AND_GREAT Posted November 4, 2014 Author Share Posted November 4, 2014 (edited) would you be willing to let a community member re-host the English version on Mediafire or another site? I would not have wanted to assembly was posted somewhere else . The advantage with torrents that the more people have downloaded and started to hand the higher the download speed will be others. File hosting service can be removed through time, low speed, the torrent if there is at least one seeder link will work. register at http://nnportal.org you must only once, the following patches will download with no problem. Any chance of hash for the exe files so we can compare the torrent one to original? Not saying there is anything wrong with it but just to be safe. hash original file CRC32: D3AC2EE9 MD5: B30CB082FC9FBAAB2B8EE8980F4751B3 SHA-1: C906209BD0A965F91119FF0F1037BA7971F7110D Edited November 4, 2014 by AND_GREAT Quote Link to comment Share on other sites More sharing options...
Apollo Posted November 5, 2014 Share Posted November 5, 2014 Hey and_great, Mod has been fun to play so far, a few crashes, usually when dropping shields or picking them up. My main issue I am having is in the manufacturing/gear loadout screen, most of the weapons show no stats as to what their ranges dmg and ammo amounts are so its hard to tell what weapon is better then another as well as what is the right tool for the job. im gonna see if there is a way I can pull the stats from the game files in the meantime so I dont have to manufacture blind. Quote Link to comment Share on other sites More sharing options...
drages Posted November 5, 2014 Share Posted November 5, 2014 Hey and_great, Mod has been fun to play so far, a few crashes, usually when dropping shields or picking them up. My main issue I am having is in the manufacturing/gear loadout screen, most of the weapons show no stats as to what their ranges dmg and ammo amounts are so its hard to tell what weapon is better then another as well as what is the right tool for the job. im gonna see if there is a way I can pull the stats from the game files in the meantime so I dont have to manufacture blind. You can check them at weapon_GD.xml. just open it with excel or notepad++.. find the weapon and u will get what u need.. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted November 5, 2014 Share Posted November 5, 2014 I think that credits are not clear. Lot of stuff that you list in the content are made by my and all the modders that cooperate with me. Try to be clear giving proper credit of all the features, EX "New AI" ... made by ? Gl Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted November 5, 2014 Author Share Posted November 5, 2014 (edited) weapons show no stats as to what their ranges dmg and ammo amounts are so its hard to tell what weapon is better then another as well as what is the right tool for the job. im gonna see if there is a way I can pull the stats from the game files in the meantime so I dont have to manufacture blind. Hello, Apollo Be patient, the tactical and technical characteristics of the weapons available only in Russian version, will be gradually added in the English version. You can see technical characteristics of the weapons pivot table in the Tech tree mod Xenophobia.jpg New version Tech tree mod Xenophobia.jpg 7.10.14 Fully translated summary table the tactical and technical characteristics of the weapons. I think that credits are not clear. Lot of stuff that you list in the content are made by my and all the modders that cooperate with me.Try to be clear giving proper credit of all the features, EX "New AI" ... made by ? Gl First, I list what is available in this assembly, then wrote List of used resources Added in the fourth paragraph AI made by team XNT. Your mod is present in the list List of used resources when creating an assembly Edited November 12, 2014 by AND_GREAT Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted November 5, 2014 Share Posted November 5, 2014 Thank you! We not only do the AI, we made lot of stuff. You can check the complete logfile. Elements like aircrafts, weapons, arts, sounds... etc Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted November 5, 2014 Author Share Posted November 5, 2014 Thank you! We not only do the AI, we made lot of stuff. You can check the complete logfile. Elements like aircrafts, weapons, arts, sounds... etc I know not in the least undiminished importance of your assets in the assembly of mods Xenophobia. That's why I didn't uploaded the English version is almost 3 months on the forum goldhawkinteractive.com. Only after your permission posted officially my version Xenophobia. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted November 6, 2014 Share Posted November 6, 2014 Yes ^^ Please made xenophobia something better finished and with less unnecesary content. i promise to test it one day wjen your ready. GL Quote Link to comment Share on other sites More sharing options...
Daedra Posted November 9, 2014 Share Posted November 9, 2014 Just out of curiosity, is this mod supposed to make you lose a lot of your starting troops in the first few UFO's? I don't know if it's just me, but I've found almost every single starting weapon is unable to kill anything over a Caesan. The only way I've found myself able to survive is by using masses of snipers and rockets. Don't get me wrong, I love this mod, I'm just finding it very hard to survive (Playing on normal btw) Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted November 9, 2014 Author Share Posted November 9, 2014 (edited) Just out of curiosity, is this mod supposed to make you lose a lot of your starting troops in the first few UFO's? I don't know if it's just me, but I've found almost every single starting weapon is unable to kill anything over a Caesan. The only way I've found myself able to survive is by using masses of snipers and rockets. Don't get me wrong, I love this mod, I'm just finding it very hard to survive (Playing on normal btw) Someone like, for me, too easy, don't believe look at my video. Compared with clean Xenophobia Mod from Slayerjerman and XNT v5.31 this version is very easier and divided by Era. New types of aliens with weak armor. Vortex grenade launchers weakened cause damage and stunning loses. In my version you will no longer see Delta or Omega in the month of September, October and much more making the game easier. Edited November 10, 2014 by AND_GREAT Quote Link to comment Share on other sites More sharing options...
Daedra Posted November 10, 2014 Share Posted November 10, 2014 Well, I watched some of your videos, but they're all in the mid-end game. I don't mean to say that you made the game too hard or unfun, actually it's the exact opposite. I do rather enjoy this mod, I'm just finding myself wondering if I'm doing something wrong in the very beginning. Are the standard non-combatant aliens supposed to be able to withstand several rounds from a sniper rifle? And are Xenomorphs supposed to spawn in the first UFOs that get shot down? I may have installed something wrong and things may not be working as intended. Quote Link to comment Share on other sites More sharing options...
Xara Posted November 10, 2014 Share Posted November 10, 2014 After a lot of hour play: For me the perfect mod! Not to easy and not too heavy. Well balanced. And no crashes or Freezes! Thank you very much! Quote Link to comment Share on other sites More sharing options...
Daedra Posted November 10, 2014 Share Posted November 10, 2014 Also, I don't know why, but I've been getting a lot of crashes when I use C4. Is there any particular reason for that associated with this mod, or is it just a game issue? Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted November 10, 2014 Author Share Posted November 10, 2014 (edited) Are the standard non-combatant aliens supposed to be able to withstand several rounds from a sniper rifle? sniper rifles are balanced so that one shot from a sniper rifle of the second era, was killed with a single shot secondary enemy of the second era After a lot of hour play: For me the perfect mod! Not to easy and not too heavy. Well balanced. And no crashes or Freezes! Thank you very much! You are welcome Also, I don't know why, but I've been getting a lot of crashes when I use C4. Is there any particular reason for that associated with this mod, or is it just a game issue? You must install-C4 throwing on one Tile. Never put to the ground through the equipment of a soldier, because of a problem in the original error, put on the ground bring to crash the game on the desktop Edited November 10, 2014 by AND_GREAT Quote Link to comment Share on other sites More sharing options...
Daedra Posted November 10, 2014 Share Posted November 10, 2014 Ah, ok, thank you. I had been trying to place the C4 on the ground through the inventory due to the short throwing range and the low AP cost of placing it, but I will now start throwing them. Thank you very much, the help is greatly appreciated. Quote Link to comment Share on other sites More sharing options...
123nick Posted November 11, 2014 Share Posted November 11, 2014 so is this like XENOPHOBIA "lite" version with slightly less mods but more stable? i know that the original xenophobia has 150+ ranged weapons where this only has 86, is it lessened for stability? Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 11, 2014 Share Posted November 11, 2014 so is this like XENOPHOBIA "lite" version with slightly less mods but more stable? i know that the original xenophobia has 150+ ranged weapons where this only has 86, is it lessened for stability? many of the old weapons were superfluous so why have them? Quote Link to comment Share on other sites More sharing options...
agemman Posted November 12, 2014 Share Posted November 12, 2014 (edited) I don't know why but after i've built a second hunter scout car i keep crashing if i go to the garage screen no matter what if the second one is in the main base or another one . EDIT : nvm building a vehicle rocket launcher seems to solve the problem ... derp Edited November 12, 2014 by agemman Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted November 12, 2014 Author Share Posted November 12, 2014 (edited) 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 Change Logs v2.3.0 (12.11.14) (only Instal v2.2.0) Sorry for my English, it's not native for me. Only for the English version, added a description of the tactical and technical characteristics of the weapons 41 soldier equipment Pistol, sniper rifle, The standard machine guns, Heavy machine guns, Microguns, Personal Defense Turret. 1. Added in article xenopedia the likelihood of AIR DEFENSE for ships and aliens. 2. Changed the TTC - Personal Defense Turret. This kind of weapons should be used only in a standard uniform. 3. fixed a bug in which officers Caesan, elite Harridan, elite Wraith was not in the hands of weapons. 4. Changed the scale of stats on your gear soldier. 5. fixed the no sound of reloading the Ultra Heavy sniper rifle. 6. Redid all the weapons in the fashion of the Reload option TU cost, now they are: Pistol - 10 submachine gun - 25 carabiner - 20 rifle - 30 sniper rifle - 20 machine gun - 35 heavy machine gun - 35 Microguns - 50-70 7. Fixed errors when using Singular cannon. 8. Change the Ammo Capacity for sniper rifles: Plasma rifle - 10 KasTek sniper rifle - 7 Ultra Heavy sniper rifle - 7 MAGsniper rifle - 12 9. Added files to display correctly if you use Alien Assault Plasma and Alien Annihilation Phaser aliens from the standard uniform. 10. Fixed black screen after auto research Heavy drone. 11. Completely Redid the opening technology of hypersonic X-120 interceptor (Fury) 12. Removed from Mod after turning a Reaper in zombies. As it turns out, the Reaper attack shit completely ignores armor, shields. is 1 punch-1 zombie, so there should be, it's not a magic game of armor and shields must block damage, here are screenshots of the test. Completely blocked the passage to the Reaper by the roaches. http://s011.radikal.ru/i315/1411/e8/4dd3f594010d.jpg A sad result http://i020.radikal.ru/1411/91/cbf98d7a4d33.jpg 13. remove the earlier emergence of the Viper and the alien ships Gargol Light Scout and Scout. 14. fixed the invisibility of doors at the Battleships. 15. fixed a bug in which heavy drones to shoot just 1 times per mission, reduced the radius of the Suppression of their weapons. 16. Very much raised the shotguns Mitigation. Now the most lethal weapons, shotguns over close range in fashion after the flamethrowers. 17. Fixed lack of flight animation using KasTek, SoreTek submachine gun and the Sentinel with all boards. Unfortunately, because of the lack of animation soldier with the roaches in flight, shields will disappear by the time spent in the air, blocking the damage of shield works. Edited November 12, 2014 by AND_GREAT Quote Link to comment Share on other sites More sharing options...
LORDPrometheus 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 He AND_Great I want to switch to your version but am in the middle of a play though so not yet. After going to an alien base and in getting the upgraded facilities the garage and radar buildings are no longer build able. I get that this is just a UI scale thing is there a way to expand the building list UI to cover the whole area its in instead of the small bit near the top? Also can this be done mid game? Please help Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted November 12, 2014 Author Share Posted November 12, 2014 (edited) He AND_Great I want to switch to your version but am in the middle of a play though so not yet. After going to an alien base and in getting the upgraded facilities the garage and radar buildings are no longer build able. I get that this is just a UI scale thing is there a way to expand the building list UI to cover the whole area its in instead of the small bit near the top? Also can this be done mid game?Please help Version of Slayerjerman and my Xenophobia are incompatible. It's almost two different games. Upgrade from version Slayerjerman is not possible. Mandatory condition of Xenophobia from AND_GREAT you need to start a new game. Sorry, but the correct version 1.5.0 from Slayerjerman I do not intend to, it contains a great number of software errors. I spent 3.5 months more to fix version 1.1.6, I don't have that much free time to maintain two versions of the game. so is this like XENOPHOBIA "lite" version with slightly less mods but more stable? i know that the original xenophobia has 150+ ranged weapons where this only has 86, is it lessened for stability? more does not mean better. Better fewer weapons but it all correctly opens off after the study. Weapons in my Assembly is balanced and does not lead to the crash. Edited November 12, 2014 by AND_GREAT Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 12, 2014 Share Posted November 12, 2014 I understand I'm just asking about the UI issue Quote Link to comment Share on other sites More sharing options...
LORDPrometheus Posted November 12, 2014 Share Posted November 12, 2014 That and I'm open for being a beta tester if you need one Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted November 12, 2014 Author Share Posted November 12, 2014 (edited) That and I'm open for being a beta tester if you need one Thank you. The Assembly is fully functioning, I am just polishing and fix minor bugs. So the beta tester until needed. Better to play and have fun, if you find any errors report. Edited November 12, 2014 by AND_GREAT Quote Link to comment Share on other sites More sharing options...
agemman Posted November 14, 2014 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 ? Quote Link to comment Share on other sites More sharing options...
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