Jump to content

Search the Community

Showing results for tags 'gameplay'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Updates
    • Release Announcements
    • Development Updates
    • Off-Topic
  • Xenonauts-2
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
    • Xenonauts-2 Features
  • Xenonauts: Strategic Planetary Defence Simulator
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Biography


Location


Interests


Occupation

Found 6 results

  1. 1) Reapers should have a lower chance of instantly killing your soldiers if they have better armor equipped. I disliked how in xenonauts you were just as vulnerable to Reapers at the end of the game as you were at the beginning of the game. 2) Interceptors should not take so long to refuel. It took far too long for planes to rearm and refuel in xenonauts. Three UFOs would spawn and I'd take one down then have to wait three hours for my planes to be able to take the next one down, and while Im waiting the UFOs are causing havoc and lowering my funding, which then affects my ability to get new planes which would help me combat all the UFOs. 3) I'd like to see more variation in alien creatures. The aliens in xenonauts were all two legged slightly human looking creatures, and that made them boring to look at. For example maybe try to make the Wraiths look more raptor like, or maybe make a new species that is just a mass of tentacles. 4) When a civilian is found and they cant see any aliens they should try to make it to the xenonauts dropship and hide there. This would help keep the citizens out of your way and keep them safe. 5) Some more lore oriented research. 6) Give the head researcher a Nobel prize. He deserves one. Thank you for taking the time to read this. I'd love to hear your thoughts on my suggestions.
  2. Xenophobia Mod Compilation ver 1.5.0 Xenonauts ver. 1.07 / 1.08 / 1.09 Sept 2 2014 Download on the NEXUS MOD PAGE v 1.5.0 Nexus Mod URL: NEXUS - XENOPHOBIA Be sure to check for update/patches in the downloads section. Installation instructions at bottom of this post & INSIDE the installer. README Xenophobia is a mod pack COMPILATION PATCH and economy overhaul. This compilation/mod is dependant on the CC BY-NC-SA 4.0 protected data files, this compilation is licensed under the same terms. Mods combined XNT 5.31 final (firebat) and all the assets that mod includes. Xenonauts: Community Edition 0.28 Reverted back to 0.25HF if you experience crashes!! Asymmetric Weapons Tech with Plausible Advanced Ballistics v0.4 Skitso's Sleek AI Turn (Removes Hidden Movement) Ecomomy Restored (my previous mod) Corporation Weapons Expansion for XNT (my previous mod) Fire in the Hole v1.3.3 (maps and tiles extracted already) Skitso's Improved Tree Stumps Skitso's Ultimate Megamix Map Pack 2000 v1.1 Kabill's (sort-of-random) Arctic, Farm and Desert map packs Shots replacement mod (improved projectile art) Mobile Infantry jackal armor replacement mod (used for XNT impjackal) Khall's Carbines/Shotguns + Extras Mod [V.1] Realistic Aircrafts mod v1.1 by SoloA Armoured Assault! A Vehicle Rebalance Mod by Kabill v1.1 UNSC weapons pack by by Fucille Choices Mod (parts 1 & 2) by aajs Additional Changes Economy overhaul, No more "unlimited" weapons, equipment, aircraft or ammo. All items manufactured now sell for a small profit, between +25% to +75% depending on the materials used. Aircraft can be recovered, lots of new weapons! Can now manufacture ALL aircraft weaponry and mix and match the loadouts as you desire. Reverse engineer UFO weaponry for your aircraft. All solider weapons, ammo and equipment must now be paid for and manufactured. Everything unlocks for manufacture by research. Added Aircraft weapon stats displayed on the weapon slot of the aircraft now! Begun adding weapon descriptions with stats for all new items (melee complete, guns at about 50% complete). Unique artwork for Multi-ammo rifle, shotgun & machinegun More research trees for new stuff! Added Xenopedia art for new stuff! Memorial Wall re-enabled. Feature List 138 new ranged weapons 20 new melee weapons (with sounds) 6 new shields (and you can repair and carry them in inventory!) 4 new medical kits 32 new planes, including 3 UFOs! 40 new missiles. 20 new aircraft's cannons. 1 new tank! Includes Memorial Wall UI. Shield and medkit reload/refilling enabled New balanced base structures! New living quarters, New laboratories ,New workshops New multi-ammo rifle & shotgun and 6 ammo types (AP, HE, ZAP, STUN, ALLOY, TOXIC) Re-implemented particle beam heavy laser weapon & DHVRL Added Improved barracks screen. Makes it easier to see all the troops at once (from Magnum-nauts by Mikhail Ragulin) Added Improved Mission and kill count in the GC equip window. The kills update during the missions (from Magnum-nauts by Mikhail Ragulin) Manufacturing categories altered and sorted item names Improved and larger UI Lasers & Plasmas now grouped under "Energy" tab MAGs and other heavy/unique ranged weapons under "Advanced" tab Melee tab added to support and sort the new melee weapons Medikits moved to "Melee" tab. Explosive C4 and Breaching charges moved to "Grenades" tab Equipment/Other is for shields now. Total rebalance of the aircrafts and aircraft's weapons. New aircraft's researches added (Coop with USA, USSR and EU for new jets) Generic items sell for +25% of the manufacture cost. (such as a rifle costs $1000, you can resell it for $1250)...etc. Items built with alien alloys sell for +50% of manufacture cost. Items built with alien alloys & Alenium sell for +75% of manufacture cost. Recommended Changes Slightly increase your starting funds in gameconfig.xml is recommended as you now need to pay for alot more than before. Installation: Xenonauts v1.08 or v1.09 game files Install the mod with the Xenophobia installer file. Play and report any bugs you find so I can continue to improve this mod! Requests within reason are welcome. Credits and Thanks Check for latest version at Forum thread: - Goldhawk http://www.xenonauts.com - Xenonauts community http://www.goldhawkinteractive.com/forums - XNT - Into Darkness team and XNT 5.31 http://www.goldhawkinteractive.com/forums/showthread.php/11449-X1-08-X-CE-0-25HF-XNT-Into-Darkness-Mod-V5-3-The-Firebat - Xenonauts: Community Edition 0.25/0.26 and above (Thank you Solver!) '>http://www.goldhawkinteractive.com/forums/showthread.php/11312-Xenonauts-Community-Edition-0-25HF-0-26HF-changelog-and-downloads3 - Skitso's Sleek AI Turn (Removes Hidden Movement) (and all his other great mods) http://www.goldhawkinteractive.com/forums/showthread.php/10967-V1-07-Skitso-s-Sleek-AI-Turn-%28Removes-Hidden-Movement%29 - Asymmetric Weapons Tech with Plausible Advanced Ballistics v0.4 '>http://www.goldhawkinteractive.com/forums/showthread.php/10368-MOD-WIP-Asymmetric-Weapons-Tech-with-Plausible-Advanced-Ballistics - Fire in the Hole! Destructible UFO Hulls (v1.3.3) 3%29'>http://www.goldhawkinteractive.com/forums/showthread.php/10909-v1-06-X-CE-v0-21-Fire-in-the-Hole!-Destructible-UFO-Hulls-%28v1-3- 3%29 - Magnum-nauts http://www.goldhawkinteractive.com/forums/showthread.php/11189-v1-07-Magnum-nauts - Mobile Infantry jackal armor replacement mod http://www.goldhawkinteractive.com/forums/showthread.php/11286-Mobile-Infantry-Would-you-like-to-know-more - Khall's Carbines/Shotguns + Extras Mod [V.1] http://www.goldhawkinteractive.com/forums/showthread.php/11608-V1-09-Khall-s-Carbines-Shotguns-Extras-Mod-V-1 - Realistic Aircrafts mod [v1.1] by SoloA http://www.goldhawkinteractive.com/forums/showthread.php/3217-Realistic-Aircrafts-mod-v1-0 - Kabill's sort-of-random Arctic, Farm and Desert maps http://www.goldhawkinteractive.com/forums/showthread.php/11422-v1-08-X-CE-0-25-Kabill-s-%28Sort-of%29-Random-Maps! - Armoured Assault! A Vehicle Rebalance Mod by Kabill http://www.goldhawkinteractive.com/forums/showthread.php/11692-X-CE-v0-26-Armoured-Assault!-A-Vehicle-Rebalance-Mod - UNSC Weapon Pack by Fucille http://www.goldhawkinteractive.com/forums/showthread.php/11862-UNSC-Weapon-Pack - Choices Mod (parts 1 & 2) by aajs http://www.goldhawkinteractive.com/forums/showthread.php/11770-Xenonauts-Choices-Mod-Part-2 Disclaimer This compilation/mod is dependant on the CC BY-NC-SA 4.0 protected data files, this compilation is licensed under the same terms.This is a compilation pack to make several mods play nicely together I'm merely combining it and adding some of my own stuff for fun and not-for-profit. Any of the XML files, you may edit as you desire without permission. In fact, I encourage you to do so! Xenophobia is a work-in-progress mod. As such, use at your own risk. If you encounter issues, please report them to help me find and fix to make the mod better.
  3. Xenophobia Mod Compilation ver 1.2.2 Xenonauts ver. 1.07 / 1.08 / 1.09 Download v1.2.2 HERE (109MB) v1.2.2 Unlimited Aircraft Patch HERE (34.4KB) The "Unlimited Aircraft" Patch reverts all aircraft and aircraft weapons to being unlimited and no cost to build as normal. Nexus Mod URL: NEXUS - XENOPHOBIA README Xenophobia is a mod pack COMPILATION PATCH and economy overhaul. As such, for this mod pack PATCH to function, you will need files from other mods for it to work, notably XNT, as this mod does not contain those files to function. This compilation/mod is dependant on the CC BY-NC-SA 4.0 protected data files, this compilation is licensed under the same terms. WARNING This is a work-in-progress mod. v1.2.2 completely alters content, game economy and manufacturing. Mods combined XNT 5.31 + Hotfix 2 and all the assets that mod includes. Xenonauts: Community Edition 0.25HF Asymmetric Weapons Tech with Plausible Advanced Ballistics v0.4 Skitso's Sleek AI Turn (Removes Hidden Movement) Ecomomy Restored (my previous mod) Corporation Weapons Expansion for XNT (my previous mod) Fire in the Hole v1.3.3 (maps and tiles extracted already) Skitso's Improved Tree Stumps Skitso's Ultimate Megamix Map Pack 2000 Shots replacement mod (improved projectile art) Mobile Infantry jackal armor replacement mod (used for XNT impjackal) Khall's Carbines/Shotguns + Extras Mod [V.1] Additional Changes Economy overhaul, No more "unlimited" weapons, equipment or ammo. All items manufactured now sell for a small profit, (between +10% to +40%) Aircraft can be destroyed and must be rebuilt. Can now manufacture ALL aircraft weaponry. Reverse engineer UFO weaponry for your aircraft. 74 new ranged weapons 20 new melee weapons (with sounds) 6 new shields (and you can repair and carry them in inventory!) 2 new medical kits (small pill and ultra medipack) Shield and medkit reload/refilling kits New multi-ammo rifle & shotgun and 4 new ammo types (AP, HE, ZAP, STUN) Re-implemented particle beam heavy laser weapon & DHVRL Added Improved barracks screen. Makes it easier to see all the troops at once (from Magnum-nauts by Mikhail Ragulin) Added Improved Mission and kill count in the GC equip window. The kills update during the missions (from Magnum-nauts by Mikhail Ragulin) Manufacturing categories altered, Ammo & Armor now share the same category to sort weapons from ammo for easy viewing. SORTED all weapons, armor, ammo and items into NEW categories for both inventory AND manufacturing: Lasers & Plasmas now grouped under "Energy" tab MAGs and other heavy/unique ranged weapons under "Advanced" tab Melee tab added to support and sort the new melee weapons Medikits moved to "Melee" tab. Explosive C4 and Breaching charges moved to "Grenades" tab Equipment/Other is for shields mainly now. To be added later: New balanced base structures! (5 tiers of living quarters, workshops, labs, storerooms, medical centers) To be added later: 3 tiers of base turrets & radar buildings (3 tiers of radar, missle, laser, plasma, mag) turrets! Everything properly placed in the research trees to unlock and discover! Recommended Changes Slightly increase your starting funds in gameconfig.xml is recommended as you now need to pay for alot more than before. Installation: 1. Xenonauts v1.08 (v1.09 may work also, untested) 2. Install XNT 5.31 + HotFix 2 (you do NOT need to install FiTH maps & tiles, its already included!) 3. Copy Xenophobia files to /assets/ and overwrite when prompted 4. Play and report any bugs you find so I can continue to improve this mod! Credits and Thanks Check for latest version at Forum thread: - Goldhawk http://www.xenonauts.com - Xenonauts community http://www.goldhawkinteractive.com/forums - XNT - Into Darkness team and XNT 5.31 http://www.goldhawkinteractive.com/forums/showthread.php/11449-X1-08-X-CE-0-25HF-XNT-Into-Darkness-Mod-V5-3-The-Firebat - Xenonauts: Community Edition 0.25/0.26 and above (Thank you Solver!) http://www.goldhawkinteractive.com/forums/showthread.php/11312-Xenonauts-Community-Edition-0-25HF-0-26HF-changelog-and-downloads3 - Skitso's Sleek AI Turn (Removes Hidden Movement) (and all his other great mods) http://www.goldhawkinteractive.com/forums/showthread.php/10967-V1-07-Skitso-s-Sleek-AI-Turn-%28Removes-Hidden-Movement%29 - Asymmetric Weapons Tech with Plausible Advanced Ballistics v0.4 http://www.goldhawkinteractive.com/forums/showthread.php/10368-MOD-WIP-Asymmetric-Weapons-Tech-with-Plausible-Advanced-Ballistics - Fire in the Hole! Destructible UFO Hulls (v1.3.3) http://www.goldhawkinteractive.com/forums/showthread.php/10909-v1-06-X-CE-v0-21-Fire-in-the-Hole!-Destructible-UFO-Hulls-%28v1-3-3%29 - Magnum-nauts http://www.goldhawkinteractive.com/forums/showthread.php/11189-v1-07-Magnum-nauts - Mobile Infantry jackal armor replacement mod http://www.goldhawkinteractive.com/forums/showthread.php/11286-Mobile-Infantry-Would-you-like-to-know-more - Khall's Carbines/Shotguns + Extras Mod [V.1] http://www.goldhawkinteractive.com/forums/showthread.php/11608-V1-09-Khall-s-Carbines-Shotguns-Extras-Mod-V-1 Disclaimer This compilation/mod is dependant on the CC BY-NC-SA 4.0 protected data files, this compilation is licensed under the same terms. This is a compilation pack to make several mods play nicely together I'm merely combining it and adding some of my own stuff for fun and not-for-profit. Any of the XML files, you may edit as you desire without permission. In fact, I encourage you to do so!
  4. This was originally a v19 play-through in preparation for v20, but it seems the game updated when I thought I had it set not to, so surprise - we're doing v20! (que confetti) Head to v20 discussion here or click the link below to head to the playlist. (YouTube)I'd prefer comments be left on the video page, but if you hate Google+ then feel free to post 'em here instead. I completely understand. Soldier names are being accepted and put into play in random order, as that's the only way I can think to do it fairly (or at least evenly unfair) with as many names as I get.
  5. I am thinking in perhaps recording a few games and If I feel like that particular game was worthwhile, perhaps I could record it and comment on what happened in it. This is on insane difficulty, so it´s just straight up iron man mode.
  6. Hey guys I heard about this game and decided to look into it because I got kinda obsessed with Silent Storm (and its add-on... I even sort of enjoyed the extremely unpolished "Hammer & Sickle" spinoff) and was sad that there wasn't really anything else like it out there. I tried JA2 but could never really get into it, I think part of the reason is that the combat just didn't feel as deep as Silent Storm, possibly because of the lack of the bullet penetration/destruction and combat across multiple stories of a building that SS has. (i.e. shooting a guy peeking his head through a doorway from the floor up above by blasting a hole in the floor with automatic fire) I also enjoyed the RPG element that SS has, in terms of choosing what skills to level up, was more interesting to me than JA2's purely "by the numbers" system. Also SS had some nice shooting options, for example you could spend AP points over several turns on a single sniper shot. So I was wondering does Xenonauts have gameplay closer to JA2 or Silent Storm? I never played X-com unfortunately. thanks
×