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Aaron

Xenonauts configuration files

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Is it possible to edit the Geoscape? I want to add Oceania and Hawaii but I don't know how to go about creating the landmasses.

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I think so. The images for the bits of earth are in assets/earth. In terms of making them places where UFOs can crash/land, I presume that you'd need to add to the appropriate areas some terrain types on the continent masks. But I've never tried this so might well be wrong.

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It would depend on if the number of funding blocs you can have are hardcoded. I swear I've seen this before... just can't think where...

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You'd just need to replace Australia with Oceania, and throw Hawaii into North America I think? Of course, I don't know how assigning landscapes to "bloc" works nor adding "add to the appropriate areas some terrain types on the continent masks"...? Still trying to look where I can do so.

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You'd just need to replace Australia with Oceania, and throw Hawaii into North America I think? Of course, I don't know how assigning landscapes to "bloc" works nor adding "add to the appropriate areas some terrain types on the continent masks"...? Still trying to look where I can do so.

The continent masks are in assets/earth/continentmasks

To add the tilesets which can be used for missions, you want the multi-coloured images at the bottom. I don't know if you need to do anything else than this with the other images as well, though.

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Lt. Parsons worked on this a while ago - it was one of his passions. If only I could find the thread he did on it!

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Huh, messing around with sa, sa_edges_quarter, sa_edges_quarter_mz, tilesetmask1, tilesetmask2 (for Falkland Islands) doesn't seem to affect whether I can place my base there or not. Maybe I am missing something though.

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It's in aircrafts.xml. There's a variable which indicates the number of soldiers that can be carried in there, but there's a hard cap of 16.

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Yea but I mean is it not to easy then to play? And how to edit that file casue i never tryed to do anything myself.

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Ah, I can't say about game balance. As for modding, if you've got Excel just load up the file I mentioned above in that and it should be pretty clear from there (there's a column somewhere in the middle labelled "soldiers" - that's where you'll find the relevant values.

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Hello everyone. I spend whole day, and can't find how to change HP penalty, when soldier wounded. the only thing i hate in xenonauts, is that options. I just want use Medipack in groundbattle and restore all unit health, without any penalty and loosing days in medical room...

P.S. Sorry for my English, not my native language...

Edited by Vruir

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That option unfortunately is not currently available for modding.

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Damn:( Anyway, thanks for helping!

Ohh, maybe i can somehow decrease healing time in medrooms? Or change HP penalty from 50% to 10%?

Edited by Vruir

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What you can do is

a) build a med center to decrease healing time

b) treat your soldiers better and use cover

c) cheat and set alien weapons to 0. That way you dont worry about b) and just go on like you usually do.

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You can edit sight distance of vision cone of xenonauts in armours_gc, and the sight range of aliens in aiprops. You cannot edit vision cone of aliens.

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What is the significance of the word "Excel" in brackets beside the names of a lot of those xml files??

Hi all - here is a list I put together a little while ago which summarises the purpose of each of the various configuration files in the Xenonauts "assets" folder which control most of the game. The list is organised so that the files that are relevant to the 3 main areas of the game (Ground Combat, Geoscape and Air Combat) are collected together.

It is purposefully just a short summary, and though most you probably know this all already it will be helpful to new modders. Let me know if you spot any mistakes or important files I've missed.

- Ground Combat -

aiprops.xml

Defines the basic stats and equipment of all AI controlled units - including alien drones and unarmed civilians

armours_gc.xml

Defines the stats of various human armour types for the Ground Combat, such as resistances and sight range. Includes human vehicle armour too

config.xml

Selection of general GRound Combat related definitions - things like movement AP cost, LOS rules and character movement stats. Also includes some debug commands to force GC to always occur at night.

corpseprops.xml

Defines the appearence, shape and size of the corpse props when viewed in the players inventory screen during GC

gas_gc.xml

Defines the types of gas (smoke, nerve gas etc...) in GC and how they behave

levelsetup.xml

levelsetup_quickbattle.xml

levelsetup_finalmission.xml

These various define the type of mission the player will receive in certain situations - the most useful being levelsetup_quickbattle as it defines the mission the player will get when they launch the game with the quick battle options, and this is really required for testing changes easily. Note that changes in these files will usually override the default values the game would otherwise generate - so you can force the squad makeup you will enter the final mission with by setting it up there.

missionscore_gc.xml

Tells the game how to assign the player a score at the end of various GC mission types

missiontypeprops_gc.xml

Sets which civilian AI units the game will populate into GC missions

moraleconfig_gc.xml

Variables to control how morale is handled during GC missions, controls for things like regeneration rate and how certain events affect morale

psioniceffects_gc.xml

Short file which defines a couple of variables that control the sound/appearance of psionic powers (also Zombification)

psionicpowers_gc.xml

Variables that control the AP cost and other stats of psionic power use

soldierprops.xml

Defines the items dropped when a human soldier is killed while wearing the various armour types

sounds_gc.xml

Defines the sounds that are used during Ground Combat, also includes the GC music

tilerenderer.xml

Defines some basic properties of tile rendering in GC, including wall transparency

vehicles_gc.xml

Sets the armour type and engine sound of each human vehicle type

vehicleweapons_gc.xml

Defines the stats of weapons for human vehicles, similar to weapons_gc

weapons_gc.xml

Defines the stats of all the weapons used by soldiers (either human or alien)

initCharacters.xml

Seems to define a squad of human soldiers, vehicles and alien opponents - no idea where it is used

- Air Combat -

aircraftweapons.xml (Excel)

Defines stats for human and alien aircraft weapons in Air Combat

gameconfig.xml

Defines important Air Combat variables.

aircrafts.xml (Excel)

Defines stats for human and alien aircraft on the Geoscape

- Geoscape -

AM_AirSuperiority.xml

AM_BaseAttack.xml

AM_BombingRun.xml

AM_Construction.xml

AM_GroundAttack.xml

AM_Research.xml

AM_Scout.xml

AM_SupplyRun.xml

AM_Terror.xml

(Excel)

Variously define the different mission types UFOs can undertake, with various stats for each type

ammos.xml

Defines the properties of human ammunition types as they relate to the Geoscape (i.e. image, inventory size and weight)

armours.xml

Defines the properties of human armour types as they relate to the Geoscape (i.e. image, inventory size, weight and strength boost)

buidlings.xml (Excel)

Defines the appearence and basic stats of Xenonauts base buildings

cities.xml

Defines the stats of Geoscape cities

config_level_editor.xml

Defines the colours used in the Xenonauts map editor to identify different types of tiles (e.g. if a tile name contains a string listed here, such as "grass", it will be displayed with the colour defined for "grass")

gameconfig.xml

Defines most of the important gameplay aspects of the Geoscape, such as variables to control rate of time passage, initial player conditions, difficulty level multipliers and alien invasion AI settings. Also defines important Air Combat variables

gsgcitemtranslator.xml

Tells the game how the names of items in the Geoscape match up to the names of items in the Ground Combat

items.xml (Excel)

Defines the types of items that are recoverable after a mission, along with text to display when they are recovered

manufactures.xml (Excel)

Defines the items that can be produced using the base workshop, along with how much they cost and how long they take

researches.xml (Excel)

Defines all the research projects the player can undertake during the game, along with how long they take and what they unlock

settings.xml

Engine info, not relevant

soldiernames.xml

soldiernamesfemale.xml

Defines the names and backgrounds of the soldiers in the game.

sounds.xml

Defines sounds to be used in the Geoscape, including background music

strings.xml (Excel)

This file contains the language specific strings that are displayed in various parts of the game, which would need to be changed for translations into different languages

vehicles.xml (Excel)

Defines the information displayed about various human vehicle types (some of this info is also used by the GC, i.e. AP values and health!)

vehicleweapons.xml (Excel)

Defines some information about the weapons for human vehicles, but I believe these are just for display and don't affect GC

weapons.xml (Excel)

Defines some information about the various weapons, but I believe these are just for show in the squad management screen and don't affect GC

xenopedia.xml

Contains the titles and descriptions of research projects and a few other entries, to be displayed in the Xenopedia. Would need to be changed for translations into different languages

ufocontents/ (folder)

This folder contains a number of Excel files that defines which aliens the different types of UFOs and alien bases will have in their associated GC mission.

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What is the significance of the word "Excel" in brackets beside the names of a lot of those xml files??

It means that you can edit them in Excel rather than in text format (and this is much, *much* easier).

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Edit: Found it.

Continent income, based on relations can be modified form the gameconfig

Edited by Tenet
Found answer on my own.

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