aajs Posted August 8, 2015 Share Posted August 8, 2015 (edited) XMC Part 2: (All Things Alien) Version 1.0 for XCE 0.33 HF1 Introduction: “Xenonaut More Choices” is designed for players that liked the look, feel and playability of the vanilla version but would just like more content in the game. This is pretty much a total overhaul mod but has been broken into parts to allow players to more easily pick and choose what add-ons they want in their game. If you do not like a certain part of this mod just swap it out with another mod of you choice. PART 2 - All Things Alien: This mod is a companion Mod for XMC Part 1 and allows Alien Items, Craft and Vehicles to be converted for Xenonaut use. It is woven around the vanilla game so that the original play experience is pretty much maintained. Features at a Glance: Recover Alien Fighters and use them as Interceptors Alien weapons are recovered to Soldier Equipment Screen Alien weapons can be converted for use without penalties when sufficient understanding is reached Estimated Research Time for Projects in Man Days (Allows better planning) Easily identifiable weapon tiers (Weapons have been ranked) New Alien weapons / items and associated particle effects Installation files: Download the mod: http://www.mediafire.com/download/rr1zmlf3bhpck6a/ChoicesPart2.rar Unpack the file to your mods folder. Ensure this mod is prioritised AFTER Choices Part 1 Recommended Mods and Priory order for amazing play-through: For a list of recommended mods and a links to my other mods you are probably best going to my main XMC Part1 Link: http://www.goldhawkinteractive.com/forums/showthread.php/13248-XMC-Part-1-%28Ground-Combat%29-Version-1-0-for-XCE-0-33-HF1 CREDITS: Thanks to. Drages (My Unofficial Mentor) Reactocore (Playtesting and feedback) Edited September 13, 2015 by aajs Quote Link to comment Share on other sites More sharing options...
endersblade Posted October 6, 2015 Share Posted October 6, 2015 A minor complaint. I was just looking through the Xenopedia images as I wait for the rest of this mod to download (XMC 4 is HUGE!), and I was looking at this image: In the human conversion, you plugged up the hole in the back behind the grip. This makes this gun even more awkward to hold than it's original, unconverted model. There's no place for the human's thumb to go! Quote Link to comment Share on other sites More sharing options...
aajs Posted October 7, 2015 Author Share Posted October 7, 2015 A minor complaint. I was just looking through the Xenopedia images as I wait for the rest of this mod to download (XMC 4 is HUGE!), and I was looking at this image: In the human conversion, you plugged up the hole in the back behind the grip. This makes this gun even more awkward to hold than it's original, unconverted model. There's no place for the human's thumb to go! Well thanks for being so observant, hopefully this oversight is not spoiling your game experience. I will have to review it and possibly redesign it a little more, or at least put the hole back in. If your skill are up to it feel free to redesign something better and post it back, otherwise I am sure I can come up with something a little more ergonomic. Quote Link to comment Share on other sites More sharing options...
ShadowSlyr Posted October 17, 2015 Share Posted October 17, 2015 There seem to be a few things missing/out of place. Some of the converted plasma weapon specs are redundant/inaccurate in the equip list. Also, the Alien Plasma Cannon doesn't show up in the manufacture list though it said research was completed and it shows up in ufopedia under Xeno weapons. Quote Link to comment Share on other sites More sharing options...
aajs Posted October 17, 2015 Author Share Posted October 17, 2015 There seem to be a few things missing/out of place. Some of the converted plasma weapon specs are redundant/inaccurate in the equip list. Also, the Alien Plasma Cannon doesn't show up in the manufacture list though it said research was completed and it shows up in ufopedia under Xeno weapons. Thanks for this feedback. I will look into it. Quote Link to comment Share on other sites More sharing options...
ShadowSlyr Posted October 17, 2015 Share Posted October 17, 2015 Thanks for this feedback.I will look into it. Thank you aajs, I appreciate your timely effort, including communication. It's nice to have people you can trust to stand behind their work and really care Quote Link to comment Share on other sites More sharing options...
OwenQ Posted October 17, 2015 Share Posted October 17, 2015 I noticed that the converted Alien Plasma Rifle requires an Assault Plasma myself, though I haven't noticed any other specific issues yet. I figured out how to fix it myself, but while I was in the file I also realized that among the converted aircraft, only the Heavy Fighter doesn't require a datacore to manufacture. I haven't gotten more than the very first datacore from the regular Alien Fighter so I haven't been able to build more than one; I don't know if that's working as intended or not, but since it's inconsistent amongst the converted craft I figure it should be standardized. Quote Link to comment Share on other sites More sharing options...
aajs Posted October 18, 2015 Author Share Posted October 18, 2015 I noticed that the converted Alien Plasma Rifle requires an Assault Plasma myself, though I haven't noticed any other specific issues yet.I figured out how to fix it myself, but while I was in the file I also realized that among the converted aircraft, only the Heavy Fighter doesn't require a datacore to manufacture. I haven't gotten more than the very first datacore from the regular Alien Fighter so I haven't been able to build more than one; I don't know if that's working as intended or not, but since it's inconsistent amongst the converted craft I figure it should be standardized. Very nice SPOT, Thanks for noticing I fixed the Converted Alien Plasma Rifle and adjusted the Heavy Fighter to be more consistent. I will upload a new version later so everybody else can benefit from you input. Quote Link to comment Share on other sites More sharing options...
Larry Burstyn Posted October 18, 2015 Share Posted October 18, 2015 I noticed that I can equip my men with the captured weapons but they don't look like the converted ones that are pictured they look like just captured weapons....do I get a research to convert them later? And no stats anywhere for the weapons. Quote Link to comment Share on other sites More sharing options...
aajs Posted October 18, 2015 Author Share Posted October 18, 2015 I noticed that I can equip my men with the captured weapons but they don't look like the converted ones that are pictured they look like just captured weapons....do I get a research to convert them later? And no stats anywhere for the weapons. Basically you can use the captured weapons straight away, however there will be no stats listed as your men don't fully understand the weapons. Also they will be very inaccurate because they are not designed for the human hand and therefore will be difficult to hold and aim, however later on in the game when you understand alien weapons (research project) you will know enough to be able to convert the weapons to human use. That is when you will see the new weapon modifications and the stats will be listed. Quote Link to comment Share on other sites More sharing options...
aajs Posted October 20, 2015 Author Share Posted October 20, 2015 Some new updates added to this Mod: Added a new drag texture for the alien battle rifle. Added some new drag texture for alien plasma cells Added a new alien varient called the caesan spy: These guys are a bit tricky they have a shield technology that renders them partially invisible and practically immune to conventional ballistic weapons. This alien has its own speciality weapon that looks like this: Like other recovered alien weapons in my mod, when you gain enough knowledge you can convert it for xenonaut use without the penalties for ergonomic restrictions. The converted weapon looks like this: Quote Link to comment Share on other sites More sharing options...
catgrenade Posted October 23, 2015 Share Posted October 23, 2015 Downloaded your mod list today as a starting point into mods for Xenonauts. Not much to comment on yet other than I ran my first mission (veteran) and met 2 caesan spys. Am i supposed to be able to even touch these guys on the first mission or is an instant abort finding them with starting technology? I promptly squad wiped as grenades, gunfire, batons, and knives failed to do anything. I am a little confused/frustrated, but assume this was bad luck or unintended and a different race for a 1st mission might lead to a better 1st impression. Looking forward to getting into the mod, but had a rough start Maybe no spies until after 1 technology unlock or two? Quote Link to comment Share on other sites More sharing options...
aajs Posted October 24, 2015 Author Share Posted October 24, 2015 (edited) Downloaded your mod list today as a starting point into mods for Xenonauts. Not much to comment on yet other than I ran my first mission (veteran) and met 2 caesan spys. Am i supposed to be able to even touch these guys on the first mission or is an instant abort finding them with starting technology? I promptly squad wiped as grenades, gunfire, batons, and knives failed to do anything. I am a little confused/frustrated, but assume this was bad luck or unintended and a different race for a 1st mission might lead to a better 1st impression.Looking forward to getting into the mod, but had a rough start Maybe no spies until after 1 technology unlock or two? Oh this sounds a bit of an issue, I had not playtested the new spy too much due to other commitments, however sounds like they are a little overpowered and over populated. I will nerf their shielding a little and delay the arrive to later missions. thanks for the tip. In the mean time delete these files from the following location. C:\Program Files (x86)\Steam\SteamApps\common\Xenonauts\assets\mods\ChoicesPart2\ufocontents airplane.alien.scout.caesan.xml airplane.alien.lightscout.caesan.xml I will update the mod and upload another version with a slightly nerfed shield for the spy. Edited October 24, 2015 by aajs Quote Link to comment Share on other sites More sharing options...
ShadowSlyr Posted October 25, 2015 Share Posted October 25, 2015 Weapon state error update: Some of the converted alien plasma weapon stats don't seem to match their behavior: both distance and amount of shots come to mind as blatant examples. I have also noticed that many of the new/converted alien weapons don't show the available clips and have to be reloaded manually. Both alien weapons picked up in the field, and converted weapons have this problem. Quote Link to comment Share on other sites More sharing options...
Larry Burstyn Posted October 27, 2015 Share Posted October 27, 2015 (edited) I am getting a Crash (Freeze) on trying to load XMC...I updated to all the latest versions of XMC today...the error message says invalid manufacture requirements for ManTech Heavy Fighter. WENT into manufacture.xml and found heavy fighter and edited out requirement for heavy fighter data core. After that it loaded and ran okay. Edited October 28, 2015 by Larry Burstyn Quote Link to comment Share on other sites More sharing options...
ShadowSlyr Posted October 28, 2015 Share Posted October 28, 2015 I am getting a Crash (Freeze) on trying to load XMC...I updated to all the latest versions of XMC today...the error message says invalid manufacture requirements for ManTech Heavy Fighter.WENT into manufacture.xml and found heavy fighter and edited out requirement for heavy fighter data core. After that it loaded and ran okay. No need to mess up the balance Larry. All you have to do is correct the error. It should read "1xItems.AlienHeavyFighterDatacore" Quote Link to comment Share on other sites More sharing options...
Larry Burstyn Posted October 28, 2015 Share Posted October 28, 2015 Problem with just changing it to "1xItems.etc.," is that you NEVER get a second Alien Heavy Fighter Datacore. The only data core that I got was the first one...after that just the other stuff. And I shot down a lot of them. Quote Link to comment Share on other sites More sharing options...
aajs Posted October 28, 2015 Author Share Posted October 28, 2015 (edited) Sorry, I will upload another one. Though I fixed that already. Oh well. Well if I had to post an update with the fix to stop the crash, might as well add a couple of new drag textures I had been working on. These probably need a bit more work at some point but don't actually look too bad in the actual game where they are scaled out a little more. That's I think that is now all the 3D drag texture for all the vanilla alien weapons completed. I will now work on the 3D drag textures for the vanilla xenonaut weapons as and when I get a few mins spare. Edited October 28, 2015 by aajs Quote Link to comment Share on other sites More sharing options...
Larry Burstyn Posted October 29, 2015 Share Posted October 29, 2015 Just finished my first run thru with this mod. Very good. Although research was a feast or famine type of thing...either I had more research items then I had researchers or I had NOTHING to research. Quote Link to comment Share on other sites More sharing options...
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