Langy Posted July 29, 2014 Share Posted July 29, 2014 OK, I think this worked out: A little more annoying than if I had been working with Photoshop, but GIMP worked out in the end. Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted July 29, 2014 Share Posted July 29, 2014 (edited) I'd move the main image to the left a bit more, but yeah that looks great! EDIT: Here it is. If there aren't any objections, this is the final version I'm rolling with. Edited July 29, 2014 by skaianDestiny Quote Link to comment Share on other sites More sharing options...
Langy Posted July 29, 2014 Share Posted July 29, 2014 Works for me! Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted July 29, 2014 Share Posted July 29, 2014 In that case I'll be rolling out the next update tomorrow. Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted July 29, 2014 Share Posted July 29, 2014 Here's the update: Dropbox: https://dl.dropboxusercontent.com/u/82304502/Xenonauts/FTD.zip Changelog: -Assault Carrier changes -Renamed from Assault Carrier to Assault Lander. -Weaponry is now 2x AV.DESTROYERMISSILES. Their stats are shown below. AV.DESTROYERMISSILESDamage: 50ROF: 0.1Ammo: 100Firing Arc: 140Lock Time: 1Proj. Speed: 18000Proj. Turn Rate: 500 -HP has been reduced to 4000 -Xenopedia entry has been completed: The Assault Lander is an evolution of the Landing Ship that we have grown familiar to. Whereas the Landing Ship was a slow, bulky transport, the Assault Lander is a sleek, lightning fast, and armed to the teeth. Like the alien Bomber however, the Assault Lander’s ammunition will detonate if the vessel has been damaged enough to be “sunk”, so to speak, leaving little to salvage. The armament consists of a two rapid fire missile launchers at the tips of the front section. These missiles seem to have an extremely high tracking and turning ability, making evasive maneuvers nearly useless and shredding any craft should they attempt close combat. It also sports a small beam whose purpose is to shoot down any missiles that are fired at the vessel, making long range attacks useless. In addition, the Assault Lander is capable of attaining speeds greater than any UFO we have previously encountered. Like its predecessor, the Assault Lander possesses an abnormally large crew for its size. Unlike its predecessor however, the Assault does not seem to be stocked for long-term goals. Indeed, with a not-insignificant amount of space taken up by the weapons, there is barely room for the soldiers, let alone supplies for a base. With these factors in mind, I have determined that the Assault Lander was meant to strike deep in enemy territory, using its weaponry and speed to bypass any defenses. -Langy's Assault Lander Xenopedia image included -Changed AM_BaseAttack to have these values: m:airplane.alien.corvette 0 100m:airplane.alien.landingship 350 100m:airplane.alien.assaultlander 450 100m:airplane.alien.dreadnought 600 100 -Added a new file: mission_researches.xml. This will now allow the player to get the Xenopedia entries on the Assault Lander and Dreadnought if they either shoot one down conventionally or complete a Base Attack/Terror mission that was created by those ships. This means I can remove Researches.AlienCapitalShips from the game (the code is still there, just unresearchable). -New image for the Gravity Pulse Torpedo, includes Xenopedia and weapon images. --- Installation Instructions: REQUIRES X:CE v0.26 Install the mod through the mod loader. You'll then need to go into the mod's "ufocontents" folder and copy the Assault Lander and Dreadnought files. Copy these into the actual game's ufocontents folder (assets/ufocontents). --- Please tell me how well this works and if there are any issues. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 30, 2014 Share Posted July 30, 2014 All looks excellent. Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted August 10, 2014 Share Posted August 10, 2014 Okay, has anyone tested this out? If it's working fine, I'm willing to send this out into Completed Mods. Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted August 11, 2014 Share Posted August 11, 2014 (edited) Got the version from page 13 of this thread, attempted to install with the mod loader and it didn't like it. Tried again with FTD.zip file unblocked and it still didn't like it. The same two dialog boxes appeared both times, and both times Xenonauts had unrestricted permissions. I also tried uninstalling xenonauts and reinstalling it with XCE 0.26 and the exact same problem persisted. Should I just install it manually? Or would it cause problems because it wasn't liked by the mod loader? Dialog 1: Error: Unable to write on "assets/mods" directory. Check program's permissions. Dialog 2: can't open file 'assets/mods/FTD\ufocontents\airplane.alien.assaultlander.andron.xml' (error 3: the system cannot find the path specified.) EDIT: Experienced a very similar problem to this one while attempting to install Kabill's Armored Assault Mod through the mod loader aswell, so it's probably just XCE's exe that's being problematic. Edited August 11, 2014 by Man of Doge Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted August 11, 2014 Share Posted August 11, 2014 You'll need to move the dreadnought and assault lander files in ufocontents into the assets/ufocontents. The game is trying to overwrite files that don't exist. Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted August 11, 2014 Share Posted August 11, 2014 (edited) You'll need to move the dreadnought and assault lander files in ufocontents into the assets/ufocontents.The game is trying to overwrite files that don't exist. The Mod Loader/Launcher still doesn't like it. (It complains about a .png now) I'm gonna try manually installing each file... EDIT: And I have the answer to my question; Manual installation of each file in it's proper place will not work. Edited August 11, 2014 by Man of Doge Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted August 11, 2014 Share Posted August 11, 2014 That's because it was meant to work with X:CE, so it only has the information necessary for the mod, and nothing else. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 11, 2014 Share Posted August 11, 2014 @Man of Doge: If it's helpful to know, I'm experiencing the same problem. Not sure why - I've used the mod installer before without issue but I'm using a different machine so that might be the reason? I note that my Xenonauts folders are set to read-only, but I've tried changing them and it doesn't like it. In any case, to install the mod manually just extract the .zip folder into your assets/mods folder. Job done. Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted August 11, 2014 Share Posted August 11, 2014 (edited) @Man of Doge: If it's helpful to know, I'm experiencing the same problem. Not sure why - I've used the mod installer before without issue but I'm using a different machine so that might be the reason? I note that my Xenonauts folders are set to read-only, but I've tried changing them and it doesn't like it.In any case, to install the mod manually just extract the .zip folder into your assets/mods folder. Job done. Thanks. Edited September 7, 2014 by Man of Doge Quote Link to comment Share on other sites More sharing options...
Kiel Posted August 21, 2014 Share Posted August 21, 2014 Can these new UFO be assaulted? Do they have sprites for ground combat and etc? Quote Link to comment Share on other sites More sharing options...
kabill Posted August 21, 2014 Share Posted August 21, 2014 No, they can't. Even if you can shoot them down without a Fury, they'll leave no crash site. This is mainly due to the lack of art assets. Still, now the modular UFO system is viable again that might change in the long run. Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted August 21, 2014 Share Posted August 21, 2014 I'm coming up with a problem that I've posted in the X:CE General Discussion forum. Mission_researches is not functioning properly, meaning you won't be able to get the Dreadnought and Assault Lander xenopedia entries from completing their missions. This is the one thing that's preventing me from releasing it in Completed Mods. Quote Link to comment Share on other sites More sharing options...
llunak Posted December 22, 2014 Share Posted December 22, 2014 Please have a look at http://www.goldhawkinteractive.com/forums/showthread.php/12527-X-CE-0-31-HF1-No-aliens-in-Battleship . Apparently this mod makes it impossible to use the Singularity Cannon. Quote Link to comment Share on other sites More sharing options...
kabill Posted December 23, 2014 Share Posted December 23, 2014 Please have a look at http://www.goldhawkinteractive.com/forums/showthread.php/12527-X-CE-0-31-HF1-No-aliens-in-Battleship . Apparently this mod makes it impossible to use the Singularity Cannon. If no one else sorts it beforehand, I'll upload a fixed version when I'm back home after Christmas. Quote Link to comment Share on other sites More sharing options...
drages Posted January 1, 2015 Share Posted January 1, 2015 skaianDestiny can i put this mod in my mod? My mod is huge and even with morging it wont be balanced/smooth run.. thx! Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted January 5, 2015 Share Posted January 5, 2015 Go ahead. Good luck with your mod. Quote Link to comment Share on other sites More sharing options...
drages Posted January 5, 2015 Share Posted January 5, 2015 I love u. Quote Link to comment Share on other sites More sharing options...
Coogaar Posted March 21, 2015 Share Posted March 21, 2015 I'm bumping in to a couple of bugs using this mod. I'm using the X:CE branch on Steam. I deleted the install of the mod that branch installed, and am instead using the version of FTD that kabill made available on this thread. I did this by deleting the old directory and replacing it with those files. Version history out of the way, here's the bugs: 1) Decided to see if shooting down the Assault Lander with conventional aircraft was possible. In this case, I attempted it on an Assault Lander with an escort of two heavy fighters. Did not destroy the fighters, did destroy the UFO. I had no fighters left alive in the air when missiles took down the Assault Lander; when the missiles destroyed it the game crashed. The error message said something about missing data when looking for what to do when a UFO is destroyed, sorry I didn't screenshot or copy it. 2a) When attempting to use a Fury to destroy an Assault Lander, I get one of two bugs. This Assault Lander also has an escort of two heavy fighters. The first bug: I get the intercept dialogue, I tell the Fury to engage, I get the victory screen, but the Assault Lander is still flying around on the Geoscape. When I check it, I see that it now only has one heavy fighter as an escort, so my Fury shot down one of the fighters rather than the Assault Lander/whole squadron. 2b) I loaded a few times and launched the Fury slightly later each time to see if it was picking the UFO destroyed randomly and if I could just save scum it in to destroying the Assault Lander. On the fourth attempt I got to the intercept window, clicked "Engage", and the game crashed. Got no error message this time, just a "Xenonauts has stopped responding" from windows. I can make a savegame available from when the Assault Lander shows up. Quote Link to comment Share on other sites More sharing options...
kabill Posted March 21, 2015 Share Posted March 21, 2015 2a) is a vanilla bug. 2b) I think is too, although I thought it had been fixed in XCE (maybe it's not in the current release version though). I've just had a look in the files and I think I know what's causing 1). If you want to fix the issue: 1) Open the mod's aircrafts.xml files; 2) Find the OnWinAgainst column; 3) Add "1x" just before the Items.AlienAssaultLanderDatacore and Items.AlienDreadnoughtDatacore strings so they read 1xItems.AlienAssaultLanderDatacore and 1xItems.AlienDreadnoughtDatacore There might be another issue and I've not checked to see if this works but there's a good chance this is the problem. Quote Link to comment Share on other sites More sharing options...
Coogaar Posted March 21, 2015 Share Posted March 21, 2015 Thanks for the response. I don't know if it's fixed bug 1, but I'll find out once I've got that many interceptors to spare again. Quote Link to comment Share on other sites More sharing options...
Guest Posted March 22, 2015 Share Posted March 22, 2015 (edited) Does the FTD mod change how I can get access to the Marauder? I have taken both the armor plating, data core and should be able to research it. Yet it never appears in my scienteist research panel. I've reached the point where I can research End Game Mission but still seen nothing of the Marauder airplane. I can make the Predator Armor. Edited March 22, 2015 by pistolhamster Quote Link to comment Share on other sites More sharing options...
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