LordJulian Posted July 31, 2014 Share Posted July 31, 2014 (edited) Project Dreamfall (V0.03) The objective of this mod is to achieve the Immersive Realism(I'm putting that term loosely) while retaining to the believability of Game Mechanics. I took hours of researching on Cold War era weapons and vehicles and try to squeeze any possible entity onto what would be reasonably the most well-funded secret organisation bent on fending off an alien Invasion. The infantry weapons are glazed to the point where it looks more like a spacey 1980s style of what a counter-alien force would have used. For now, the only new weapon is the MAC-10B SMG. It's made to allow more flexibility for shielded units. While more woefully inaccurate than the shotgun, it's perfect for mobile suppression and serious firepower in close combat. Aircrafts and Vehicles will be added in the future, but for now, the EF-112 Strider is added as an option for as a long range scout role. Functioning similiar to the XNT Apollo and the AWACs from another modder. Still, there are a few text errors and the Xenopedia log isnt available for now, but I'll add to each respective aircraft in the future Now that the new items added are not balanced perfectly yet. I've yet to make more stuff atm so at the next release I'll try to tweak it to balance the gameplay. (So yes, this mod makes the game easier for now) (Note that all the Aircraft and Weapon Pics have been started from scratch and only done with photoshop, no copying of image sources online, just referenced) Weapons & Equipment Pistol P220 Pistol with Extended Magazine Place Of Origin: Switzerland Caliber: 45 ACP rounds Magazine Capacity: 10 rounds (But can be considered as a retrofitted 15 rounds pistol for Xenonauts use) Seems that the vanilla pistol feels like a pea-shooter against the aliens, so I made a .45 pistol for the added punch, and gave it a sci-fish coating to it. I would go for the USP but it was years ahead of 1979 and most 15-cap pistols are 9mm, a poor choice when poking aliens with it. Shotgun KS-23 Shotgun Place Of Origin: Soviet Union Caliber: 23x75mmR Magazine Capacity: 4 rounds (Should probably add a magazine for the shotgun in the future) A large caliber shotgun would certainly make sense since the Xenonauts need all the firepower they can get. the Shotgun barrel comes from the design of retired 23mm anti-aircraft cannons so you would expect the barrel to end up aiming at them Sebillians. I have researched that this is the most powerful shotgun to date(from wikipedia). Rifle M16A2 Rifle Place Of Origin: United States Caliber: 5.56x45mm NATO Magazine Capacity: 20 Rounds The M16A2 has existed since the early 1980s so I thought I give the rifle an update and a more spacey design. Considering that the Xenonauts have access to world government funding there is no surprise that they would get the latest weapons firsthand. Sniper Rifle MSG90A1 Place Of Origin: West Germany Caliber: 7.62x51mm NATO Magazine Capacity: 10 Rounds The MSG90 sniper rifle seemed like a prime choice for a semi-auto long range weapon.Can't think of other sniper rifles that would better fit the Xenonauts armoury. Still deciding whether to get the WaltherWA2000 or the MSG90A1, a more sleek make-sense for 1980s sci-fi sniper rifle or stick to vanilla because I didnt change the groundcombat sprites of the sniper rifle. Machine Gun HK21 Place Of Origin: West Germany Caliber: 7.62x51mm NATO Magazine Capacity: 30 Rounds I've checked around weapons and feel that the HK21 seems a more suitable candidate for the idea of an accurate, and lightweight(it's about 8kg?) albeit high recoil LMG for the Xenonauts team. Submachine Gun Mac-10B Patriot Place Of Origin: USA Caliber: .45 ACP Magazine Capacity: 30 Rounds An inaccurate submachine gun that packs a heavy punch in close quarters. Ideal for shield units that needed the extra firepower in short ranges. The Mac-10B 'Patriot' was more of a retrofit with an added recoil compensator for constant burst stability. Jackal Armour The jackal armour has been edited to look more structured rather than just a blob of Grey(lol). Aircraft EF-112 Strider The EF-112 Strider is designed to be a Reconnaissance Fighter. Originally an Electronics Warfare aircraft, the EF 111-a Raven has been retrofitted for Xenonauts use with an enhanced radar subsystem. Strengths: - Better speed than Condor - Large Radar radius for scouting - Good Turn rate as a dogfighter Weaknesses: - Frail - Only armed with a Cannon Slot Download: Just extract the files to the assets folder Release Notes: V0.01: Basic Ballistic Firearms Retexture Release V0.02: Heavy Ballistic Firearms Retexture Release V0.03: 1 New weapon and Aircraft, the Mac-10B 'Patriot' SMG and the EF-112 Strider based on the EF-111 Raven. All ballistic weapons textures have been improved. Rocket Launcher removed. Future Releases: - Improving on the Historical feasibility of the current ballistic weapons - Improving on the Graphics of the pics(which some might be lacking in quality to others) - Adding new pics of Vehicles, Aircrafts and Armour - Adding in new weapons - Update the Xenopedia - Possibly make a full mod out of this... Due to my limited knowledge on scripting I'm going at snail pace in adding new weapons and aircraft. This is my first attempt to make an overhaul at this, at the moment it's rather barebones, so if you have any constructive feedback to point out please do so. If there's any errors or missing things in the downloads just point it out so I can fix it. Just PM me if you have any requests about this mod. pdreamfall_V0.03.zip pdreamfall_V0.03.zip Edited August 17, 2014 by LordJulian Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted July 31, 2014 Share Posted July 31, 2014 These look good! Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted August 1, 2014 Share Posted August 1, 2014 Yeah good job Quote Link to comment Share on other sites More sharing options...
thothkins Posted August 1, 2014 Share Posted August 1, 2014 very nice indeed. thanks. Quote Link to comment Share on other sites More sharing options...
Game_tester Posted August 3, 2014 Share Posted August 3, 2014 good job ! Quote Link to comment Share on other sites More sharing options...
LordJulian Posted August 3, 2014 Author Share Posted August 3, 2014 Mod updated to V0.02 Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted August 3, 2014 Share Posted August 3, 2014 If you want help doing the coding for new weapons I'll be happy to try. Quote Link to comment Share on other sites More sharing options...
LordJulian Posted August 3, 2014 Author Share Posted August 3, 2014 Well, there was this point of time a week ago where I tried to learn modding new weapons in but in my attempts all I've got was missing equipment in the equipment screen. Which I went ballistic(Ironically) after prodding that stupid code for a few times. Thanks for the offer though, I'll try again sometime when I have the time to mod again. Quote Link to comment Share on other sites More sharing options...
LordJulian Posted August 8, 2014 Author Share Posted August 8, 2014 My goodness, how hard is it to include a new weapon? I'm still fretting over creating new weapons in the XML files, even after following the tutorial from Mikhail, and even worse, all the items are gone on the soldier equip screen...... I think the Openoffice program that I had installed might have bollocked up the XML files... If someone can offer some help in this I would appreciate it alot. Anyway, here's what I've been working on: An Improvement to the Jackal Armour A new weapon, Mac-10B Other improvements of the current textured weapons are also on the way. Quote Link to comment Share on other sites More sharing options...
LordJulian Posted August 17, 2014 Author Share Posted August 17, 2014 Version V0.03 added. Quote Link to comment Share on other sites More sharing options...
Eisfunke Posted August 19, 2014 Share Posted August 19, 2014 Looking very impressive. Keep it up! Quote Link to comment Share on other sites More sharing options...
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