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  1. I imagine it's in the pipeline to be added, as there's one for X1, but I think it would be nice to have it sooner rather than later. There's been a fair amount of work done already on modding the game, while some of it may be outdated soon, gathering it all in one place would help people build upon the knowledge that already exists. To avoid the possibility for somewhat amusing confusion, this post is about modification of the game not the forum moderators.
  2. Hi all, To help me with Modding for Xenonauts 2 I've created a Mod Loader based on a forum post by asdfcyber (https://www.goldhawkinteractive.com/forums/index.php?/topic/28131-first-v25-modding-impressions/#comment-192760) It uses mono.cecil to patch the Assembly-CSharp.dll and inject code that loads mods from a folder of your choosing. Essentially you run the Mod Loader exe and it'll inject the Mod Loader code if needed and then starts Xenonauts 2. It will then call a LoadMods method in the Xenonauts.XenonautsMain constructor. The repo also contains an example mod that shows how to override existing methods using Harmony (https://github.com/pardeike/Harmony) and how to format the mod so that the Mod Loader can detect it. The repo can be found here: https://github.com/38Simulated/XenonautsModding Not sure if there are that many people out there looking into modding the game, but I thought I'd post something just in case it was of any use to anyone.
  3. Hi guys, I'm trying to modify the game files to increase the ammunition available for vehicles so that it has more than 12 shots with the Laser Cannon/Plasma Cannon/Mag Cannon. I tried changing "clipSize" in "vehicleweapons_gc", but that does not increase the number of shots my vehicle has, only its ability to carry more ammo. If anyone is familiar with this issue, please help. It would be nice to have a tank with 35-40 shots, which is like a real tank.
  4. This place is where I´m going to ask all my quetions it should be helpful for beginners as soon as it has discussions inside it.
  5. Update: At time of original post there were some other modding issues. With those resolved which means a mod is feasible barring the font issue, I've reported this as an XCE bug. I'm doing a Chinese translation mod for X:CE. The hard part is done - every text translated, properly working as a mod, and get some working fonts. Now the problem I face... I can't override the fonts as a mod: 1. Arial.mvec does not work as fallback, at least not for Chinese. If I only override arial.mvec, I won't see Chinese in dialogs or Xenopedia. Only English and numbers. 2. The fonts are placed in the mod, in "fonts" folder, but it's no use. 3. If I write Chinese in modinfo.xml, the launcher won't display them correctly. I don't mind the fallback issue much. But I can't solve the remaining two issues. Is this a known limitation? If yes, can it be fixed? Attached is an example mod. After installation everything is blank unless the fonts are manually replaced (and duplicated, in case of dialogs/xenopedia). P.S. Is it possible to translate the launcher? mod_xce_zh.0_34_2_20161028.zip
  6. It seems a lot of the forumites would like the various weapon tiers to be differentiated from each other. So do I! However, we all have our own way in which we'd like the tiers to be differentiated and those differences become very clear whenever the subject is broached. I'd like to solicit your opinions on how you would make each tier it's own special someone within the bounds that current modding allows us to do. The reason I'd like to do this is that I've seen a lot of very interesting ideas for modding weapon tiers but they're split up all over the forums and I think it'd be kind of neat to see them all in one place, so we can riff off each others ideas. Shall I go first? Thank-you, silent audience, I shall. I'm working on the following concepts: 1) That each tier has a special weapon. Something unique to that tier that you can't replicate anywhere else, and adds significant value to the team. 2) That each tier has changes that can't be easily number crunched to calculate exactly which weapons provide the "best" (for a given definition of "best"). 3) That each new tier impresses the hell out of the player (so they are sutibly rewarded for putting in all the work researching it), but at the same time doesn't not automatically obsolete existing tiers. Special weapons For the laser tier, I already have a special weapon: the Firewall Area Denial Weapon. Basically, all it does is suppress, but it's very good at what it does! For the plasma tier, I'm working on a weapon similar to the aliens' plasma cannon. Like the plasma cannon, it'll do incendiary damage. The intention is for it to be very good at destroying cover and it will also have a good chance of setting fires in the area where it detonates. The MAG tier was tricky, but what I'm going to make is the MAG equivalent of a . It'll fire compressed pellets of alienum. What this will do is give squaddies the option to have a rocket in their pocket, quite litterally. While it won't be as good at the actual rocket launcher, it will provide a one-handed AOE weapon that you can't get anywhere else. Changes For each tier, I focussed closly on what I could provide that would make it unique without making it easy to number crunch. After a lot of experimentation, I think this is what I'm going to do. For lasers, I'm going to make it slightly cheaper to shoot and reload, dropping the cost of shooting and reloading by 5pts per weapon. 5pts doesn't sound much, but it adds up very quickly, especially in the hands of experienced soliders who have plenty of AP to spend. For plasma, I'm going to have the human-copied plasma tech follow its alien brethern. Autofire for everything! Autofire for pistols, autofire for plasma shotguns, autofire (2 shots) for the precision rifle! And those things that have autofire will get an extra shot - 4 shots for the rifle, and 6 for the 'caster. For MAG, I'm going to tag each one with the diasable damage scaling flag, so it doesn't matter how far out of range they are, they will never suffer damage drop. ------------ Well, that was me. How about you?
  7. I've added copies of the 5 laser weapons and changed them all to "advanced laser"....etc. But I cant figure out how to change the research screens title/descriptions. See images below. I simply want to change "Laser Weaponry" to "Advanced Laser Weaponry" for my new research/items. Any ideas? I've tried adding entries into researches.xml and strings.xml....but Im lost.
  8. 8/28/2012 XenoArmory is now updated to function with V14 with a couple of other updates. You can load the current data that Xenonauts is using, edit them, and update the working files for Xenonauts. It is still a bit limited, but for those that want to modify the parameters of the existing weapons it works just fine. You can download the installable version here: https://www.box.com/s/86qhy7knbmm3a96vccyg You can get the code here (In VB.Net 2010): http://www.box.com/s/1bc1cf349d327c993d62 Before Using: Replace the current strings, weapons, and weapons_gc files with the ones in the zip file that you can download here: Fixed Files What it can do: This program can load the current data from Xenonauts, display it, allow editing, and can replace the existing files that Xenonauts uses to run. What it can't do (yet): You cannot add weapons, delete weapons, nor change the name of weapons. Adding weapons will not likely come anytime soon, because you have to generate spectres and that will take some time to implement. Steps to getting the Xenonauts data up: 1. After starting the program click on "Forms... -> Weapons". An empty form will pop up. 2. Once the form is open click on "Load -> Current Values" which is the top left of the form that just opened. You will now see all of the weapons listed on the left and the values displayed of the first weapon in the list. 3. To edit a specific type of ammunition (certain weapons have multiple types) click on Select Ammo and then whichever ammo you want to work with. 4. To flip between weapons click on the name of the weapon on the left side. "Save -> Save As..." will allow you to save a data file with a root name of your choosing. For example if I select a file location and typed in "QM" the resulting files would be "QM.xml" and "QM_gc.xml" that correspond with the weapons and weapons_gc files. "Update -> Replace" replaces the files that Xenonauts is currently using with new ones based on the data for the weapons that you are currently manipulating. In case of error...... The files that are replaced by the program are sent to your computer's recycling bin.
  9. Are regions edited by modifying the images in asserts/earth, or are there master images from which these are generated (in which case, can I get them somehow)? I want to do a bugreport about Europe (Austria in the wrong region, misnamed) and I'd like to include the corrections, but I don't want to edit all those similar images just to possibly find out that's not the way to do it.
  10. Is it possible to mod out the panic system in Xenonauts? If so could anyone make one please? Thanks.
  11. So, here's my issue. I replaced the old rank images and renamed them (but left all code besides the strings the same, that's what confuses me), and the new rank insignias showed up correctly with the new rank names in the soldier equip screen, but on the ground combat the rank images were messed up. What's odd is that they showed the correct set of rank images (the ones I had installed and replaced the older ones with) but the insignia was that of the previous rank. So, a captain would be labeled a lieutenant, a lieutenant a sergeant, etc. In the vanilla game there is no such problem, but when I replace a simple image file to another one named the exact same thing it messes up the system. What's going on here? Can anyone offer advice?
  12. Any1 know what files u need to make changes in to add ranks to the game?
  13. Hi! Some grandiose ideas I believe. 1. Water Missions: - Is it possible to add in, in the code somehow, water missions? Downing an aircraft over water, triggering an underwater mission? 2. Geoscape - Is it possible for the Geoscape to evolve? Let's say I manage to push back the alien forces and win the game, but does the game have to end there? Can I take the battle to... our solar system? (Fight in space and use planets as bases) Not saying it would be an easy task in any way, or that I have the skill to do it, I am simply curious if it is possible.
  14. I've been interested for a while learning how to make new weapons and equipment for Xenonauts, and having had some successful attempts, I would like to share what I did to create a new gun for the game. At this point, I'd like to give a big shoutout to Gauddlike and Quartermaster. I found their posts and the work they did on the Xenonauts wiki very useful. The design brief I set for myself was to create a stun rifle, basically a ranged version of the stun baton. It should be researched (after Alien Biology is researched) and manufacturable (both rifle and ammo). The weapon is a high-powered rifle, adapted to fire a dart which delivers a powerful electrical shock to the victim. First place to go is weapons_gc.xml, where you set up the stats for the weapon. <Weapon name="weapon.stungun" bulletType="normal" emptySound="Empty Click 1" reactionModifier="0.8"> <props range="26" hands="2" recoil="0" weight="6.5" isHeavy="1" clipSize="1" reloadAPCost="15" reloadSound="Weapon Precision Rifle Reload" /> <SingleShot sound="Weapon Sniper Single" suppressionValue="0" suppressionRadius="0"> <Set1 ap="21" accuracy="75" /> <Set2 ap="25" accuracy="95" /> <Set3 ap="28" accuracy="120" /> <Set4 ap="31" accuracy="150" /> </SingleShot> <BurstFire/> <GUIImage name="weapons/ballistic/alternative/PSG1.png"/> <GroundImage name="grounditemimages/assaultrifle.png"/> <Ammos> <Ammo name="ammo.ballistic.sniper" type="kinetic" damage="1" stunDamage="40" mitigation="100"> <Projectile spectre="projectiles/bullet/bullet" speed="1200" delay="2.5"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> This is basically a cut-and-paste of the precision rifle entry, with some of the stats adjusted, a new name (weapon.stungun), and an alternate graphic used for the weapon. Note that the weapon has an absurdly high mitigation value and a very low damage value. This is because I found out that stun damage is currently dealt in addition to actual damage. No actual damage = no stun damage. So I set it to cause 1 point of damage, and to ensure it caused that point of damage, it mitigates all known armour. EDIT: Also please note I am using the ammo type for the precision rifle. This will come in important later. After the weapon is made, it has to be registered with several other files to make it a usable item. You have to add it to weapons.xml.This adds it to the base layout, along with statistics which will be displayed when you click on it. <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s63"><Data ss:Type="String">weapon.stungun</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s63"><Data ss:Type="String">weapons/ballistic/alternative/PSG1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s63"><Data ss:Type="String">weapons/ballistic/alternative/PSG1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s63"><Data ss:Type="String">ballistic</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Boolean">1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">260</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">1.25</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">6.5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">2</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s63"><Data ss:Type="String">ammo.ballistic.sniper</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s64"><Data ss:Type="Number">18</Data></Cell> </Row> You then have to add it to items.xml. This registers the item with the game in general. <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s69"><Data ss:Type="String">weapon.stungun</Data></Cell> <Cell><Data ss:Type="Number">1000</Data></Cell> <Cell><Data ss:Type="String">Unlimited</Data></Cell> <Cell><Data ss:Type="String">weapons/airplane/rocket</Data></Cell> <Cell ss:StyleID="s64"><Data ss:Type="String">Item.Dispose.Destroyed</Data></Cell> </Row> Take a look at the third data row “Unlimited”. This variable when set to unlimited will make the item appear on the solider screen straight away. (I do this for testing purposes). Now, we're not done yet! The name weapon.stungun is understood by the game, but may be confusing to the player. There is a file called strings.xml, where I then put a description string for weapon.stungun so it comes up all pretty if I mouseover on it. <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">weapon.stungun</Data></Cell> <Cell><Data ss:Type="String">Stun Rifle</Data></Cell> </Row> Then finally, you have to add spectre files for the weapon so soldiers can carry it in the ground combat. To do that, from the /assets directory go into the /units/xenonaut/ directory. Then for every armour type (basic, jackal, wolf), go into the respective directory (e.g. for jackal /units/xenonaut/jackal/) and create a new directory with the weapon name as defined in weapons_gc.xml. So I created a weapon.stungun directory ( /units/xenonaut/jackal/weapon.stungun/ ), then copy and paste the most appropriate soldier spectre file from the other directories, or make up your own spectre file if you have unique art assets. (so I copied soldier_spectre.xml from weapon.sniper as the rifles look the same). At that point, I've done enough to create a new weapon. If I now start a game and go to the solider tab in the base, I will see the stun rifle. If I mouseover on the stun rifle, it will give up the description “stun rifle”. I will discuss research and manufacture in my next post (when I have written something worthwhile).
  15. Hey folks, just interested to see what people have done to the game by tinkering with configs, or using mods, or generally just mucking around with it, and how it's panned out. Personally I'm playing the game with a -massive- amount of money, think I gave myself about fifty million at the start or something, plus I changed the capacities of the aircraft to carry the most people possible (which I think is eighteen). In addition I am running the realistic aircraft mod (which is why I wanted all that money, wanted to try all the planes out). The effect of all this modding has been pretty cool I think in that it has changed the nature of the game and moved the goal posts. Unlike playing the game with regular resources, a fat pile of money means that I was able to place bases on every continent straight away, with a specialised research and construction facility as well. Coupled to this I've got regional Xenonaut squads, as well as special teams for live capture and heavy assault. All this extra firepower moves the objectives for me however, because obviously having all this gear I am able, indeed pretty much compelled to not allow any incursion to go unanswered, so when the aliens show up things get a bit hectic, with fighter groups being scrambled all over the world. Having lots of troops means that experience is harder to come by for any given soldier, and equipping the whole cadre of troops is just not happening, so I've had to face more than one terror mission with large numbers of badly equipped and inexperienced soldiers, because they were the only guys in reach. Such missions can be a bit of a bloodbath, but I like the style of arriving in force, fairly confident of victory, but having to focus more on keeping casualties down than worrying about whether I'll win the fight or not. Alien base missions are proving a particular swine, because my troops tend to be pretty green round the gills, which means casualties can be heavy, and of course this means that experience remains low. My elite heavy assault team for example, on my first ever base assault, suffered about 80% casualties and had to be rebuilt out of softboys in a hurry. It's still a challenge, because I've set the target of engaging the enemy in a much more aggressive and broad way than would be possible with a normal start up. I don't know if it will pan out to be particularly balanced with the endgame, however I like this style of play- it kind of presents the game situation as more of a no-holds-barred fight against the aliens, rather than a low key resistance fight. So, what have you folks managed to do? Any recommendations?
  16. Mostly to improve modding..and thus allow more options..and thus make everything better. 1) Damage falloff with distance in weapons. That would be cool in some weapons like laser (diffusion) and plasma (dispersion) Juut like you have Pelletcount='5' in the weapon file, have damagefallffactor. This shouldn't be hard to implement, since it's just one aditional variable that only affect damage (before other calcs) A negative value would increase damage with range. 2) Right now, predator armor cannot carry light weapons. It's cool to be able to restict weapons like that. But how about the reverse? Restricting a heavy weapon so that you need a powered armor to carry it? 3)There was something else, but I forgot.
  17. Hi, From examining various research and manufacture times of items, I was wondering if it was possible to make my scientists and engineers more efficient in their duties? Could I for example make 10 engineers the equivalent to 100 and make them 10 times faster, or would I need to adjust the research and manufacture times of all items individually? This is my first attempt at modding so please be gentle with me Cheers, Andy.
  18. I was trying to add more sounds to the footsteps code for my xenonauts but it also changes the footstep sounds for the aliens although the aliens have their own designated code/files. Is it a bug? Perhaps the devs haven't got to linking the aliens to the right code. Does anybody know? Also, unlike any sounds, it seems like footstep sounds end right after the action is completed. Does anyone know how to get around that? Thanks for the help.
  19. Hi, I'm Max Caine. You may remember me from such mods as Smokestacks of Pain: Hotrodding your DeathTank and Sexy Stories of the Alien Menace. In a couple of weeks time I'm going to be embarking on another little Xenonauts mod, and it's going to involve quite a lot of technobabble. I'd like my technobabble to be plausible technobabble, so I'd like to ask the help of the more sciency people that frequent these forums. What it would involve is me describing what I think is good technobabble, you wincing in pain and beating me over the head with a verbal stick, with the ideas flowing back and forth until we hit on something that looks and feels right. If you're interested, hit me up with a PM and I'll describe it to you in greater detail.
  20. I've been trying to get ReplaceItem to replace a inferior version of the Hunter with a superior version of the Hunter, and am not havng much luck. Is ReplaceItem limited to Normal, UnlockonResearch, Unlimited and Capped items?
  21. SNIP - Well apparently I have something else going on. After reverting the aiprops.xml to Vanilla (after fully reinstalling the game did not help), I am still getting a 'pending animation' issue (seen in Dbgview tool, but not the InfinitLoopFix tool - since it is not an infinite loop, just a permanent wait state). Oh, well, back to manual testing of all files. One thing I can share, so this is not a total waste of a thread is that with the reinstall I was able to test a theory and it makes the game load faster on my system. I re-partitioned one of my HDs and formatted it to NTSF/512 (not 4096) so that it would not assign large blocks to tiny files. So far my mission load times are much faster (about 1/3 the time). So for all modders who will be constantly loading and reloading to test changes, I strongly encourage you to try it. It will work best with fully unpacked PFP files, so either get the unpacked version, or unpack them yourself. Just remember to install any patches/fixes after, even if you did it before you unpacked the PFPs. EDIT 2 - Apparently it was the config.xml. I forgot that I changed the min chance to hit from 1 to 0 expecting a CTD due to an 'out of range' variable, if 0 was not allowed. Apparently this is not the case. So do not lower to 0. I have it set at 0.1 and it seems to work. I will update if this changes. Cheers!
  22. Is it done by changing isOverdamage="1" to "0" in weapons_gc.xml or is there some other variable?
  23. I've been playing the game for a while now, and I love it. I went through the classic X-Com routine of naming every single soldier, customizing their loadouts, and then watching them die horribly the moment they stepped off the dropship. The only problem is that I want more. Now that every soldier has their own preset name, face, and nationality, I don't feel like I have full control over them any more. I remember that in the original game, there were plenty of editors that you could use to edit your squaddie's stats, but from what I've seen so far Xenonauts is much more moddable. Is there any way of changing a soldier's name and such within the game files, or will I have to wait for an editor post-release? P.S. I don't have a lot of modding experience. If you have any advice, please put it in "layman's" terms.
  24. I was thinking about tinkering with a weapon balance mod. It probably will hinge on suppression so I wanted to start taking a look at that. And Stinky got me started with some of the suppression info, however is there any way to add an accuracy penalty to suppression? I was told Suppression is tied to bravery, but how does that reduce Alien TUs so they cant fire?
  25. People want it, and I am having a hard time finding a good sword sound (IE an unsheathing or swinging sound,) effect that isn't behind a money barricade. I am looking for suggestions for one that people would like to listen to as they hack down random fools in new york, because, apparently some sick people want to hack down fools in new york with an extremely fine bastard sword. A sentiment I cannot totally disagree with. In addition, I am inspired to make sound effects for the battle rifle firing, and am somewhat inspired by the Fallout 3 snipers firing sound. The major issue I have with this sound being it is copywritten. However, Finding a sound quite like the screeching of the metal in that rifle as it screams "You are a dick" to you so gloriously is quite difficult. Once again, If someone finds a sound effect that could potentially be turned into such a glorious sound, to be mixed into a good battle-rifle sound, I would be quite grateful. Edit: I will keep up my own search for it, but my own ineptitude in sound mixing means that I am both missing potential winner SFX, and that I am very bad at read describing sound as one would label a sound effect. I need just the sword sound, or three, and a...... Whatever is that underlayed, high pitched screech of the metal in the FO3 sniper rifle would be called. I will then mix the sounds with my own SFX (Be it rifle sounds I mix them with, or something else,) to get what you will hear in my mod. I will keep up my search, but... This is something that is not my expertise. Edit: I have two adequate battle rifle sounds now.
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