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dpelectric

FTD Mod

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OK, I think this worked out:

UFOdestroyer.jpg

A little more annoying than if I had been working with Photoshop, but GIMP worked out in the end.

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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.

UFOassaultlander3.png

Edited by skaianDestiny

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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.

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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 by Man of Doge

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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.

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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 by Man of Doge

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@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.

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@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 by Man of Doge

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Can these new UFO be assaulted? Do they have sprites for ground combat and etc?

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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.

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skaianDestiny

can i put this mod in my mod? My mod is huge and even with morging it wont be balanced/smooth run.. thx!

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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.

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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.

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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.

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Guest

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 by pistolhamster

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