kabill Posted June 23, 2014 Share Posted June 23, 2014 Fire in the Hole! Destructible UFO Hulls and Dynamic UFO Assaults (v3.0) Features: - Destructible UFO hulls! Certain parts of UFOs can be damaged and destroyed, allowing you to make additional entryways into a UFO. - Rooftop Assault: Units can now land on and move across UFO roofs. In addition, larger UFOs possess one or more sections above ground level which can be destroyed to allow access. Buzzard and Sentinel armour therefore have additional uses when assaulting a UFO. - Enhanced crash sites: Damage marks have been added around the UFOs and fire and smoke effects added too. Sometimes UFOs will already have damaged hulls as a result of the crash, and internal damage to the UFOs can result in destroyed rooms. - Breaching charge weapons for penetrating UFO hulls. While their size and weight make them unsuited for combat, they will destroy UFO hull sections and other props in one go. With only a small radius, soldiers can be deployed nearby to attack as quickly as possible. (Information on how to use the Breaching Charge is contained in a Xenopaedia entry in game). For previous discussion about the mod, here is the original concept thread and here is the previous release thread. Known Issues: The mod is 100% stable, but there are a number of minor issues that I will list here. If you encounter any bugs, please post in this thread or PM me. Major: - (Very) occasionally, Landing Ship UFOs demonstrate some odd issues with LoS between floors and the hull on the upper floor flickers on and off when moving for no apparent reason. This appears to be a vanilla bug which has a habit of manifesting with the Landing Ship for some reason. Hopefully XCE will fix it one day. - I think this is fixed now. Minor: - Sometimes if the UFO has just been caught on the edge of a soldier's vision, you will reveal the hull sections and UFO doors without the rest of the UFO hull. There's nothing I can do about this; it happens with UFO doors in vanilla too. - The level immediately above the top level of a UFO often has invisible barriers which cannot be moved through (shooting is fine so far as I know). It is always possible to fly up and over these (although the mid section of the battleship is a bit tight in places). There's some technical reasons for this so I can't make it not happen; it should have practically no impact on gameplay. - There appears to be a single tile flying around a battleship which reveals a single tile inside the UFO. I don't know exactly what is causing this so I can't fix it. It should have no game impact in any case, as the tile revealed is impassable unless you have destroyed the relevant hull section. (I think this is fixed now) - Some plays have reported heavy lag due to the smoke and fire around crash sites. If this is problematic for you but you still want to play the mod, I have uploaded a variant (available above) which turns the smoke and fire off. --- Download: Fire in the Hole v3.0 ALSO, DO NOT RUN THIS MOD WITH THE ENHANCED CRASH SITES MOD! FIRE IN THE HOLE ALREADY INTEGRATES ADDITIONAL CRASH DAMAGE SO ENHANCED CRASH SITES IS NOT NEEDED. Install Instructions: To install, either: 1) Unpack the zip file into assets/mods; or 2) Install using the mod manager in the Xenonauts game launcher Alternatively, for Steam users, you can install the mod via Steam Workshop. However you install the mod, make sure you set it to 'active' in the mod manager. Uninstall Instructions: To uninstall, either: 1) Delete the mod's folder from assets/mods; or 2) Uninstall using the mod manager in the Xenonauts game launcher If you installed using Steam Workshop, you should also unsubscribe from the mod (otherwise it will keep re-downloading). Note that simply unsubscribing from the mod will not delete it; you must also delete the mod using one of the above methods. --- Appendix: Tips: - The breaching charge is used like C4. It cannot be thrown, however, so you must drop it next to the prop you wish to destroy. - The breaching charge has a + shaped explosion, allowing you to stand soldiers diagonally from where it is dropped without risk of being harmed. - Destructible hull segments can be highlighted using the free-aim mode. When the UFO hull is not displaying, the lighter areas around the UFO shadow's edge indicate where breaches may be made. - To destroy hull sections above ground level, fly next to the segment and drop an activated breaching charge next to it. - To destroy roof sections, you must drop a charge on top of the relevant section (at the moment, there's no good way to identify these sections; I'll think of something at some point that will make this easy). - Fire inside the UFO cannot be moved through unless you are wearing Predator armour (if it's working as I think it should; I've not tested this!) Acknowledgements: - Special thanks to Skitso for designing the breaching charge images (and for sparing me the whip!). - Thanks to Tactical Dragon and Gijs-Jan for AI related tips. - Thanks also to Silencer who has been invaluable in providing feedback for the mod. - General thanks to to all those who have expressed enthusiasm for the mod and thrown in suggestions/ideas. 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