aajs Posted January 11, 2016 Share Posted January 11, 2016 (edited) XMC Part 3: (Aircraft) Version 2.0 for X:CE 0.34.1 and Above 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 New Aircraft Class: Assault Ship (A Dropship/Fighter Hybrid) 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 January 11, 2016 by aajs Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted January 12, 2016 Share Posted January 12, 2016 Question regarding these new dropships; did you add them into every vanilla/non-X:CE map? Quote Link to comment Share on other sites More sharing options...
aajs Posted January 12, 2016 Author Share Posted January 12, 2016 (edited) Question regarding these new dropships; did you add them into every vanilla/non-X:CE map? Nope, that is an old requirement. With latest version of XCE you just update the one file and then you can create your own dropships or alien craft. The only limitation is that you need to match the tile footprint based on an existing craft. More details on XCE forum. [EDIT] I have now played over 50 missions/maps with the new craft and not a single crash or issue occurred. Edited January 12, 2016 by aajs Quote Link to comment Share on other sites More sharing options...
asierus24 Posted January 12, 2016 Share Posted January 12, 2016 (edited) do the new xenonauts landing crafts have model on groundccombat?, the first hind (MI 8) seems not or i cant see it and the mv22 osprey (2 rotors heliplane ) causes grafical bug on landing area, i see sometimes a big rotor of it when i move the camera (i cant see the model normally but the rotor appear sometimes ). Using your used mod list and new game. i managed to get a pic of full osprey when i move the camera , but sometimes i get only the rotor, anyway its normal that is on a weird angle? Edited January 12, 2016 by asierus24 Quote Link to comment Share on other sites More sharing options...
aajs Posted January 12, 2016 Author Share Posted January 12, 2016 do the new xenonauts landing crafts have model on groundccombat?, the first hind (MI 8) seems not or i cant see it and the mv22 osprey (2 rotors heliplane ) causes grafical bug on landing area, i see sometimes a big rotor of it when i move the camera (i cant see the model normally but the rotor appear sometimes ). Using your used mod list and new game.i managed to get a pic of full osprey when i move the camera , but sometimes i get only the rotor, anyway its normal that is on a weird angle? [ATTACH=CONFIG]6920[/ATTACH] Thanks again asierus24 for all your input. Yes the new assault ships should all be present, however you should not see them unless you use the level tool to move the map up to the next elevation view. The fact that you sometimes see it on the ground level view is a mystery to me and a bit of a pain. And yes the angle is very odd you are correct. I did have the angle just right, however someone noted that it was scaled too large, so I shrunk it down a bit, however this now seems to make it look like its an odd angle. Kind of light the pilot just pulled the nose up and tipped all the xenonauts out on the Landing zone as it flew by. I will have another go at it and see if I can get it looking a bit better. I am thinking we need to try and get the nose pointing down a little more. What do you think? Quote Link to comment Share on other sites More sharing options...
asierus24 Posted January 12, 2016 Share Posted January 12, 2016 yeah point the nose down will make it Quote Link to comment Share on other sites More sharing options...
Calico Posted January 16, 2016 Share Posted January 16, 2016 Just registered to say tyvm for this awesome mod. Feels pretty much vanilla just with more content. I think i spend 3-4 hours decideing on which mod to use for my second playthrough and now i can say it feels like i made the right decision choosing XMC. One question regarding the Mig-25 and the Balloon: Are they only avaiable at the start of the game? Just lost a Balloon to a patrol and it seems i can't replace it. And when buying new Fighters it seems i cannot buy any MIG 25. I thought them a neat supplement for my lower range Condors. (Clean install, Mod order as instructed, CE 0.34.1, Steam Version of Xenonauts) Quote Link to comment Share on other sites More sharing options...
aajs Posted January 16, 2016 Author Share Posted January 16, 2016 Erm the MIG 25 Has to be Manufactured, but the starting F17 and Chinook can be purchased or manufactured cheaper but will tie up your engineers for a while. As for the Balloon you should be able to manufacture that as well, however I better check to make sure its in the list as you raised it as a question. Quote Link to comment Share on other sites More sharing options...
Calico Posted January 16, 2016 Share Posted January 16, 2016 Hmmm, nope, nothing in the workshop. No MIG 25, no Balloon. Double checked the mod order, everything seems to be where it should be. Quote Link to comment Share on other sites More sharing options...
aajs Posted January 16, 2016 Author Share Posted January 16, 2016 (edited) Hmmm, nope, nothing in the workshop. No MIG 25, no Balloon. Double checked the mod order, everything seems to be where it should be. Well I better get on it then a post a new version back. [EDIT] Just check and they are both available under Manufacturing and the Aircraft. Edited January 16, 2016 by aajs Quote Link to comment Share on other sites More sharing options...
Calico Posted January 16, 2016 Share Posted January 16, 2016 Triple checked the mod order (and started a new game) just to be on the safe side. Still nothing in the workshop or on the to buy list in the hangar. I do get the Air combat notification text, mentioning the ability to build fast long range Interceptors (i guess thats the MIG 25) and the Balloons. Noticed even more weird stuff with the test game. The start funding is 1,5 million (instead of the 2 million mentioned in XMC Part 1) and i'm also missing is the basic Jeep you're supposed to get from the start. So whatever it is, it seems to revolve around the start of the game. Everything else after that seems to be working perfectly fine, aside from a few usual typos and a few missing tooltips. All in all i'm having great fun. Maybe i just got a screwed up download or something. If nobody else with similar problems shows up i'm totally ok with leaving it how it is and blaming myself for messing things up. Thx for the fast response. Quote Link to comment Share on other sites More sharing options...
aajs Posted January 17, 2016 Author Share Posted January 17, 2016 Nope, you are definitely on your own with this issue. When I get into this state with a Mod set I do the following. Go delete all mods completely, uninstall the game wipe all steam settings relating to xenonauts and then reinstall the game. delete all the scripts here: C:\Users\<username>\AppData\Roaming\Goldhawk Interactive\Xenonauts\internal Then reload what ever mods you want to play.... this advice applies to any mods that don't appear to be working correctly. It saves hours of trouble shooting and you can just leave the machine to download and go use your time to do something else while these things happen rather than spending hours looking through the folders and trouble shooting. Oh and don't forget to bin all your old save games and start fresh. Hope that helpds. Quote Link to comment Share on other sites More sharing options...
Calico Posted January 17, 2016 Share Posted January 17, 2016 Yep, thats pretty much what i would do too, if a mod seems unplayable (Rimworld with it's rather huge modpacks tends to cause problems too). Clean install, start fresh. But since my problems pretty much vanish with the first techupgrades, i'll forego the procedure this time, unless any other problems emerge. So far things are running good enough, 3 Bases, plenty of research done, few losses, steady income. If i do manage to squeeze another playtrough in before february the 5th, i'll wipe everything, redownload and start on a higher difficulty. Great mod, thx for all the time and effort. Quote Link to comment Share on other sites More sharing options...
Fox83 Posted February 1, 2016 Share Posted February 1, 2016 Pulse Laser causes game to crash. Can be repaired by editing aircraftweapons.xml and replacing pulselaser with bullet in columns ProjImage and ProjName. (not problem of this mod but Furies, Terror, and Dreadnoughts Oh My mod have problem in missing 1x in aircraft file in front of Items.AlienAssaultLanderDatacore and Items.AlienDreadnoughtDatacore (should be 1xItems.AlienDreadnoughtDatacore) and freezing air combat). Quote Link to comment Share on other sites More sharing options...
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