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(Mod Update) XNT Into Darkness V3.7 - "BlackDragon version" (New Aliens and weapons)


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TD, since you already started messing with new aliens, cant you add new aliens types of the existing ones only by changing it palette? Ol' Stinky already did something like this in his Stinky Alien Weapon Variants creating a feral sebillian. Never tried it however.

I had some photoshop skills, a long time since I last used, yeah, but changing some colours is not that hard. I can create those recoloured aliens, but of course I need to know what you may want from the mod, like an yellow dressed caesan to make an engineer, something like that (just an example).

If I remeber well, photoshop had a function to do the same thing for a bunch of the same images. Let me say... you change the palette of an specific image and then your order him to do the same to x number of files. He do it automatically and, voilĂ , yellow caesans or red jackal armour after just editing one of the pics (that may be problem if a weapon has the same colours of the changed palette, though).

Or, for the time being, you can just create somethink like Jackal Armour Mk.2, with the same graphics, Just like a place holder for something in the future. You even may ask Jsleezy if you can use his enhanced armour graphics, but instead of replacing the current armors, you add them as new armors.

Yes is possible but aliens needs more than a single animation or images, you need to build a xml dynamic for each image. If each Xenonauts armour has about 3200 png images you need to build the same amount of Xml files.

Is a quiet complex.

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What is that?! It was a serious suggestion, not an ill attempt at a joke.

Generally accepted internet rule that states that pornography or sexually related material exists for any conceivable subject.

Additionally it is accepted that the rule itself has limitations and you cannot be too specific on the content of the item in question.

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I don't get it,you say generally accepted internet rule (wait what ?Internet has rules ?Oh yea ... that's what Americans try to invent for the last decade without much success),yet i heard it for the first time.But back on the topic what rules has anything to do with what KevinHann suggested ?

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Round calculation for alien turns, on massive battleships needs about 5-7minutes per turn. No problems in vanilla game.

Maybe an AI script for late game aliens is confused?

Selgald! Thank you soo much!

I found a single difference in a LUA file that determine AI calculations.

I'll make some test and implementations to test how it go with this option activated.

:D!

All you people are great!

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I was about to tell him go placehold himself but figured he must have been joking.

Seriously though, wouldn't you guys want to see something more alien in your first GC encounters rather than what initially looks like a pale thin guy in a blue shirt and trousers?

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This mod does replace the zombie variations with the creepers, doesn't it? Not that I mind, but does this mean you can't add say 5-10 new alien species without sacrificing something already present?

Reapers in this mod is a melee tank unit that cover Allys from fire and disrupt Xenonauts formations.

The ability of the reaper has been removed, for that reason Zombies are not usable anymore in the game. In place modded Gargol is a deformed and tainted human that torture has been lead to his dark servants, the sebillians.

;)

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Yes is possible but aliens needs more than a single animation or images, you need to build a xml dynamic for each image. If each Xenonauts armour has about 3200 png images you need to build the same amount of Xml files.

Is a quiet complex.

Damn it...

Sometimes I think the devs really made Xenonauts very modable in any aspect, but didn't made it to be easy...

I mean, adding new anims to this game is a pain in the ass not because it's hard, but because of the amount of files needed...

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NEW UPDATE AND CONTENT NO.20

Hello Community,

New Hot Update is now available! and this pack contains lot lot more of interesting balance and new features

CHANGELOG V3.7H2

- Manufacture up to Tier 2+ is balanced and ready to use!

- 1x New armor "The Coyote Armor" a improved version of the Jackal armor (We'r choosing the color of this armor continue reading)

- New Projectile is prepared for "Advanced Alien Weapons" and Heavy Dread Laser.

- Bleeding and wound is set to 7DM - 75% - 3HP/TURN

- Alien Weapon damage is rebalanced a bit.

- Implemented AI speed up

DOWNLOAD IN THE MAIN PAGE!

THANKS!

(UPDATE 26/05/14!) V3.7H2 XNT: ITD EXTENDED CORE PACK

XNT INTO DARKNESS CORE MOD V3.7H2

Edited by TacticalDragon
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Damn it...

Sometimes I think the devs really made Xenonauts very modable in any aspect, but didn't made it to be easy...

I mean, adding new anims to this game is a pain in the ass not because it's hard, but because of the amount of files needed...

Real problem is not just creating XML files for each sprite,but compression.You see when you create animation you do it in 3D and convert in 2D (3D Model Animation to 2D Spritesheet ).Also how much is game modable is not an issue here,real problem is really stupid engine that Chris decided to use.

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Hmm with last update i am not sure anymore but before both mods were.However Jsleezy's Real Fighter Portrait Pack is compatible,it doesn't mess with anything it just add few strings which are not related to TD mod.As for Jsleezy's Real Armors i think it will now overwrite picture of new armor that is added in last update but it's functions will remain the same (I meant on armor stats)

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Elite Caesans can throw two grenades in one turn, this is a little bit to hard I think.

Also I think the bravery skill should be a little higher, most of my high trained soldiers, panic for totally stupid reasons.

And stun and shock grenades are still to weak, a Caesans leader resisted 10x stun and 10x shock grenades. I manually increased three times the stun dmg of the shock grenades, to make at least a little amount of stun dmg.

Edited by Selgald
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Jsleezy's Real Fighter Portrait Pack should be compatible with the latest version of XNT. Just follow these instructions:

1) Copy and overwrite files from Jsleezy's as normal, except: Do NOT overwrite the gameconfig file. You need to use the one provided by XNT, otherwise you will make your game totally unbalanced and you won't be really playing the mod as it should be - just some kind of weird vanilla-xnt hybrid.

2) Open XNT's gameconfig with notepad and look for the line: femaleSoldierChance. Change the value of it to "20" (or 10 if you are a damn chauvinist and want to have a sausage fest). I'm fairly sure that it's the only thing changed in the Jsleezy gameconfig. The reason behind it, is to reduce the number of female recruits you get cos there are fewer female portraits to be used and it would result in clone wars (You do know how mad women get when encountered with another woman who decided to dress alike? Well imagine how mad they would get if they all had to wear the same face. Remember that they are armed in this game. Mayhem ensues.)

3) Copy and overwrite the content of Jsleezys soldierimages/armour.jackal/ into the new XNT folder /armour.impjackal/ (and do the same with the relatable folders/files of soldierimagesfemale)

4) if you want to additionally use Jsleezy's armour pack, do everything as normal. Though you might want to not replace the XNT jackal armour file. As the new coyote armour uses the very same image as Jsleezy uses for the normal jackal...you would just get two armours that look exactly the same.

Being as it is my first post here I would also like to say hello community :)

and thanks for the mods TacticalDragon, Jsleezy, Kabill (and all others whose mods i didnt yet try) great work from you guys.

Edited by Theon Greyjoy
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Jsleezy's Real Fighter Portrait Pack should be compatible with the latest version of XNT. Just follow these instructions:

1) Copy and overwrite files from Jsleezy's as normal, except: Do NOT overwrite the gameconfig file. You need to use the one provided by XNT, otherwise you will make your game totally unbalanced and you won't be really playing the mod as it should be - just some kind of weird vanilla-xnt hybrid.

2) Open XNT's gameconfig with notepad and look for the line: femaleSoldierChance. Change the value of it to "20" (or 10 if you are a damn chauvinist and want to have a sausage fest). I'm fairly sure that it's the only thing changed in the Jsleezy gameconfig. The reason behind it, is to reduce the number of female recruits you get cos there are fewer female portraits to be used and it would result in clone wars (You do know how mad women get when encountered with another woman who decided to dress alike? Well imagine how mad they would get if they all had to wear the same face. Remember that they are armed in this game. Mayhem ensues.)

3) Copy and overwrite the content of Jsleezys soldierimages/armour.jackal/ into the new XNT folder /armour.impjackal/ (and do the same with the relatable folders/files of soldierimagesfemale)

4) if you want to additionally use Jsleezy's armour pack, do everything as normal. Though you might want to not replace the XNT jackal armour file. As the new coyote armour uses the very same image as Jsleezy uses for the normal jackal...you would just get two armours that look exactly the same.

Being as it is my first post here I would also like to say hello community :)

and thanks for the mods TacticalDragon, Jsleezy, Kabill (and all others whose mods i didnt yet try) great work from you guys.

Worked like a charm. Thanks for that.

There's only one weird issue that didn't start showing up until AFTER I had put Jsleezy's mods in -- not sure how it would effect it, or why, but I got this little issue:

lUBzMwM.jpg

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Hello Theon and Iron Clad for join us in the developing of this mod,

Your completely welcome and any comment would be gladly taken.

Lets start from the begining:

Elite Caesans can throw two grenades in one turn, this is a little bit to hard I think.

Also I think the bravery skill should be a little higher, most of my high trained soldiers, panic for totally stupid reasons.

And stun and shock grenades are still to weak, a Caesans leader resisted 10x stun and 10x shock grenades. I manually increased three times the stun dmg of the shock grenades, to make at least a little amount of stun dmg.

Yes, alien grenades are lighter and faster than human grenades, in other hand they are suited to deal different kind of mechanic. This grenades deal panic , stun, suppression and damage. Not as damaging as human grenades but very usefull.

This is working has intended.

About Stun damage is not necesary, I upgrade a lot stun damage of the Baton and gas grenade, if stun damage are more efficient dealing with aliens, why develop lasers and other kind of stuff?

I thing that your missing something, use "Carbines" or "Shotguns", this weapon deal al close medium range heavy powered bolts that deal Both stun and damage. Im pretty sure that if you use 2 grenades on a leader, yo need a shotgun fullround to take leader down.

REMEMBER, I will remove the objective of capture the Leader in next builds for different objectives. Try Shotguns for now.

Jsleezy's Real Fighter Portrait Pack should be compatible with the latest version of XNT. Just follow these instructions:

Yes the packs are compatible in question of images, I just suggest that you keep the original Jackal Armor image.

Thank you Theon, we put all our work to make good quality mods. Im glad you like it!

Worked like a charm. Thanks for that.

There's only one weird issue that didn't start showing up until AFTER I had put Jsleezy's mods in -- not sure how it would effect it, or why, but I got this little issue:

lUBzMwM.jpg

This is a issue that dont have nothing to do with Armor packs, if you see instructions on the "Main post" of this topic you will find that you need to do this.

- Go to Assets folder and enter Background/Mainmenu

- Delete the "animation" folder.

- Start the game

THANK YOU GUYS FOR ALL YOUR POST AND SUPPORT!!!

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Hello Theon and Iron Clad for join us in the developing of this mod,

--snip--

This is a issue that dont have nothing to do with Armor packs, if you see instructions on the "Main post" of this topic you will find that you need to do this.

- Go to Assets folder and enter Background/Mainmenu

- Delete the "animation" folder.

- Start the game

THANK YOU GUYS FOR ALL YOUR POST AND SUPPORT!!!

Ah! That fixed it! Thank you very much for that. I must have missed it on the main page.

Thanks, a lot, for your awesome work on this mod -- as well as everyone's contributing mods ( Lore+ and all the others ).

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