AND_GREAT Posted October 25, 2014 Share Posted October 25, 2014 (edited) Got, a lot of adjusted manually, but had not had time to finish it all off, today, more free time. Sent you a new version Edited October 25, 2014 by AND_GREAT Quote Link to comment Share on other sites More sharing options...
drages Posted October 25, 2014 Share Posted October 25, 2014 No, in my version of fashion performance characteristics of the weapon, completely remodeled. This is a reworked Ultra Heavy RifleI used the music from XCOM Enemy Unknown 2012 Deus Ex Human Revolution Defcon I watched the video and as i see the weapons are so powerfull.. your heavy mashine gun fires 50 bullet per burst.. its realy looks cool but who will survive from 50 shot?.. Even you make 3 damage per bullet it would be not so realistic.. With that powerfull weapons, 2-3 soldier can easily clear inside ufo but you stuck them all together and you nearly died with one aoe shot from enemy.. So with that tier 1-2 weapons i want to see the balance.. becouse at that video humans are way overpowered then enemies.. Quote Link to comment Share on other sites More sharing options...
poothrowingape Posted October 26, 2014 Share Posted October 26, 2014 which mod on here changes the time unit use? When i played it, I noticed TU were managed a lot more realistically than in the real game. Quote Link to comment Share on other sites More sharing options...
drages Posted October 26, 2014 Share Posted October 26, 2014 which mod on here changes the time unit use? When i played it, I noticed TU were managed a lot more realistically than in the real game. U can edit what you want about weapon TU's at weapon_GC.xml ... dont forget.. realism and tactical game play are different.. you can add realism but it could kill the game balance.. Quote Link to comment Share on other sites More sharing options...
Xara Posted October 27, 2014 Share Posted October 27, 2014 Hm...I have the Mod from Nexus...Xenophobia v1.5.0a and the Steam Version 1.9 - but the Game CTD by the shield Button? Where can I found a fix? Need I the Darkness Mod? I think no... Quote Link to comment Share on other sites More sharing options...
drages Posted October 27, 2014 Share Posted October 27, 2014 This mod is buggy and unbalanced.. wait for Russian update. Or play xmt hellgate.. Quote Link to comment Share on other sites More sharing options...
poothrowingape Posted October 27, 2014 Share Posted October 27, 2014 U can edit what you want about weapon TU's at weapon_GC.xml ... dont forget.. realism and tactical game play are different.. you can add realism but it could kill the game balance.. I saw that, but I only saw you can change the time it takes to reload, nothing on TU to shoot. Unless im reading it wrong. Quote Link to comment Share on other sites More sharing options...
drages Posted October 27, 2014 Share Posted October 27, 2014 I saw that, but I only saw you can change the time it takes to reload, nothing on TU to shoot. Unless im reading it wrong. there is single shot and burstshot section at each weapon.. there you can change the TU's for fire as % of total TU of your soldier.. Quote Link to comment Share on other sites More sharing options...
XGonGiveItToYa Posted October 28, 2014 Share Posted October 28, 2014 So I'm running the Steam version of Xenonauts 1.09 with Xenophobia and my game keeps freezing during the enemy turn. Sometimes it seems to happen without a discernible cause, other times it's been accompanied by aliens popping out of nowhere in the middle of the map, and most recently I've managed to reproduce the bug as it freezes every time a civilian jumps through a window. Is there any known way to fix this? I see the OP says to revert to 0.25HF, how do I do that? And if I do that will it make my save unplayable? Quote Link to comment Share on other sites More sharing options...
Xara Posted October 29, 2014 Share Posted October 29, 2014 (edited) Originally Posted by Slayerjerman Follow these instructions. 1. Install Xenonauts v1.08 or v1.09 fresh. I suggest somewhere simple like C:/Games/Xenonauts 2. Download XNT 5.31 final (firebat) here: http://www.mediafire.com/download/wx3cm3xvox9qbga 3. Extract XNT's files somewhere (I use 7zip program), I suggest extracting the folder to your desktop. 4. Then copy these XNT files to your /Xenonaut/ folder. When asked to overwrite files, press YES TO ALL. It will ask you to overwrite alot of files and you want to overwrite them all with XNT's files. 5. Now download Xenophobia v1.5.0a installer file. 6. Extract the ZIP file to your desktop, inside will be an EXE. (if you dont trust it, feel free to virus scan it first). 7. Run the EXE as administrator, press next until you it asks you to enter your /Xenonauts/ location where you installed the game in step #1. Type in the file path and the press Next and let it install. 8. Play using the new Xenonauts.exe in your /Xenonauts/ folder. Do not use any shortcuts created by STEAM. Thank you Slayerjerman, now the Game is running and no more CTD Edited October 29, 2014 by Xara Quote Link to comment Share on other sites More sharing options...
XGonGiveItToYa Posted October 29, 2014 Share Posted October 29, 2014 I tried the above and the game still freezes at a certain point, when a civilian is jumping through a window, only seems to happen if one of my troops sees it happening though, so it's still kind of playable. The fact that it's consistently happening makes me think there's either a problem with the map or how the civilian AI is coded, or the interactions between them, don't know if there's a way to fix it by replacing some of the maps. Is there any way to revert to the 0.25HF version anymore with a Steam version of Xenonauts? Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted October 29, 2014 Share Posted October 29, 2014 Yes go back several pages and install the 1.5.1 patch made by THE Great Quote Link to comment Share on other sites More sharing options...
Game_tester Posted October 29, 2014 Share Posted October 29, 2014 did you plan use 0.30 HotFix 1 or later EXE for mod ? Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted October 30, 2014 Author Share Posted October 30, 2014 Nice to see everyone continuing on the mod despite my absence. Great work and cheers! Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted October 30, 2014 Share Posted October 30, 2014 With the return of Slayerjerman Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted October 30, 2014 Share Posted October 30, 2014 now is this a return or a quick check up? Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted November 1, 2014 Share Posted November 1, 2014 (edited) Xenophobia v 2.2.0 (31.10.14) assembly of 22 mods Xenophobia to game Xenonauts. completely stable Xenophobia version of AND_GREAT. English version Russian version Edited November 1, 2014 by AND_GREAT Quote Link to comment Share on other sites More sharing options...
XGonGiveItToYa Posted November 5, 2014 Share Posted November 5, 2014 So I've noticed my soldier's strength seems to be stuck at 82? Will they resume gaining strength at some point? They're all overloaded by several kilograms. Quote Link to comment Share on other sites More sharing options...
Kadoken Posted November 5, 2014 Share Posted November 5, 2014 How do I get rid of the knock-out gas grenade launcher things for the aliens? It is ruining my game with its bullshit one-hit-kill AOE factor, and I want it out. Quote Link to comment Share on other sites More sharing options...
Ryusho Posted November 7, 2014 Share Posted November 7, 2014 Now, this I actually have had an issue with, In like the -third- UFO mission I had, I ended up with like 3 enemies with this, and they decimated my forces before I even killed -one- alien, These things are -VERY- over powered for early game.. Quote Link to comment Share on other sites More sharing options...
Niarro Posted November 7, 2014 Share Posted November 7, 2014 out of curiosity: Using the stable version, everything's been going well. Then one of those gargoyles gets the drop on four of my squaddies. Two have AKs, and their 85-91% burst fire from right beside the thing are... missing 2-3 shots per volley. What's going on? x.x; Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 9, 2014 Share Posted November 9, 2014 (edited) out of curiosity: Using the stable version, everything's been going well. Then one of those gargoyles gets the drop on four of my squaddies. Two have AKs, and their 85-91% burst fire from right beside the thing are... missing 2-3 shots per volley. What's going on? x.x; i've noticed this issue with a lot of burst fire guns my only guess is that it subtracts from the success with each shot so when it says it has 90%chance to hit that's only for the first round, the second round then has 90% chance to hit minus some unknown integer and continuing for the third forth or etc by shot 5 the real chance is something like 5% that or its multiplying the chances so .9 becomes .81 then .729 by that same measure .8 becomes .64 then becomes .512 thats just a guess but it would explain the behavior Edited November 9, 2014 by LORDPrometheus Quote Link to comment Share on other sites More sharing options...
kabill Posted November 9, 2014 Share Posted November 9, 2014 out of curiosity: Using the stable version, everything's been going well. Then one of those gargoyles gets the drop on four of my squaddies. Two have AKs, and their 85-91% burst fire from right beside the thing are... missing 2-3 shots per volley. What's going on? x.x; It's a bug with XCE 0.25 (which this mod uses). In an early version of XCE a variable was added which allowed the distance over which short range hit bonuses applied be modified. However, it didn't work properly in XCE prior to 0.28 and only modified the displayed hit chance rather than the actual hit chance (for the actual to-hit chance it was using the default short-range distance of 5). As long as Xenophobia needs XCE 0.25 to run, the short range bit bonuses should really be changed to their default (i.e. distance 5 and bonus +12 per tile). In case anyone wants to do it manually, these two variables are found near the top of the config.xml file. Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted November 12, 2014 Share Posted November 12, 2014 Xenophobia v 2.3.0 (12.11.14) assembly of 22 mods Xenophobia to game Xenonauts. completely stable Xenophobia version of AND_GREAT. English version Russian version Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 12, 2014 Share Posted November 12, 2014 Anyone use any of the custom planes? I've checked them all out and usually build F-14s and F-15s. The F-14s can carry four (or eight) torpedoes and are still quick plus they can combat roll. They are also the toughest plane before marauders! Their only disadvantage is their price and build time. The F-15s are also expensive but have two heavy hard points and a cannon hard point. Give it a set of the quad Sidewinder 9P (best light missile) and a pair of AIM-54 Phoenix (probably best torpedo before alenium) and a good cannon and its a great dog fighter that can still kill heavier vessels. As for the XNT aircraft... Build maybe two cherbruskas and sell them once you get better stuff. They are pretty bad. And the Apollo is suicide to use. Stick with two condors for a scout and your fine. Foxhounds (displayed as mig-31s) are inferior to the f14s in everything but price tag. Marauders and Saracens will fail to display that they have missiles int he menu but they do. Use Jupiter or Gaius cannons not the gattling laser or plasma blaster. Quote Link to comment Share on other sites More sharing options...
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