: "Soviet rifle" "A powerful soviet assault rifle with simple optics. While its rounds have poor ballistic properties and armor penetration, they are extremely deadly to soft targets. Its sights, while good for aiming shots quickly, tend to be fairly unscientific, loosing the gun a great deal of accuracy. This compounds with the weapons inherently high shot dispersal, and recoil." Soviet Carbine: "A soviet carbine which uses a narrower round then its parent rifle. It fixes many of the accuracy issues of its parent rifle, but still uses the soviets conventional iron sights. As a carbine, it is extremely easy to hip-fire, and quite easy to bring to shoulder. Its muzzle break allows it to boast improved automatic fire over its parent rifle, however, it has greatly reduced single shot stopping power, making it quite dangerous to use when fighting armored opponents." - Defines what my rebalanced carbine class will do: Superior snapshots, and faster normal shots then standard rifles, they will generally be slightly better at automatic fire, but that is not their emphasis (Machineguns, and submachineguns do emphasize automatic fire, for one reason, or another.) Skorpion: "Soviet submachinegun" "A soviet sidarm which is designed to use its brutal rate of fire to deter approaching enemy soldiers. While unlikely to be of much use against the advanced materials used in alien armor, it may be able to ward of a wounded threat. While not advised, it is certainly available." SVD: "Soviet sniper." "One of the most powerful anti-personnel weapon we have. While cumbersome, and difficult to aim, it is a valuable addition to the Xenonaut arsenal." Saiga-20: "Soviet shotgun" "An interesting shotgun designed to fire light 20 gage shells at a rapid rate of fire. It sounds like one of the most threatening weapons on the battlefield, however, with the advanced armor of the aliens taken into account, it is likely to be among the less lethal." SKS: "Soviet battle rifle" "A underpowered rifle produced shortly after World War II, designed to prototype their current AK47's round, the current model has been re-purposed to fire the overpressure rounds of a scrapped light machine gun design. Its sights are abnormally generous for a soviet weapon, but require a great deal of time to use properly. While quick shots can be made with this mildly cumbersome weapon, do not expect great precision from anyone other then the most experienced of soldiers. An unusual feature of this version of the weapon is that the barrel sports an integrated flash suppressor. While this would be useful for fighting human soldiers while remaining hidden, this is unlikely to prove to be of much use when fighting most aliens, and simply makes the weapon turn out to be far less intimidating then it should be. Despite this, it is an excellent weapon for finishing of enemies in a crossfire situation." - Defines the battle rifle class of weapons: They sport four aim modes (Like the old snipers,) are not heavy weapons, but are a great deal weaker, and not as mobile as other non-heavy weapons. While they generally are more damaging then other weapons, they are less damaging then machineguns, sniper rifles, and shotguns, and entirely lack a burst fire mode (Some later battle rifles may avert this.) -- This one in particular is also fairly bad at suppressing fire. -- Snipers out range and damage them, assault rifles out rate them, and are more versatile. Contact civilian arms manufacturers, for a real challange: (Can be completed within 5 hours of starting!) Civilian weapons: Ok. So WHAT is the point? Why would I us this. Quite simply, these civilian weapons are designed to add more challenge to the game if you want that, but can arguably be useful, until you find better replacements. Hunting revolver (Weapon.ballistic.callahan:) "A revolver of great weight. The monkeys down in manufacturing played with the empty versions of these for quite some time upon their arrival, fanning the hammer to wear down the gun at an alarming speed, and playing cowboys and Indians with the (mostly) empty guns double action trigger one handedly: Neither gives good accuracy, and both are inadvisable. While aiming the weapon takes a considerable amount of time to, aim your patience is in fact rewarded when you take the time to do so. While it has high power, owing to its being designed to kill deer, its low capacity, range, and rate of fire offset this enough that this whole weapon is probably not recommended. Despite this, it is the weapon of choice of many farmers for home defense, its also used by a few dirty cops. I don't see why we need this weapon, and I don't see why you had me calling representatives of Colt at 3:00AM in the morning to get it." Hunting rifle: "A rifle that uses a manual lever to re-chamber rounds. This process takes some time, and is compounded by aiming the rifle, so do not expect great rates of fire from our men. It shares ammunition with the hunting revolver, which means it is very lethal, but it still lacks much of the range that military rifles have to offer. Why I bothered with the people at Ruger to get this for you is beyond me." Hunting shotgun: "A over-under double barrel shotgun that lacks a pump, and uses powerful 12 gage shells. It could actually be useful, due to the lack of a manual action and power similar to our military shotgun. Its long barrel also improves its range and accuracy ever so slightly. However. It holds only two shells, and I certainly wouldn't want to get caught with my pants down in front of one of those two-legged iguanas. I don't know why you would want this either." Note, that these are not the strings descriptions, but feel free to criticize them for grammatical issues. However, they could be, as I am about to head out and do those in a few hours. This is simply a brief preview of what is to come from the tier 1 edition of my ballistic will entail, as well as an announcement that it will be released this week. On lasers and above: This mod will have a good number of research hours in it, but relies less on alien technology to progress for the early game, if you get lucky, you might skip most of this mods later versions in terms of content. I will cover them eventually, and very soon I will make my first touches to them. However, I feel like getting a content base at all for you guy's skepticism and input is more important: This mod is all things go, if you can outdo me when it comes to making magazine sprites, then I will take your magazine sprites. If you have a balance suggestion to a lasting issue, I will test the hell out of it. However, one thing that is fairly solid in this mod is the role of the weapon classes. I do want carbines to be mobile weapons with a unaimed semi-auto emphasis. Battle rifles are going to be assault rifle ranged weapons with a greater emphasis on the longer ranges, instead of the closer one. The Submachineguns are going to stay a mobile weapon with low power, and a burst fire emphasis. Assault Rifles are still to be all around decent guns. Shotguns will be close range dominance guns: Good reaction fire times, good supression, short range, better then average damage. Pistols will be one handed guns with limited accuracy, but able to be mix and matched. Snipers, machineguns, and rocket launchers will be weapons that turn you into a powerful, barely mobile turret when equipped. Edit: I am contemplating delaying this mod slightly, as I work on fixing a bad assumption I made earlier. Third Tier 3 kinetic weapon art to be finished, they will generally have a similar aesthetic. While I definitely like the first two much better, I uploaded this first. I just need to tease, Its in my nature.
  8. Hello, just a small modification than unlocks the AK47 for mass use as well as the MP5K (which replaces the Default Ballistic Pistol!) AK47 vs M16: 30 Rnd. Magazine vs 20 Rnd. Magazine AP/TU Fire Cost Single Shot: 15/30/50 vs 20/30/60) Burst Fire: 30 vs 40 Accuracy: Single Shot: 30/50/65 vs 30/60/80 Burst Fire: 15 vs 25 Damage Per Shot: 35 vs 30 MP5K: 30 Rnd. Magazine 5 Rnd. Burst Capability! (30 AP/TU) Same Damage and Range as Default Pistol Suppression Value 20 from Default 10 Download NO OTHER BALANCE CHANGES ARE INCLUDED IN THIS MOD
  9. I've been working on equipment and weapon mods which provide interesting and novel effects. They aren't things that you'd spam, but they provide tools that create specialists who can help the line solider (especially when you get to the shrike and have a larger squad to play with). The first of these tools is the Firewall Weapon Details A suppression-centric weapon, the Firewall is good at locking down the enemy but not very good at much else. It has a range of 20 tiles, does 20 pts of damage with 0 mitigation, fires a burst shot of 4 shots, with a suppression value of 80 and a suppression width of 5 tiles (so 80 suppression on the target tile and up to 2.5 tiles, then 40 suppression outside of that). You need to research lasers before you can research the Firewall (it takes a very short time to research the weapon), and it costs 5 units of alien alloys and $50,000 to manufacture. Alas, given the way the game works, if you've already researched lasers you can't research the Firewall and will need to edit the researches.xml file so you can research it after your current subject. Mod Details This is a almost-full mod, which includes research, a xenopedia entry, manufacturing, a gui and xenopedia image (made by Ferry Susanto, one of my regular artists), tooltip entries and a custom sound (by me!). The sprite chosen was the scatter laser sprite. Advice The mod doesn't seem to work with the modding system Giovanni has created on the installer, so the only way to use it is to overwrite the current files. I haven't included backup files (as I don't know how you have modified your own game files), so please backup your files if you intend to try this mod. Download the zip here Any feedback would be most welcome. EDIT: Wups! Forgot to add the custom sound. All fixed!
  10. Hi fellow xenonauts commanders!. Here you have a new mini-pack of weapons I will be further expanding. I tried to keep balance and be xenonauts friendly. So the pack is a research project that unlocks the weapons all with descriptions and custom images. It includes: -Heavy Cannon- with 3 different kind of rounds. It is powerful but always low on ammo and rocket launchers still deliver way lot more firepower. All in all a good multipurpose weapon both effective against materials or tough aliens. -Wakizashi- Short versión of the Katana. Yes, there are things that never get old and your japanese xenonauts were really being mean about getting this. Here is the download link. The Backup folder contains vanilla files to help you uninstalling the mod. Updated for versión 18.51 https://www.dropbox.com/s/1clhc8oh7sij4jo/Special%20Weapons%2018.51.zip Changelog 18.51 - Updated and added missing files, should work as intended. 18.51 - Initial Release. Future of the mod: some ideas that I have in mind -More upgrades for heavy cannon ammo -Plasma Katana for epic justice. -Auto cannon (maaaaaaaay be, as it is capped due to game limits and machineguns being similar) -Extra heavy cannon/artillery for vehicles -Movile 40/60mm cannons and heavy machineguns (counting as a vehicle with low TUs) -Special Heavy weapons to be used with power armour exclusively. -Alien tank? -Some upgrades to aliens so they can absorb all the massive firepower above? -Hypervelocity shurikens? (wouldnt it be cool really?) Clarification of mod goals: Apart of filling some gaps like melee or "tool" weapons (smoke launchers, ILUM etc) main focus is to get back what I regard as one of the main features of old XCOM and specially TFTD: FIREPOWER I have fond memories in TFTD (was my first and most played xcom game) when suddenly aliens bumpd a new tier and you were not preapared, wich ended in terror missions being a losing battle were you deployed all the firepower you got, "nuking" buildings because assaulting was too risky, raining gas cannon round and alien grenades on bio-drones / lobstermen etc. wich resulted in half the map being a smoking ruin on fire. That felt brutal and awsome for me. As good as Xenonauts is now, it feels too much tactical pew pew for me. Theres too much nice looking houses asking to get blown up and barns to get consumed in fire. I miss raw firepower just for the sake of overkill pleasure, and the aliens will get some too.
  11. Hi I present you the new Heavy Cannon for exclusive xenonauts use, based on the original XCOM Heavy Cannon. The Little mod comes with the following features: -New weapon image (placeholder actually till I get something better). -New shot sound. - 2 Ammos: HE and AP rounds. -Balanced to be middle ground between small arms and rocket launcher. -Full descriptions and text labels. -Unlimited from the start of game. - 100% awesome. It uses the particle beam set of animations since it resembles closely what a soldier with this weapon would look like. The ammo system may look weird but the other way around was to make different weapons for each diferent ammo. It Works like a rocket launcher with each ammo ítem being 1 single round but with a reload cost of 5TU, to represent it being clip fed, belt fed or whatever. Operating the weapon with a friendly xenonaut being close helps simulate it being reloaded by an assistant gunner. If said friendly xenonaut happens to be so cool to also carry extra rounds for the cannon then you have a nice crew served weapon simulation I plan on making this weapon resercheable after initial alien invasión research, manufacturable , and with unlimited ammo. UPDATE Animations were missing, this update fixes it and adds 2 more types of ammo. This will be last update, this mod has now evolved into am expanding pack of weapons.Any further development will be added to the new pack. https://www.dropbox.com/s/upl7rvgneeyceju/Heavy%20cannon.zip Hope you all enjoy it
  12. Basic, Jackal, Wolf, and Buzzard have all had their vision range increased by one. Basic and Buzzard are 17 (same as most aliens, +2 seb) Wolf is 16 (-1 most aliens, +1 seb) Jackal is 15 (-2 most aliens, same as seb) as of hotfix 1. Tanks are the new default 18 - better scouts but not zomg must have. No armor changes have been made aside from bumping predator from 70 to 80. You'll still hit reaction fire, but hopefully less repeatedly ramming yourself into it. This should help negate enemy accuracy / reaction fire / squadsight while still making your player feel like they're moving into entrenched positions. https://www.dropbox.com/s/hy4x5elgzn6lonq/erutan%20vision%20up.zip
  13. More Shotguns! Don't you love to blast aliens with powerful high-caliber weapon up-close? Sadly, later on, with research of new tech, shotguns get replaced with carbines. Which are also good, but not the same - they look and feel more like SMG. So i made 3 new shotguns, one for each researchable weapons tier, to fix that: - Laser Shotgun - Plasma Shotgun - MAG Shotgun And here is zip with everything you need to have them in game: - (links for old versions are removed; i'm working on updating it for final right now) - (if someone still needs old archives or want to use these images in their own mods, please contact me via pm here on forum) - (also there is an alternative up-to-date mod with these weapon sprites - Khall's Carbines/Shotguns + Extras) As if now, i done just minimal changes to get them operational. They are using rifles animations and most of carbines stats (no auto, damage slightly higher; carbines itself changed to have less damage but 5-shot auto). You should be able to manufacture them together with other weapons of same tier. Now also adds ballistic carbine (shortened M16) and change laser weapons projectile to real beam. Pistols, carbines, ballistic shotgun and stunbaton changed to occupy less space in backpack. To install it just unpack archive in game folder and replace files where needed. Backups of existing xml files also would be good to do before that, if you want to remove this mod later. Have fun! =) Changelog:
  14. I found this on the Ufopaedia wikki, I might have a go at setting it up and sharing the save file as it does take same time to create. Does sound like fun though http://www.ufopaedia.org/index.php?title=Aliens_Own_Earth
  15. The current list of available mods for Xenonauts. Let me know if there's something to be added/ updated. Current Build V1.03 – Downloads with compatibility below 1.0 may not work in your game. An archive of Older Mods You Can't Take the Sky From Me - A Hard-Mode Air Combat Mod v0.1 [/td] [td] Kabill [/td] [td] v1.03 [/td] [td] 08/06/14 [/td] [td] Adjusts air combat, interceptors and UFOs with the intention of making air combat require more skill.[/td] [td] [/td] [td] Enhanced UFO Crash Site Mod [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] http://www.goldhawkinteractive.com/forums/showthread.php/5331-Alien-Class-Analysis-Mod '> Alien Analysis Mod that enhances the Xenopaedia entries covering race subclasses and the http://www.goldhawkinteractive.com/forums/showthread.php/7772-Ufo-Mission-Analysis '> UFO Mission Analysis Mod that enhances the xenopaedia information on alien missions. [/td] [td] [/td] [td]Download [/td] [/tr] [/table] Soldiers [table=width: 730, class: grid, align: left] [tr] [td] Name& Link [/td] [td] Author [/td] [td] Compatible [/td] [td] Created [/td] [td] Comment [/td] [td] Blank [/td] [td] Download [/td] [/tr] [tr] [td] Xtended Soldiers Backgrounds [/td] [td] Pinetree [/td] [td] v0.22 [/td] [td] 19/02/12 [/td] [td] Adds in new names and background options to the soldier pool. [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Femonauts [/td] [td] Skitso [/td] [td] v1.03 [/td] [td] 21/05/14 [/td] [td] Updates graphics for female soldiers. Replaces Girly Xenonauts [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Modding inventory containers [/td] [td] Mikhail Ragulin [/td] [td] v1.03 [/td] [td] 30/05/14 [/td] [td] How to mod inventory spaces and add mission & kill information. [/td] [td] [/td] [td]In forum post[/td] [/tr] [tr] [td] SteelSoldier Role Images [/td] [td] SteelSoldier [/td] [td] v0.19 [/td] [td] 12/08/13 [/td] [td] Replaces soldier portraits [/td] [td] [/td] [td] Plain Coloured Extras [/td] [/tr] [tr] [td] Real Fighter Portrait Pack [/td] [td] Jsleezy [/td] [td] v1.03 [/td] [td] 26/07/13 [/td] [td] Replaces soldier portraits and combines with the Real Armour mod [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Real Fighter Sounds [/td] [td] Jsleezy [/td] [td] v1.03 [/td] [td] 29/11/13 [/td] [td] Adds 105 sounds into the game, with lots of soldier chatter[/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Hero: Custom Portraits [/td] [td] Falknerr [/td] [td] v0.19 [/td] [td] 21/07/13 [/td] [td] Alters soldier portraits[/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Simple XP Mod [/td] [td] Ol' Stinky [/td] [td] v0.19 [/td] [td] 09/07/13 [/td] [td] Adjusts requirements for skill up, removing need to exploit features. [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] WG Mod [/td] [td] War Games [/td] [td] v0.19 [/td] [td] 09/05/13 [/td] [td] New rank (with new system), role, medal and difficulty images [/td] [td] [/td] [td] Download [/td] [/tr] [/table] Soldiers – Alternate Role & Rank Images [table=width: 730, class: grid, align: left] [tr] [td] Name& Link [/td] [td] Author [/td] [td] Compatible [/td] [td] Created [/td] [td] Comment [/td] [td] Blank [/td] [td] Download [/td] [/tr] [tr] [td] Custom Role Symbols [/td] [td] KWill [/td] [td] v1.03 [/td] [td] 11/06/14 [/td] [td] Alternate rank insignia [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Alternative Rank Insignia [/td] [td] Skitso [/td] [td] v1.03 [/td] [td] 07/06/14 [/td] [td] Alternative rank insignia [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Alternate Rank Images [/td] [td] MortuusSum [/td] [td] v0.22[/td] [td] 11/05/14 [/td] [td] Alternate Rank images[/td] [td] [/td] [td] Images are in forum post[/url] Download – Existing UI [/td] [/tr] [tr] [td] New Rank Insignia [/td] [td] Pinetree [/td] [td] v0.21 [/td] [td] 28/11/13 [/td] [td] Alternative rank insignia [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Alternate Role Images [/td] [td] thothkins [/td] [td] v0.19 [/td] [td] 17/12/12 [/td] [td] Add custom role images to soldier screen [/td] [td] [/td] [td] Download- New UI Download – Existing UI [/td] [/tr] [tr] [tr] [td] New Role Icons [/td] [td] StK [/td] [td] v0.19 [/td] [td] 17/12/12 [/td] [td] Replacement role icons [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Role Icon Pack [/td] [td] Erutan [/td] [td] v0.19 [/td] [td] 04/05/13 [/td] [td] Add custom role images to soldier screen [/td] [td] [/td] [td]Download DaFranker's variant download [/td] [/tr] [tr] [td] "True Xenonaut" Rank Names and Images [/td] [td] GizmoGomez [/td] [td] v0.19 [/td] [td] 17/07/13 [/td] [td] Changes rank names and images [/td] [td] [/td] [td] Download [/td] [/tr] [tr] [td] Aufklarer's Soldier Role Images [/td] [td] Aufklarer [/td] [td] v0.19 [/td] [td] 03/07/13 [/td] [td] Adds new Role Images into the game [/td] [td] [/td] [td] 2D Download 3D Download [/td] [/tr] [/table] Continued in the next post...
  16. The title pretty much says it all. I thought of this earlier tonight while playing the alpha, and whilst having a particular good ground mission, the line from Aliens popped in my head, Hudson talking about his team of ultimate badasses. And this led to my thought, of a complete Colonial Marine Corps mod. It would be fairly involved (I assume, I know precisely zip about the process) as it would involve replacing at minimum all the soldier and weapon graphics. Other options could include dropship graphics, APC replacing the Hunter, etc. It was just an idea floating around that I figured I would throw out there if anyone has the inclination.
  17. Another, useless, testing, thing. Greatly(but I leave it still slightly noticeable) increase of laser weapon projectile speed(only laser and only speed) to be close to instant hit. For try how it will feel. http://rghost.ru/41765704 These who not play full game too much to take it through researchers, can(If you don't know) use(for testing purposes) Xenonauts _gc_editor.exe and U hotkey to give your soldiers what you want
  18. Is there a way to make it so you start with the AK47 unlocked at the start of the game?
  19. {I will periodically update this first post} Short Demonstration video UPDATE: download 0.2 Fixed alot of stupid errors on my part. the files uploaded were my test batch, so alot of them were kinda broken, I apologize for that. Problem: You can vault through windows as long as they're not broken. if you shoot a window before trying to vault through it, the window becomes impassable. I've went over the spectres many times and T&Eed just about everything I could, but to no avail. update:Strangely enough, you can vault through broken windows as long as it's from the inside#will need further testing#. notes: Back up your "assets\tiles\industrial and assets\tiles\Farm" folders. You'll have to start a new game for vaulting to work. The sprites included are more focused on graphic representation then detail. some windows will open in strange ways. Clipping issues are present Any help will be greatly appreciated, I do plan to finish this. Well, enjoy
  20. This mod adds 3 new weapons that can be researched for the ballistics tier. These weapons are the submachine gun, carbine, and RPG. I've tried to fill specific roles with each of these weapons that (while not necessarily true to reality) enhance the game in my opinion. After researching Alien Invasion the Improved Ballistic Weaponry research becomes available which opens up these weapons. The research takes 20 man hours. Here is the research screen on completion: The submachine gun is modeled after the MP5 and I am using it as a one-handed weapon that is meant to give the scout a weapon that is useful. I am aware that the MP5 is not in reality a one-handed weapon, but I set it that way because I wanted to simulate having easy access to grenades. This is much more of a combat weapon than the pistol and while terrible at range, can cause significant damage up close. To counter this you will chew through ammo very quickly. The carbine (modeled after the M4) fills about the same role as the laser carbine in the next tier. Namely it fires a lot of rounds at close range, but has trouble with range. Its range is slightly better than the shotgun so it is suitable for close to medium range engagements. The RPG is designed to be a single shot rocket launcher. The reason I added this is that I wanted a general purpose rocket which could knock out lighter vehicles and so that the rocket launcher was not a weapon that felt required to bring. Compared to the rocket launcher it is inferior in almost all regards, but can be carried by a rifleman and is still quite capable of doing some serious damage. I have also added some other changes: - Most of the weapons have smaller magazines - The machine gun fires more rounds in a burst, but its damage, mitigation, and accuracy have been reduced. - The frag grenade's damage was dropped to 60 and 30 stun - Alenium grenades do 90 damage with 45 stun - The C4's damage was upped to 200 and the radius is now 4.0 for serious wall destruction. - The stun on Flashbangs is now 60 as I was having difficulty stunning anyone with them. Download the mod: https://www.box.com/s/30714ad8c006a43d4ab8 To add it to the game extract the contents into the "assets" folder of Xenonauts. I recommend making backups in case you have any problems, but I have no difficulty with it. If you do run into a problem I do have backups of the original files which I can send to you. Let me know what you think!
  21. 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:
  22. OK, here is the beta of the gunpowder weapons mod this includes the buckshot mod for shotguns and a some tweaks to the assault rifle and pistol. The biggest changes you'll notice are that the pistol is now a machine pistol and the shotgun is much more dangerous. The machine pistol can fire three round bursts. I modeled this after the H & K VP70. The weapon fires a standard 9mm pistol round. It was used in the 70's by anti-terrorist forces and special ops troops. It is about the same size as most semi-autos, but has an 18 round magazine and an incredible firing rate of 2200 rounds per minute. However, it is mechanically limited to three rounds per trigger pull by the manufacturer. Although I've reduced the damage it does per shot to be more realistic as compared to rifles, you will be able to fire multiple bursts and at close range you can do some damage. You also have a greater chance of suppressing the target. It's probably the best small one handed firearm available, but it is a weapon of last resort. I slightly increased the assault rifle damage from 25 up to 30. No other changes. I increased the firing rate of the M-60 to the proper level. It doesn't fire any more bullets per burst, it just fires them more quickly. Strictly a visual effect change. Finally, the shotgun now fires buckshot. I modeled it after the Mossberg 500 pump action 12 gauge. This weapon is a rugged combat shotgun widely used by the US Marines and Army in the 70's. The number of shells was dropped to 8 per magazine from 12. The action points required to fire were increased to match the assault rifle plus a couple points to work the slide (pump). Also, although slightly quicker to aim than a rifle the recoil requires more recovery time between shots. The reload time was GREATLY increased. Unlike most military weapons there is no removeable magazine or clip to just pop in. It will take most soldiers nearly a turn to reload this weapon as the shells have to be loaded one by one into the magazine. I would have made this even higher, but I was afraid some soldiers would never be able to reload the weapon since you can't take one than one turn to reload a weapon (at least as far as I know.) The biggest change was the damage was increased 50% from 40 to 60. Armor penetration was greatly reduced and is now slightly worse than a pistol. However, at close range this is one shot killer for most early aliens. This NOT the weapon to take if you expect to fight at long distance. Here are the file changes: 1. I would simply copy the bullet folder over with the new name "buckshot". So, copy C:\Program Files (x86)\Desura\Common\xenonauts\assets\projectiles\bullet to C:\Program Files (x86)\Desura\Common\xenonauts\assets\projectiles\buckshot 2. In new the buckshot folder replace bullet_e.png with the attached picture and rename it buckshot_e.png 3. Create or replace the contents of bullet_e.xml with this: <?xml version="1.0"?> <!DOCTYPE sequence SYSTEM "sidewalkdtd"> <sequence name="C:\Documents and Settings\Chris\Desktop\blast-red\gunshot\bullet_e.xml" source="./bullet*.png"> <img regx="36" regy="0" name="buckshot_e" savedname="buckshot_e.png" w="0.000000" h="0.000000"/> <framelist> <frame regx="35" regy="-1" name="buckshot.png" w="55" h="13" x="0" y="0"/> </framelist> </sequence> And rename the file as buckshot_e.xml 4. Create or replace the contents of bullet_spectre.xml with this: <?xml version="1.0" encoding="utf-8"?> <spectre id="rocket" version="1"> <state id="default" name="buckshot" pivotX="30" pivotY="20" sortPoint="0.49"> <anim src="projectiles/buckshot/buckshot_e" anim="main"/> </state> </spectre> and rename to buckshot_spectre.xml 5. Replace these entries in your C:\Program Files (x86)\Desura\Common\xenonauts\assets\weapons_gc.xml file with corresponding entries below: <Weapon name="weapon.pistol" bulletType="normal" emptySound="Empty Click 1"> <props range="6" hands="1" recoil="0" weight="1.5" isHeavy="0" clipSize="18" reloadAPCost="8" reloadSound="Weapon Pistol Reload" reactionModifier="1.8"/> <SingleShot sound="Weapon Pistol Single" delay="0.6" suppressionValue="20" suppressionRadius="1"> <Set1 ap="9" accuracy="65" /> <Set2 ap="11" accuracy="73" /> </SingleShot> <BurstFire ap="15" accuracy="45" sound="Weapon Assault Rifle Burst" delay="0.2" shotCount="3" suppressionValue="20" suppressionRadius="2" /> <GUIImage name="gui/weapons/pistol" /> <GroundImage name="grounditemimages/pistol.png"/> <Ammos> <Ammo name="ammo.ballistic.pistol" type="kinetic" damage="15" mitigation="5"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> <Weapon name="weapon.rifle" bulletType="normal" emptySound="Empty Click 1"> <props range="18" hands="2" recoil="0" weight="5" isHeavy="0" clipSize="30" reloadAPCost="15" reloadSound="Weapon Assault Rifle Reload" reactionModifier="1.0"/> <SingleShot sound="Weapon Assault Rifle Single" delay="0.6" suppressionValue="20" suppressionRadius="1"> <Set1 ap="17" accuracy="75" /> <Set2 ap="20" accuracy="85" /> <Set3 ap="23" accuracy="100" /> </SingleShot> <BurstFire ap="35" accuracy="50" sound="Weapon Assault Rifle Burst" delay="0.6" shotCount="3" suppressionValue="32" suppressionRadius="2" /> <GUIImage name="gui/weapons/AssaultRifle.png"/> <GroundImage name="grounditemimages/assaultrifle.png"/> <Ammos> <Ammo name="ammo.ballistic.rifle" type="kinetic" damage="30" mitigation="10" isHypervelocity="0"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> <Weapon name="weapon.shotgun" bulletType="normal" emptySound="Empty Click 1"> <props range="6" hands="2" recoil="0" weight="5" isHeavy="0" clipSize="8" reloadAPCost="45" reloadSound="Weapon Shotgun Reload" reactionModifier="1.4"/> <SingleShot sound="Weapon Shotgun Single" delay="0.6" suppressionValue="30" suppressionRadius="2"> <Set1 ap="19" accuracy="83" /> <Set2 ap="22" 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/buckshot/buckshot" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> <Weapon name="weapon.machinegun" bulletType="normal" emptySound="Empty Click 1"> <props range="30" hands="2" recoil="65" weight="12.5" isHeavy="1" clipSize="50" reloadAPCost="25" reloadSound="Weapon Machinegun Reload" reactionModifier="0.6"/> <SingleShot /> <BurstFire ap="45" accuracy="35" sound="Weapon Machinegun Burst" delay="0.6" shotCount="5" suppressionValue="40" suppressionRadius="4" /> <GUIImage name="gui/weapons/machinegun.png"/> <GroundImage name="grounditemimages/machinegun.png"/> <Ammos> <Ammo name="ammo.ballistic.machinegun" type="kinetic" damage="40" mitigation="15"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> 6. (optional only affects weapon description on soldier screen) Find and Replace pistol damage, shotgun damage, assault rifle damage and clip size numbers in your C:\Program Files (x86)\Desura\Common\xenonauts\assets\weapons.xml file with entries below: in the weapon.pistol section damage <Cell ss:StyleID="s66"><Data ss:Type="Number">15</Data><NamedCell clipsize <Cell ss:StyleID="s66"><Data ss:Type="Number">18</Data><NamedCell weapon.shotgun section damage <Cell ss:StyleID="s66"><Data ss:Type="Number">60</Data><NamedCell clipsize <Cell ss:StyleID="s66"><Data ss:Type="Number">8</Data><NamedCell weapon.rifle section damage <Cell ss:StyleID="s66"><Data ss:Type="Number">30</Data><NamedCell That's it. Let me know what you think!
  23. OK, here is the buckshot beta. What I did was to make the shotgun less armor penetrating, increase the range to match a pistol, large damage increase, reduce the clip size, and make it slower than a pistol. This should bring it roughly in-line from a comparative perspective with the rifle and pistol based on my research. 1. I would simply copy the bullet folder over with the new name "buckshot". So, copy C:\Program Files (x86)\Desura\Common\xenonauts\assets\projectiles\bullet to C:\Program Files (x86)\Desura\Common\xenonauts\assets\projectiles\buckshot 2. In the buckshot folder replace bullet_e.png with the attached picture and rename it buckshot_e.png 3. Create or replace the contents of bullet_e.xml with this: <?xml version="1.0"?> <!DOCTYPE sequence SYSTEM "sidewalkdtd"> <sequence name="C:\Documents and Settings\Chris\Desktop\blast-red\gunshot\bullet_e.xml" source="./bullet*.png"> <img regx="36" regy="0" name="buckshot_e" savedname="buckshot_e.png" w="0.000000" h="0.000000"/> <framelist> <frame regx="35" regy="-1" name="buckshot.png" w="55" h="13" x="0" y="0"/> </framelist> </sequence> And rename the file as buckshot_e.xml 4. Create or replace the contents of bullet_spectre.xml with this: <?xml version="1.0" encoding="utf-8"?> <spectre id="rocket" version="1"> <state id="default" name="buckshot" pivotX="30" pivotY="20" sortPoint="0.49"> <anim src="projectiles/buckshot/buckshot_e" anim="main"/> </state> </spectre> and rename to buckshot_spectre.xml 5. Finally, modify the shotgun entry in your C:\Program Files (x86)\Desura\Common\xenonauts\assets\weapons_gc.xml to this: <Weapon name="weapon.shotgun" bulletType="normal" emptySound="Empty Click 1"> <props range="6" hands="2" recoil="0" weight="5" isHeavy="0" clipSize="8" reloadAPCost="45" reloadSound="Weapon Shotgun Reload" reactionModifier="1.4"/> <SingleShot sound="Weapon Shotgun Single" delay="0.6" suppressionValue="30" suppressionRadius="2"> <Set1 ap="19" accuracy="83" /> <Set2 ap="22" 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/buckshot/buckshot" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> Let me know if you like it.
  24. 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 =)
  25. I am not going to make any weapon mod, but if someone is in need of any graphics, here is a collection:
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