AND_GREAT Posted November 14, 2014 Author Share Posted November 14, 2014 I need some advice : what am i supposed to do with disassembled corvette and landing ships cores after the first ones ? Are they useful in crafting something i'm not awere of ? See Tech tree mod Xenophobia all described Quote Link to comment Share on other sites More sharing options...
agemman Posted November 15, 2014 Share Posted November 15, 2014 (edited) See Tech tree mod Xenophobia all described It doesn't say what to do whit all the corvette recovered euipement though . It only says that the first one is required to unlock the foxtrot and the first landing ship datacore dissembled is used to unlock the saracen , it doesn't say what to do with the other ones you get from clearing landing ships and corvettes crash sites EDIT : btw am i the only one with every alien that likes to spam grenades like crazy ? Edited November 15, 2014 by agemman Quote Link to comment Share on other sites More sharing options...
Match Posted November 16, 2014 Share Posted November 16, 2014 Quick bug report: This is the only mod I have installed, constantly crashing during a particular air battle. Its whenever I face off against a heavy fighter or bomber with an escort. (P.S. This may seem silly, but how do I keep from automatically selling my spoils after capturing a downed ship?) Quote Link to comment Share on other sites More sharing options...
Ghostsniper64 Posted November 16, 2014 Share Posted November 16, 2014 Quick bug report: This is the only mod I have installed, constantly crashing during a particular air battle. Its whenever I face off against a heavy fighter or bomber with an escort. (P.S. This may seem silly, but how do I keep from automatically selling my spoils after capturing a downed ship?) I'm not a modder here, but any time you encounter a small ship (like a bomber or fighter) with fighter escort, you must manually fight the battle. This was a bug in the original xenophobia mod and I suppose hasn't been solved yet. As for not selling your spoils of war, I don't believe there's a reason to keep them anymore. From what I can tell, this version on xenophobia removes the ability to restore these weapons for your soldiers to use, making them only valuable as items to sell. Also, I have a general question: What difficulty do you guys play on? Shameful to say but I've generally had to play on easy so the invasion wouldn't progress as much, but I'd still lose men almost every battle. Now since installing this new version of xenophobia I haven't lost a man and I'm 16 battles in. Does this new update seem easier to you guys, or is it just me? I generally like a challenge when I play games, and I know that the invasion ramps up fairly quickly regardless, but I've been getting misses and resists from enemy forces when they shoot me without armor point blank, and that's just not right to me. Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted November 16, 2014 Author Share Posted November 16, 2014 Quick bug report: This is the only mod I have installed, constantly crashing during a particular air battle. Its whenever I face off against a heavy fighter or bomber with an escort. (P.S. This may seem silly, but how do I keep from automatically selling my spoils after capturing a downed ship?) See Known issues, not yet fixed http://www.goldhawkinteractive.com/forums/showthread.php/12362-%28-1-07-1-09%29-completely-stable-Xenophobia-version-of-AND_GREAT?p=140617&viewfull=1#post140617 Quote Link to comment Share on other sites More sharing options...
kabill Posted November 19, 2014 Share Posted November 19, 2014 hi guys...i love this mod but i'd like to "cut" some unsefull production like standard ammo clips and set them infinite as in base game....can you tell which xml file i have to modify to cancel ammos from production? i already set them unlimioted or unlimitedonresearch in items.xml...i tryed to simply delete entry in research and manufacture xml but game dosn't start....thank alot ^^ If you go into researches.xml, in the "when researched" column you'll find some 'unlockmanufacture' commands for certain techs. Find the ones which unlock ammo manufacturing and delete them. That should do it. Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 20, 2014 Share Posted November 20, 2014 hi guys...i love this mod but i'd like to "cut" some unsefull production like standard ammo clips and set them infinite as in base game....can you tell which xml file i have to modify to cancel ammos from production? i already set them unlimioted or unlimitedonresearch in items.xml...i tryed to simply delete entry in research and manufacture xml but game dosn't start....thank alot ^^ its pretty simple go to your items.xml and open it with Notepad++ or similar program using regular notepad word pad or the Microsoft XML editor will not work 9 time out of 10. find the item your looking for and look for the line just below the name and change <Normal> to Unlimited if its available at the start and <UnlimitedOnResearch> if its laser cells or something like that. Quote Link to comment Share on other sites More sharing options...
Morhem Posted December 5, 2014 Share Posted December 5, 2014 (edited) Finished vanilla on normal iron will, this looks like a great mod, but.. are you shitting me? Small scout ceasan crew not just winning, they wiping the floor with my face! On easy! Repeatedly! They dont seem to be bothered by cover, and can shoot my sniper from beyond sniper rifle reach, using something pistol-looking. Also, bleeding killing everyone after pretty much 1 hit. P.S. Yes, I registered only to complain/ Edited December 5, 2014 by Morhem Quote Link to comment Share on other sites More sharing options...
drages Posted December 5, 2014 Share Posted December 5, 2014 Finished vanilla on normal iron will, this looks like a great mod, but.. are you shitting me? Small scout ceasan crew not just winning, they wiping the floor with my face! On easy! Repeatedly! They dont seem to be bothered by cover, and can shoot my sniper from beyond sniper rifle reach, using something pistol-looking. Also, bleeding killing everyone after pretty much 1 hit.P.S. Yes, I registered only to complain/ Welcome to forum... ofcourse u can join only to complain but u will welcome to other topics, decitions, tests too.. The file u need to look is aiprop.xml at assets folder.. you will see all the aliens acc point.. i didnt and wont try this mod because its very old and doesnt have any balance.. so i advise you to play XNT 6.0.. sadly its old too (as the game and CE version) but with some fixes its the best balanced one.. Quote Link to comment Share on other sites More sharing options...
RiflePoet Posted December 5, 2014 Share Posted December 5, 2014 Could someone help me withthe shields starting at 0/120 hitpoints? Isnt there a way to get them to start at 120/120 before combat starts? Quote Link to comment Share on other sites More sharing options...
drages Posted December 5, 2014 Share Posted December 5, 2014 Could someone help me withthe shields starting at 0/120 hitpoints? Isnt there a way to get them to start at 120/120 before combat starts? Go for weapons.xml open with notepad or notpad++ or excel.. in assets folder.. <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">weapon.combatshield</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/misc/combatshield</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/misc/combatshield</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">ballistic</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Boolean">0</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">0</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">120</Data></Cell> correct that 120.. its probably 0 and this make ur shield starts at 0.. Quote Link to comment Share on other sites More sharing options...
Morhem Posted December 8, 2014 Share Posted December 8, 2014 drages, thanks for answer. I was actually looking for xnt 6.0 here, didnt find it, and installed this instead. Still cant find 6.0 anywhere, only discussions and mentions of it. Any advice? Quote Link to comment Share on other sites More sharing options...
drages Posted December 8, 2014 Share Posted December 8, 2014 drages, thanks for answer. I was actually looking for xnt 6.0 here, didnt find it, and installed this instead. Still cant find 6.0 anywhere, only discussions and mentions of it. Any advice? http://www.goldhawkinteractive.com/forums/showthread.php/12088-X1-08-X-CE-0-25HF-XNT-Into-Darkness-Mod-V6-0-Hellgate here you can download.. after u install it, make the fixes againt at that topic.. then u will be fine.. and install this in a clean game.. Quote Link to comment Share on other sites More sharing options...
Morhem Posted December 8, 2014 Share Posted December 8, 2014 make the fixes againt at that topic.. then u will be fine.. You mean.. aplly the patch from this topic? But isnt it for russian version of the mod? Quote Link to comment Share on other sites More sharing options...
derpuser Posted December 9, 2014 Share Posted December 9, 2014 i really want to try this, but am unable to torrent, are there any mirrors for the files? Quote Link to comment Share on other sites More sharing options...
drages Posted December 9, 2014 Share Posted December 9, 2014 You mean.. aplly the patch from this topic? But isnt it for russian version of the mod? i talked about XNT 6.0 ... its totally english.. Quote Link to comment Share on other sites More sharing options...
RiflePoet Posted December 10, 2014 Share Posted December 10, 2014 Hey giys, what is the difference in Russian between the parameter "Bronebojnost" and "Prinikaemost"? Seems like they should be the same? Quote Link to comment Share on other sites More sharing options...
RiotDaniel Posted December 10, 2014 Share Posted December 10, 2014 Hello everyone. I seem to be having a constant glitch that crashes my game to the desktop ALWAYS. I also tried with other Xenophobia versions and the same thing happens over and over again. Literally what happens is that if I start a New Game after I build my first base, if I try to click on it or even do anything with it ( like clicking the soldier rosters, etc.) the game instantly *poofs* to my desktop. I am very annoyed with this since I was looking foward into playing this mod, and I could really appreciate some help. Quote Link to comment Share on other sites More sharing options...
invultri Posted December 14, 2014 Share Posted December 14, 2014 (edited) From the known issues list in the op: 4. The problem with fighting shields when you first access them. In the parameters will be shown the strength of 0/100. Treatment 1. Is not always the case. In equipping the soldier's shield. Select the role of the soldier as shown in the screenshot. Click Save an outfit instead. Push-dress outfit. Shit gets 100/100. If that doesn't work, go to the game and register now, reboot your computer-make sure you condition, often just exit from the games is not helping. We go in the game, boot and look at the shield he is 100/100. On subsequent visits to soldier, unless you were a shield, it will always be 100/100. http://s009.radikal.ru/i307/1408/da/b811f55c53d7.jpg Treatment 2. 100% working version. Take on the mission an additional repair Kit and first move repair shields. And a question: Does this mod actually make the game take longer? I have played to original with a blank CE and I loved it, but I was done in May. Now I am looking for a way to make the game take longer (think tftd) and was wondering if this mod compilation would do that for me. Edited December 14, 2014 by invultri Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 14, 2014 Share Posted December 14, 2014 hey, can you pls explain what was done to fix invisible vipers and eggs? What was the cause of this bug? Quote Link to comment Share on other sites More sharing options...
itsapainfulworld Posted December 18, 2014 Share Posted December 18, 2014 Could someone please advise? I'VE READ the instructions, and I am still being thrown the installation error that the instructions say is very common, where it says (I think) that my installation choice is not valid. I've specifically told it to install in "C:\Program Files (x86)\Steam\SteamApps\Common\Xenonauts" as well as "C:\Program Files (x86)\Steam\SteamApps\Common\" just in case it's trying to create it's own Xenonauts folder, and neither works. Does the fact that US Computers/Windows uses C: rather than D: have anything to do with this? I'm not exactly experienced with russian coding and installation procedures. Quote Link to comment Share on other sites More sharing options...
hakimio Posted December 20, 2014 Share Posted December 20, 2014 Does anyone know how to get rid of tropical forest maps? Quote Link to comment Share on other sites More sharing options...
Derekash71 Posted December 27, 2014 Share Posted December 27, 2014 Thanks for putting this together for us, this is a lot of fun I waited a while because it looked very confusing and a pain in the butt to install with it being in Russian and all, but it actually wasn't to hard to install with your detailed instructions great job! Quote Link to comment Share on other sites More sharing options...
phantra Posted December 30, 2014 Share Posted December 30, 2014 very cool mod, finaly got a link to the torrent (since the russian site no longer lets you register for free i had to find it elsewere =( ) also the 'shield 0/100 bug' seems to be related to it being set to common in items.xml ( maybe the game thinks the shield is a weapon and needs ammo in stores for it?! o_O ) setting it to "unlimited" in the items.xml file seems to have fixed it permenatly for me~ Quote Link to comment Share on other sites More sharing options...
hakimio Posted December 30, 2014 Share Posted December 30, 2014 (edited) Alien base challenge Here is a challenge for those who like challenging ground missions. 10 relatively experienced soldiers with not the best gear against 28 elite aliens (includes all the highest level monsters from creepers mod; veteran difficulty level). Can you kill all of them with no or minor losses? For those who think it's "mission impossible" I have attached the last turn of my play-through plus an image showing an outcome of my mission [side note: running out of ammo proved to be useful when soldiers started berserking...]. Would be really interesting to see some videos or at least photos made by some experienced players. [Man of Doge, wanna show how good your tactical skills are?] [ATTACH]6004[/ATTACH] [ATTACH]6005[/ATTACH] Mission complete screen First turn.sav Last turn.sav First turn.sav Last turn.sav Edited December 30, 2014 by hakimio Added better screenshot Quote Link to comment Share on other sites More sharing options...
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