aajs Posted August 8, 2015 Share Posted August 8, 2015 (edited) XMC Part 3: (Aircraft) 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 3 Aircraft: This mod enhances aircraft related items in the game. It is woven around the vanilla game so that the original play experience is pretty much maintained. The Mod just provides additional choices and strategies, none of which are essential for completing the game. Features at a Glance: Aircraft are no longer auto-recovered and rebuilt after a crash. Therefore Aircraft 25% Cheaper to Purchase and Maintain. New Aircraft Class: Escorts (Cheaper Dropship Defender) New Aircraft Class: Observation Craft (Mobile Radar Stations) New Aircraft Weapons Aircraft Assigned Ranks for easy comparison. Drop-ships updated to carry larger Crews and More Vehicles Combat Areas Increased Auto-resolve numbers slightly reduced to encourage manual combat Installation files: Download the mod. http://www.mediafire.com/download/297oc99mupat8c6/ChoicesPart3.rar Unpack the file to your mods folder Choices Part 1 Mod needs to be highest priority number on in the list. (Number1). Then all other XMC mods need to follow in sequential order...(Of course you may not want to use them all). Finally adjust all of you other mods to be prioritised after the XMC Mods. 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...
aajs Posted October 12, 2015 Author Share Posted October 12, 2015 I have given this a bit of an update adding chaff n flares early on in the game in order to make the chinook a little more defensible. Additionally, I am trying to sneak a little more story line back into the game, like my other mods. for example my chief engineer often is the one to talk about vehicles, the recruitment guys talks about personnel type advancements, so from now on when I extend this mod then I will use air command guy to handle some of the briefings. I will also be removing the airstrike option from the final missions (I have a little bit of a story line planned to do it) as from the feedback I have been given it makes the end game a little to easy. Quote Link to comment Share on other sites More sharing options...
drages Posted October 13, 2015 Share Posted October 13, 2015 Did you put an airplane into garage? it's an image or it'coded so and working? Quote Link to comment Share on other sites More sharing options...
Larry Burstyn Posted October 13, 2015 Share Posted October 13, 2015 Could you put version numbers so we can tell if we have the latest versions. Quote Link to comment Share on other sites More sharing options...
aajs Posted October 13, 2015 Author Share Posted October 13, 2015 Could you put version numbers so we can tell if we have the latest versions. I am only putting date stamps for mini updates, but larger updates or when I have enough to warrant it will get a new version stamp. Quote Link to comment Share on other sites More sharing options...
aajs Posted October 13, 2015 Author Share Posted October 13, 2015 Did you put an airplane into garage? it's an image or it'coded so and working? This is just an image, its basically the soldier loadout screen (the one with the dropships) which is basically an internal view of the hanger. I have just moved the load out screen to the far left and the chinook to the far right and added the airforce commander guy. I want to use this background for minor story / plot changes involving the xenonaut airforce. I will have to use blender and drop a couple of fighter gets into the background, however that should be easy enough. Quote Link to comment Share on other sites More sharing options...
drages Posted October 13, 2015 Share Posted October 13, 2015 I want to drones too but giving one hangar to just one probe doesn't make sense. Quote Link to comment Share on other sites More sharing options...
Larry Burstyn Posted October 14, 2015 Share Posted October 14, 2015 Not sure which one to put this bug report on....\ Order of Choice XMC Parts in Priority is 1=1, 2=2, 3=3, 4=4, 5=5, 6=6. My problem is that several workshop projects are listed as NONE--they each have man-days to build and some have Alien Alloy requirements . . just started this mod...seems interesting except the NONE build projects. Also the None Projects show up in their own area on the bottom of the list with no group shown (like Aircraft, Weapons, etc.,)... I Downloaded all within the last 3 days and they all have my download date are the origin date...so I still don't know if I have the latest since that date probably does not match the date you put on the upload. Maybe the date could be in the modinfo.xml?? BTW::: The follow is not part of the problem!! Oh, I know you have the money on 2000000 but that seems a bit tight for me. That's not even enough to outfit the starting base. Why have living quarters to hold a 100 when the base can only have 50 Engineers/Scientists...certainly don't need 50 combat troops. Of course, if you up the number of scientist the Lab can hold and Engineers the Workshop can hold you may need the larger living quarters (the fit in 100)? Quote Link to comment Share on other sites More sharing options...
ShadowAdmiral Posted July 10, 2018 Share Posted July 10, 2018 Bug Report: Purchase of MIG25, Balloon and Hind didn't show up at my game. This is not gamebreaking. I can acknowledge @Larry Burstyn bug report. I have several None-Build-Options under aircraft weapons. I can build the NBO which substract the costs and material. After it is finished I got a success message but no item at all. So it seems somewhat broken. Which aircraft weapons did you plan on producing in early game @aajs? Thanks for this mod, it brings back some of the missing X-Com feeling. I like the balloon idea and the choice of weapons, a point that I missed in the vanilla game at all. Quote Link to comment Share on other sites More sharing options...
senhor azar Posted August 2, 2019 Share Posted August 2, 2019 On 10/12/2015 at 4:24 PM, aajs said: I have given this a bit of an update adding chaff n flares early on in the game in order to make the chinook a little more defensible. Additionally, I am trying to sneak a little more story line back into the game, like my other mods. for example my chief engineer often is the one to talk about vehicles, the recruitment guys talks about personnel type advancements, so from now on when I extend this mod then I will use air command guy to handle some of the briefings. I will also be removing the airstrike option from the final missions (I have a little bit of a story line planned to do it) as from the feedback I have been given it makes the end game a little to easy. On 7/10/2018 at 6:17 PM, ShadowAdmiral said: Bug Report: Purchase of MIG25, Balloon and Hind didn't show up at my game. This is not gamebreaking. I can acknowledge @Larry Burstyn bug report. I have several None-Build-Options under aircraft weapons. I can build the NBO which substract the costs and material. After it is finished I got a success message but no item at all. So it seems somewhat broken. Which aircraft weapons did you plan on producing in early game @aajs? Thanks for this mod, it brings back some of the missing X-Com feeling. I like the balloon idea and the choice of weapons, a point that I missed in the vanilla game at all. On 10/12/2015 at 4:24 PM, aajs said: I have given this a bit of an update adding chaff n flares early on in the game in order to make the chinook a little more defensible. Additionally, I am trying to sneak a little more story line back into the game, like my other mods. for example my chief engineer often is the one to talk about vehicles, the recruitment guys talks about personnel type advancements, so from now on when I extend this mod then I will use air command guy to handle some of the briefings. I will also be removing the airstrike option from the final missions (I have a little bit of a story line planned to do it) as from the feedback I have been given it makes the end game a little to easy. On 8/8/2015 at 10:43 AM, aajs said: XMC Part 3: (Aircraft) 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 3 Aircraft: This mod enhances aircraft related items in the game. It is woven around the vanilla game so that the original play experience is pretty much maintained. The Mod just provides additional choices and strategies, none of which are essential for completing the game. Features at a Glance: Aircraft are no longer auto-recovered and rebuilt after a crash. Therefore Aircraft 25% Cheaper to Purchase and Maintain. New Aircraft Class: Escorts (Cheaper Dropship Defender) New Aircraft Class: Observation Craft (Mobile Radar Stations) New Aircraft Weapons Aircraft Assigned Ranks for easy comparison. Drop-ships updated to carry larger Crews and More Vehicles Combat Areas Increased Auto-resolve numbers slightly reduced to encourage manual combat Installation files: Download the mod. http://www.mediafire.com/download/297oc99mupat8c6/ChoicesPart3.rar Unpack the file to your mods folder Choices Part 1 Mod needs to be highest priority number on in the list. (Number1). Then all other XMC mods need to follow in sequential order...(Of course you may not want to use them all). Finally adjust all of you other mods to be prioritised after the XMC Mods. 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) hey how can I make another balloon ? Quote Link to comment Share on other sites More sharing options...
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