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[X1.09 + X:CE 0.26HF] XENOPHOBIA- Ultimate Compilation Mod


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Quick question,

using the latest patch, but for some reason, nothing to research anymore.

got all the tech required for lasers, they dont seem to pop up for research...

Researches.AlienPlasmaTechnology

Researches.AleniumExplosives

Researches.AlienAlloyFabrication (requires Researches.AlienAlloys(AND)Researches.Alenium)

Researches.AlienElectronics

If you already unlocked ANY of these things above in a previous version of the mod (ie, if you are using an old save file from before 1.4.2) it will not unlock.... This is a common issue when changing researches.xml, if something was already unlock the game WILL NOT unlock things retroactively with the exception of researches that simply require an item/weapon/corpse.

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You are the man when it comes to prompt bug fixes, sorry I only seem to complain.

Squeaky wheel gets the grease as they say. Speaking of which, I really dont mind bug reports as it helps everyone and I like bug-free games as much as you guys, its when I get posts bitching about balance that I dislike. :)

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Squeaky wheel gets the grease as they say. Speaking of which, I really dont mind bug reports as it helps everyone and I like bug-free games as much as you guys, its when I get posts bitching about balance that I dislike. :)

Well more bugs. Dermal Regenerator & Metabolic boost injection can be manufactured but do not show up in the equipment screen. Also I'm not sure if this is a bug or not The light ballistic machine gun has the same -80% TU as the Alenium Ballistic machinegun both of which unlock at the same time so i'm not sure what the advantage of the light over the Alenium is.

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Bug: It also appears I'm unable to recover stunned soldiers in ground combat. This is a slightly annoying bug since it seems most aliens are equipped with stun blasters or grenades. :(

Keep up the good work though, I'm digging this mod.

Explain this more, because Im not sure its a bug..... CE EXE 0.25hf introduced a "fix" that you cannot heal any tiles on the ground anymore. But you should still be able to heal a ground tile with a stunned soldier for 5hp/5tu....and you can repeat that several times.... be sure your solider is not just dead but really, truely stunned.

Try just unlocking some stun weapons (volt bat works great for this) and attack your units then try a revive.

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I was caught out in the open and broad sided by the weapon that fires explosive bolts with stun gasses surrounding the blast zone. Unit on the ground when looking at inventory was a non bloody soldier curled up reading "xenonaut". I tried healing his tile 3 times before giving up and moving on with the mission. I'll try a fresh install and see if it persists, maybe I goofed something up or it's an engine issue. Upon completing the mission there were no KIA soldiers and that specific unit was wounded for like 5 days after.

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I am new to this game so forgive me if i am asking something obvious. From the first post the readme mentions

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 mod files and you will need them. Furthermore, Xenophobia is not affiliated with XNT or the XNT modding team. This is simply a compilation mod that happens to include that mod as well as others. Thank you.

So does that mean i need to install all the mods listed underneath first, then apply this? or just install XNT 5.31 "firebat" then this? Apologies if i am being a bit slow.

Also i quite like the look of the 'You Can't Take the Sky From Me - A Hard-Mode Air Combat Mod' here

http://www.goldhawkinteractive.com/forums/showthread.php/11448-X-CE-v0-25-You-Can-t-Take-the-Sky-From-Me-A-Hard-Mode-Air-Combat-Mod

Is a version of this included with this mod? Or would it be ok to install 'You Can't Take the Sky From Me' over this.

Thanks for any help and replies.

slipper

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Also i quite like the look of the 'You Can't Take the Sky From Me - A Hard-Mode Air Combat Mod' here

http://www.goldhawkinteractive.com/forums/showthread.php/11448-X-CE-v0-25-You-Can-t-Take-the-Sky-From-Me-A-Hard-Mode-Air-Combat-Mod

Is a version of this included with this mod? Or would it be ok to install 'You Can't Take the Sky From Me' over this.

Thanks for any help and replies.

slipper

I suspect not. It would work on a technical level, but any aircraft/aircraft weapons that Xenophobia/XNT adds in won't be balanced for it.

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Ok Thanks mate for the reply, what about

I am new to this game so forgive me if i am asking something obvious. From the first post the readme mentions

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 mod files and you will need them. Furthermore, Xenophobia is not affiliated with XNT or the XNT modding team. This is simply a compilation mod that happens to include that mod as well as others. Thank you.

So does that mean i need to install all the mods listed underneath first, then apply this? or just install XNT 5.31 "firebat" then this? Apologies if i am being a bit slow.

regards

slipper

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More bugs: Pistol bug is still presenting itself with the Hi-Power Alenium and Improved tranq pistol while carrying basic shield (only two i tested so far), Alien scanner, dermal re-generator, and metabolism boost is not in soldier equip screen. For some reason i've not unlocked any armor besides jackal after engaging andron, cesian, and the lizard dudes. I'm not really sure what unlocks the next armor honestly. Anyhow I'm too tired to think or game anymore so my apologizes if i mentioned bugs i already mentioned. Keep up the good work, I love this mod!

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Sup, guys!

I hadn't played Xenonauts for a while and I'm come back to it just now. Last time I played I used some of the earlier versions of Into Darkness and I remember how much TacticalDragon was careful when adding new stuff and balance. I look at Xenophobia now and the tons of content looks awesome, but also made me worried: how all of this is balanced? I fear the game will be just throwing tons of different weapons at me without much balance and many of them not exactly different from another. Plus most of the new weapons are ballistic ones... and all of them come before laser guns!? Laser guns are now something researched mid-game or all that ballistic weapons comes that fast!?

Thanks for the help!

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Laser guns are now something researched mid-game or all that ballistic weapons comes that fast!?

Well, let's say, for example, me - I'm already encountering Androns and Cruiser UFOs with escorts. And no laser weapons still. Only got to wolf armor. A whole crapload of ballistic guns though. Regardless, the mod adds Xenomorph aliens with loads of TUs and 85 kinetic resistance, for extra levels of masochism. Joy...

Btw,

v1.4.5

Are those patches cumulative? Or we should do it the old-fashioned way, 1.4.4 first, then 1.4.5 ?

Edited by Dreadbourne
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Well, let's say, for example, me - I'm already encountering Androns and Cruiser UFOs with escorts. And no laser weapons still. Only got to wolf armor. A whole crapload of ballistic guns though. Regardless, the mod adds Xenomorph aliens with loads of TUs and 85 kinetic resistance, for extra levels of masochism. Joy...

Well, I already was experiencing all of it in XNT: Into Darkness. Facing Andros, Xenomorphs and Cruisers with advanced ballistic weapons and Wolf Armor.

I think I will try this mod but try to ignore the tons of redundant guns. I really think it would be better off Magnum-nauts guns over saturating ballistic weapons... I never liked the idea to "research" old guns to use against aliens, anyway.

I think Asymmetric Weapons Tech with Plausible Advanced Ballistics does a better job and a more plausible one. It would be great to research some RL advanced ballistic guns before laser. Like having vanilla Tier1 ballistics, Tier1+ (XNT already do that), postpone laser with Tier1++ (Asysmmetric Weapons guns) and add a Tier2 ballistic together with lasers (recent/today new/prototype weapons. XM29 e FN F2000 would be lovely). And somewhere after all of that, Metal Storm guns and Gauss Rifles. Plus we could have more new guns for energy weapons instead of just first half of the game ballistics.

Just my opinions, of course.

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As for the new weapons, this is a compilation mod and those weapons came from another mod with the author's permission and are un-modified when added into Xenophobia.

Because this mod uses XNT for re-balance, a lot of aliens have higher armor/health and I suspect that these weapons dont damage or penetrate enough. I do attempt to solve some of these things as players come across them.

Are those patches cumulative? Or we should do it the old-fashioned way, 1.4.4 first, then 1.4.5 ?

1.4.5 contains all previous patches. just install 1.4.2 then 1.4.5 PATCH

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Well, I already was experiencing all of it in XNT: Into Darkness. Facing Andros, Xenomorphs and Cruisers with advanced ballistic weapons and Wolf Armor.

I think I will try this mod but try to ignore the tons of redundant guns. I really think it would be better off Magnum-nauts guns over saturating ballistic weapons... I never liked the idea to "research" old guns to use against aliens, anyway.

I think Asymmetric Weapons Tech with Plausible Advanced Ballistics does a better job and a more plausible one. It would be great to research some RL advanced ballistic guns before laser. Like having vanilla Tier1 ballistics, Tier1+ (XNT already do that), postpone laser with Tier1++ (Asysmmetric Weapons guns) and add a Tier2 ballistic together with lasers (recent/today new/prototype weapons. XM29 e FN F2000 would be lovely). And somewhere after all of that, Metal Storm guns and Gauss Rifles. Plus we could have more new guns for energy weapons instead of just first half of the game ballistics.

Just my opinions, of course.

I'd have to agree after giving it a play, having all of the redundant ballistics (redundancy in general) is kind of a big turnoff and mostly just serves to clutter up the screen. Might be worth it to consolidate some of the vehicles/weaponry into the most noteworthy/interesting examples. Everything else is pretty rad. Was trying to find a way to at least disable Magnut-nauts, but I suppose there's no way to disable just one of the mods, eh.

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I'd have to agree after giving it a play, having all of the redundant ballistics (redundancy in general) is kind of a big turnoff and mostly just serves to clutter up the screen. Might be worth it to consolidate some of the vehicles/weaponry into the most noteworthy/interesting examples. Everything else is pretty rad. Was trying to find a way to at least disable Magnut-nauts, but I suppose there's no way to disable just one of the mods, eh.

Xenophobia does not contain Magnum-nauts. I believe you confused. And no, I do not offer optional files to disable any particular content, its a huge hassle to maintain already without having more files to update.

Furthermore, if you dislike ballistics, simply dont research them and they wont appear in your equipment/manufacturing lists. Its not like you are forced to research them, so.... I dont know what your issue is with it being a "turn off".

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i found a bug, the armored car don't clear the fog of war.

I'm thinking modloader related mods should be skimmed through to make sure values aren't missing before replacing vanilla files in the future.

  Armors_gc.xml<VehicleArmour name="HUNTER_ARMOUR">   <Front>     <Resistance kinetic="55" energy="55" chemical="100" incendiary="55" />   </Front>   <Side>     <Resistance kinetic="40" energy="40" chemical="100" incendiary="40" />   </Side>   <Rear>     <Resistance kinetic="40" energy="40" chemical="100" incendiary="40" />   </Rear>Missing:	<VisualParams range="20" coneAngle="90" /> </VehicleArmour> <VehicleArmour name="SCIMITAR_ARMOUR">   <Front>     <Resistance kinetic="80" energy="80" chemical="100" incendiary="80" />   </Front>   <Side>     <Resistance kinetic="60" energy="60" chemical="100" incendiary="60" />   </Side>   <Rear>     <Resistance kinetic="60" energy="60" chemical="100" incendiary="60" />   </Rear>Missing:	<VisualParams range="20" coneAngle="90" /> </VehicleArmour> <VehicleArmour name="HYPERION_ARMOUR">   <Front>     <Resistance kinetic="80" energy="80" chemical="100" incendiary="80" />   </Front>   <Side>     <Resistance kinetic="60" energy="60" chemical="100" incendiary="60" />   </Side>   <Rear>     <Resistance kinetic="60" energy="60" chemical="100" incendiary="60" />   </Rear>missing: <VisualParams range="20" coneAngle="90" /><Special hovering="1" />  </VehicleArmour>

I swear I know next to nothing about actual coding, you can thank my rudimentary stalker mod-tweak-fu skills for that one too.

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I'm thinking modloader related mods should be skimmed through to make sure values aren't missing before replacing vanilla files in the future.
  Armors_gc.xml<VehicleArmour name="HUNTER_ARMOUR">   <Front>     <Resistance kinetic="55" energy="55" chemical="100" incendiary="55" />   </Front>   <Side>     <Resistance kinetic="40" energy="40" chemical="100" incendiary="40" />   </Side>   <Rear>     <Resistance kinetic="40" energy="40" chemical="100" incendiary="40" />   </Rear>Missing:	<VisualParams range="20" coneAngle="90" /> </VehicleArmour> <VehicleArmour name="SCIMITAR_ARMOUR">   <Front>     <Resistance kinetic="80" energy="80" chemical="100" incendiary="80" />   </Front>   <Side>     <Resistance kinetic="60" energy="60" chemical="100" incendiary="60" />   </Side>   <Rear>     <Resistance kinetic="60" energy="60" chemical="100" incendiary="60" />   </Rear>Missing:	<VisualParams range="20" coneAngle="90" /> </VehicleArmour> <VehicleArmour name="HYPERION_ARMOUR">   <Front>     <Resistance kinetic="80" energy="80" chemical="100" incendiary="80" />   </Front>   <Side>     <Resistance kinetic="60" energy="60" chemical="100" incendiary="60" />   </Side>   <Rear>     <Resistance kinetic="60" energy="60" chemical="100" incendiary="60" />   </Rear>missing: <VisualParams range="20" coneAngle="90" /><Special hovering="1" />  </VehicleArmour>

I swear I know next to nothing about actual coding, you can thank my rudimentary stalker mod-tweak-fu skills for that one too.

I do skim them, but again, when merging hundreds of files and lines of code.....*something* is gonna get missed. :(

I also found that the new T-80 tank armor was missing from the file too, so this is two fixes with a single stone! :)

Thanks again for digging into this again man, its really appreciated.

Edited by Slayerjerman
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