TacticalDragon Posted June 1, 2014 Share Posted June 1, 2014 (edited) XNT- INTO DARKNESS Inspiration Mod Based on "Way of Wolf" E. E. Knight Created by Tactical Dragon, Theon Greyjoy, Korhang and Kirill. “Generally speaking, the Way of the warrior is resolute acceptance of death" Miyamoto Musashi WELCOME TO THE WORLD OF XNT: ITD IF YOUR NOT FAMILIAR WITH THIS MOD PLEASE CLICK THIS BOTTOM TO KNOW OUR PROJECT OR FOLLOW THIS LINK REFERENCE LINK What is XNT - Into Darkness? This mod is nothing but hard work and compilation of multiple users, players Xenonauts community. At the same time fulfills the function of providing innovative and demonstrative elements of the scope of the game platform. What makes it different? XNT - Into Darkness is planned for players looking for a faster pace of play and active action GCs, mixing a kind of specific modifications that make the exciting diverse environment. The idea is to provide tools to the player from the beginning to take its own path in the struggle of the alien invasion. How to play First you must understand that there are various forms and parameters that allow you to start the way you want, however there are several alternatives or pattern to start playing: - Air Supremacy, the initial focus resources in powerful and destructive fleet of aircrafts at high economy cost. - Economy Factor, Prepare, designing and making multiple factories of mass production. (Beware based attacks are frequent). - Armor Rush, if you want to ensure your supremacy and survival of soldiers in combat, you need to focus your efforts on developing heavy and solid platforms vehicular warfare (tanks). - Technology Master, Prepares several research divisions ready to diagnose and take advantage of the alien technology, you always will have cutting edge technology in combat. - Imagine your own way, there are thousands of ways to address these elements and mix. Whats unique in XNT - Into Darkness? - Unique AI combination of scripts - Possible to make money by manufacture - Aim and damage dynamic is heavily changed SILVER DRAGON EDITION XNT - INTO DARKNESS V4.2 EXTENDED RULE 1 PLEASE TRY TO START A NEW GAME WITH THE PACK RULE 2 USE A CLEAN INSTALL OF XENONAUTS V1.0 New Features: - 17x New weapons added to the game - "The Slaves" available in the game (Sebillian Human Prisioners has been transformed in a horro beast called "Gargol") - 1x New Aircraft! - 2X New Alien weapons - Armor color and animations (The Great Theon greyjoy makes absolutly awesome work) - 2x New Rank units added to REAPERS! (Exclusive in this edition - "Creepers Remake") - Special Alien Class Analysis (Lore+ Mod Included) - Weapons, Damage and Balance complete modification. - Alien Races has changed completly - Building Unkeep, Economy and Manufacture has been reviewed and fixed. - New Paths of Research tree. - KABILLS UFO HULL BREACH compatible version, you only need to extract maps and tiles of Kabills pack. LINK HOW TO INSTALL (UPDATE 10/06/14!) V4.3 EXTENDED XNT MAIN CORE PACK DOWNLOAD LINK V4.3 EXTENDED (NEW!)OPTIONAL MUSIC PACK! MUSIC AND BACKGROUND PACK RECOMMENDED MAP PACK KABILL RANDOM MAP PACK! INCLUDED PACKS UFO DYNAMIC SPAWNS KABILL's UFO Dynamic Spawns Thank you Kabill all this awesome work!!! 1. Copy Xenonauts folder to new location (Optional but recomended) 2. Extract XNT - Into Darkness CORE Pack in ASSETS folder 3. Extract additional content, XNT - Into Darkness Add-On in ASSETS folder (If you want new music and few arts in game). 4. Recommended extract and install Kabill's Random Map Pack 5. Enjoy and think! THANKS FOR PLAYING, WE HOPE YOU ENJOY OUR HARD WORK! Special Thanks for Max_Caine and Kabill for his cooperation and hardwork SPECIAL ACKNOWLEDGE - THANKS FO THEON GREYJOY FOR JOIN US TO DEVELOPERS TEAM! - Radek, Sentelin, Selgald and Victor_Tadeu for all all the cooperation, feedback, bug report, balance suggestions. You'r great guys! - THANKS TO THE ARTIST HENRY PONCIANO FOR DRAWING SUCH A WONDERFUL ILLUSTRATIONS FOR LORE+ - THANKS TO JSLEEZY FOR THE COYOTE ARMOR IMAGE, EXTRACTED FROM THE PACK Jsleezy Real Armor Pack THANKS TO THE ORIGINAL CREATORS OF CREEPERS MOD PACK, GREAT JOB! "Are you prepared to deal with alien invasion Commander?" NEW COMPONENTS IN THE GAME AND CHANGELOG: CHANGE LOG Balance Fix PatchV4.33 - Su-27 Flanker name has changed to Su27-T10 - The carry layout of Su27-T10 has been changed to 2x Autocannons and 2x Missiles making this unit a front liner at hand of skillful player. - Su-T10 Manufacture cost has been increased and his upkeep too. - Tickery has increased a bit - Founding penalty has been reduced similar to vanilla but with Dynamic UFO Engine 0.5 (Kabill's Courtesy) - Vipers fight more defensive and prepare ambush trying not to reveal his position to early. - Standard Reaper resistance has been increased and his behavior is to create a melee meat shield for other aliens. - Airsuperriority percentage is reduced to 40% - Cover modifier has reduced to 0.8 - Standard Alien Plasma rifle gain 3 armor mitigation. - Basic armor energy resistance has reduced to 20. This is the new changes of the version V4.3 - New aircraft added to fill the gap between Foxtrot and Corsair (Su-27 Flanker / The official Su-T10 Cheburashka) - Light Vortex projectors weapons has been rebalanced. - The UFO interior doors has portholes and work as a cover. - Living quarters spaces increased to 40, to improve bases diversity. - Kabill's Dynamic UFO system is implemented, this system makes less predictable the UFO encounters and react to the player performance, making amazing the interaction of alien invasion. - The Warhawk II and Peackeeper projectiles has been reassigned. - Sentinel armor are currently balanced to the game. - The UFO encounters has been randomized. - Veteran Gameplay is harder but if the player know how to play result in a great reward. - World Founding has been increased - Alien weapons and components selling value is increased in 10% - New Music Track has been added to day combat, and changes the night combat. - Now I add a small possibility to found a Delta Viper on a Scout. V4.21 Extended A1 - Alien Heavy Plasmas shots 2 pellets per shot - 1x Aircraft added (Apollo MRX2) - Commanders AI has been changed - Elite Aliens equipment has been changed - 2x New weapons Added (Keeper TSR-V1 and Warhawk II) - Random damage changed to 32% - Vortex Tech Tree has been updated - Aliens can open UFO doors even if you block it from outside - New Xenopedia entries - Balance Fix for Tier3- and Tier3+ V4.0 Extended A1 - Compatible version with V1.0 Xenonauts - Introductions of new animations - Exclusive AI for melee units "Brawler - New type of encounters (Alien composition has been heavy modified) - Alien Armor value has been a bit increased. - 2x New alien weapons (The vortex projector) - Balance minor fixes - Armor degradation is set to 5% - Unique type of attack For Delta Viper. V3.7 Extended A1 - Game alien advance has been reduce - 8x Games included in the game - Xenopedia entry for each weapon has included - Time between waves has been increased to 7800 - Alien Armor value has been modified a bit. - Alien Equipment and grenades has been improved - UFO Content has been balanced an reviewed - Tester Update included V3.7 - Zombies has been transformed in a new race - 2x Races was added to the game - Now Advanced ballistics are Manufacturables and you can keep economy from start with it - UFO Hull Breach item size reduced and Power-core explosion reduced to 40% - Internal UFO maps has been removed for balance issues. - Economy has been rebalanced again. - Now is harder reach the next Tier of weapons and armors. - Techtree has been modified. V3.5-6 - 3x Weapons Added - Advanced Ballistic Techtree has been developed - Maintenance of hangars and workshops has been reduced by 20% - Cost of Radar, Hangar and Workshop reduced by 20% - Cost and maintenance of laboratories increased by 10% - Pistol balancing for shot modes and types. - Wound system changed to each 5 damage 70% and 2 persistent damage (Reduce bleeding effect but difficult to cure). - Now you can manufacture from beginning of the game (Each Tier has his money maker and the game has a secret money source of resources) - Stun grenades, stun baton and gas damage is increased by 20%. V3.4 - 3x Weapons Added - 4x Research paths added - Projectile's speed has been increased to 2000 - Alien Weapons has been modified - Building Unkeep has been reduced -15% - New Alien AI, "Boss" for the leader commanders. - Weapon damage (Increased) and Wounds (Less %) has been modified - Manufacture of Jackal armors is reduced. - Complete restructure of Alien Stats. V3.2 - 2x Weapons Added - 2x Research paths added - Balanced weapons testing - Lore+ Remastered V3.1 - Rank cost reduced by 15% - Difficulty values is readjusted, aliens stats and accuracy for "Normal" and "Veteran" reduced in 10% and 8% for each one. - Music is removed due to possible Copyright issues (We'r requesting non-profit free use permission). - Alien trickery is reduced for Normal and Easy difficulties by 5%. - Alien Alloy, Plasma Pistol and Plasma Rifle research time is reduced to 80, 73 and 86 for each one. - Ufocontent has been modified for Alien Attack, the mixture of scripts put some aliens suited for "Hit and run" long ranged attacks, other ones for "assault" and other team like "commander". - The funding value of countries has been increased by 5% due to increase profit of defending earth. GENERAL AND GEOSPACE - New music for Day and different for Night combat. - New Background and Hidden turn images. - Air Superiority of alien invasion is dramatically increased. - Alien Terror Missions chance is reduced due to his HARD difficulty in the mod (Is considered like Boss Fight) - Base Attack Frequency is increased to force the player put defenses in their stations. - Each alien as unique behavior and stats. - Starting money is increased but Month founding is heavily reduced. - Alien invasion progression has been increased. - Refuel, Repair and Reload of aircraft has been increased. - Manufacture cost of Wolf and Predator has been heavily increased (Considered Premium AAA valuable items) - Laser and Jackal armors selling value has set and balanced, you can set profitable economy at hard cost in space and infrastructure. - Research tree has been changed (Tips: For heavy armors you need to develop plating for tanks and then extrapolate it to personal armors) - Starting Soldiers Stats has been increased in range. - Starting soldiers is reduced to 6, but this soldiers represent the best of humanity. - Relation cost of alien attacks has been increased. GROUND COMBAT - TU consumption of alien Scripts in changed (Behavior.xml) - Alien Stats has been modified. - Alien Armor defense is set for each race and ranks. - Unique AI modifications and new scripts added to the game. - Clip Size and Ammo for some weapon has increased. - Armor absorption value is increased. - Heavy Weapon penalty is changed to 70% of the original accuracy. - Speed of bullets has increased by 50%. - Area of Effect and range of explosives has been increased. - Area of Effect and Range for Flares has been increased, making it more useful in night combat. - Random damage range for all weapons is changed to 28% instead 50%. - Kneeling Accuracy boost is increased to 25% instead 20%. - Armor degradation is reduced to 10%. - All items in environment as reduced durability by 20% of their original score. - Explosives makes more damage against structures (7x damage value). - Short range accuracy bonus is increased to 13% - Base range of throwing weapons is increased by 0.5 - Range of Burst reaction fire is increased to 20 tiles. - LOS range for all units has been increased by 20%. - Weapon ranges is increased in 37% (Not for snipers). - Wounds deal 5 points of damage and has 50% change to appear by each 5 input damage. - Damage, Aim parameters and effects has been modified, in this mod shots without cover is HIGHLY possible. - Cover value of objects has been increased by 25% but weapons accuracy is dramatically increased. - Tanks and weapon plataforms has been increased in power and protection. Edited June 12, 2014 by TacticalDragon Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 1, 2014 Author Share Posted June 1, 2014 NEW WEAPON SPECS: Sub Machinegun Enforce EF-Z701 Fire Mode: Burst Fire 23AP Accuracy: 28% Fire Rate: 4 Bullets (16 Bullets per turn full auto) Damage: Pistol Ammo Caliber .45 (20 Nominal damage, 10 Stun Damage) Armor Penetration: None Range of effect: Medium Tactical Notes: - Suited for urban and short combat environment. - Can be used with shields. - Highly effective against low armored units. - Quick reload system. - High ammo consumption and Small Clip size Light Assault Rifle - LMG Zephyr MK-ZP802 Fire Mode: Snap Shot 24AP - 44% accuracy Aimed Shot 60AP - 98% Accuracy Burst Fire 32AP - 32% Accuracy Fire Rate: 4 Bullets in burst fire Damage: Special Rifle Ammo Caliber .45 (33 Nominal damage, 18 Stun Damage) Armor Penetration: Low Range of effect: Long and short range Tactical Notes: - Most advanced ballistic rifles developed in XNT Facilities - Versatile and powerfull weapon for all ranges - Only heavy armored units can stop this special ammo without damage. - Slow to reaload - High ammo consumption and high Recoil. Machinegun HMG Korhang KR-R331 Fire Mode: Burst Fire 30AP Accuracy: 30% Fire Rate: 7 Bullets (21 Bullets per turn in full auto) Damage: Pistol Ammo Caliber .48 (29 Nominal damage, 10 Stun Damage) Armor Penetration: Low Range of effect: Medium Tactical Notes: - Suited for heavy suppression and cover destruction - His powerful firepower can overcome grouped enemies - High Recoil and Weight limit the use of the weapon to restricted situation and trained soldiers. - Slow Reload. HEAVY PISTOL - WarHawk WR-H33 DUAL OR LASER SIGHT VERSION Snap Shot 18AP - 30% accuracy Normal 28AP - 50% Accuracy Aimed 48AP - 105% Accuracy Fire Rate: Single shot Damage: Pistol Ammo Caliber .50 (35 Nominal damage, 20 Stun Damage) Armor Penetration: Low Range of effect: Medium Tactical Notes: - Powerful impact can damage heavy armors without need of any anti-armor ammunition. - Laser Sight mounted in this unit makes very accurate weapon (No usable in dual wield). - Can be used Dual Wield OR Can be used with shields. - Effective against heavy armored units - Heavy build, recoil and reload time makes this weapon suited only for veteran soldier. SPECIAL OPS - ThunderBolt AZT300 Fire Mode: Snap Shot 30AP - 52% accuracy Aimed Shot 49AP - 104% Accuracy Fire Rate: Low Damage: Armor Piercing Shotgun Slugs (36 Nominal damage, 36 Stun Damage) Armor Penetration: Medium Range of effect: Medium range Tactical Notes: - Modified version of the conventional shotgun. - Versatile and powerful weapon suited for close range and selective targets. - Can deal high amount of kinetic potential that can cause enemies to knock out even if they resist the impact. - Slow to reaload and ammo - Has limited use in combat field in terms of range, rate of fire and damage. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 1, 2014 Author Share Posted June 1, 2014 Dread AK7-A1 - Tactical Sniper Laser Cannon V1 Fire Mode: Snap Shot 40AP - 52% Accuracy Normal 65AP - 113% Accuracy Aimed 95AP - 153% Accuracy Fire Rate: Low Damage: Pulse High Focus Laser (94 Nominal damage, 50 Stun Damage) Armor Penetration: Medium Range of effect: Long Range Tactical Notes: - Powerful and tactical version of sniper rifle - Versatile and powerful weapon suited for close range and selective targets. - Advanced targeting system provide accurated shots at long ranges - Very slow ammo, heavy to carry and difficult to reload. - Useless at close range, be careful using this weapon in urban or close environments, only for military veteran use. Parango GH301 - Heavy Laser Pistol Fire Mode: Snap Shot 13AP - 28% Accuracy Normal 23AP - 55% Accuracy Aimed 48AP - 120% Accuracy Burst Fire 30AP - 32% Accuracy Fire Rate: Low Damage: Pulse High Focus Laser (94 Nominal damage, 50 Stun Damage) Armor Penetration: Low Range of effect: Long Range Tactical Notes: - Powerful and tactical version of sniper rifle - Versatile and powerful weapon suited for close range and selective targets. - Advanced targeting system provide accurated shots at long ranges - Very slow ammo, heavy to carry and difficult to reload. - Useless at close range, be careful using this weapon in urban or close environments, only for military veteran use. HIDDEN RESEARCH PATH NEW WEAPONS! TACTICAL ROCKET LAUNCHER - RPG Sulfur SS-6 Fire Mode: Burst Fire 55AP - 28% accuracy Fire Rate: Low Clip Size: 3x Mini Rocket bundle Damage: Compact Rocket (Depend on explosive tech, but they have 60% of the original rocket) Armor Penetration: Incendiary Explosive Range of effect: Medium range Tactical Notes: - The compact model of rockets allow this weapon fire the full load of explosives. - You can impact heavy covered aliens and affect his stability in combat. - Idea to break down buildings and LOS obstacles. - Difficult to reload, only veterans or powered armors can handle this weapon. - Dangerous to use in close spaces. ALERT DONT USE THIS WEAPON IN URBAN ENVIROMENTS! HEAVY ADVANCED ROCKET LAUNCHER - RPG Rage YT-63 Fire Mode: Burst Fire 50AP - 30% accuracy Fire Rate: Medium Clip Size: 6x Mini Rocket bundle Damage: Compact Rocket (Depend on explosive tech, but they have 60% of the original rocket) Armor Penetration: Incendiary Explosive Range of effect: Medium range Tactical Notes: - The compact model of rockets allow this weapon fire the full load of explosives. - You can impact heavy covered aliens and affect his stability in combat. - Idea to break down buildings and LOS obstacles. - Heavy to carry even for powered armors, intended only to use with power armors like a slow explosive plataform. - Dangerous to use in close spaces. ALERT DONT USE THIS WEAPON IN URBAN ENVIROMENTS! Quote Link to comment Share on other sites More sharing options...
Sentelin Posted June 1, 2014 Share Posted June 1, 2014 (edited) I had seen those new animations (you meant by that on soldier position and how they are holding weapons,crouching animations and so on ?),in previous tread when Theon by mistake posted those screen shoots and I have to say that did require patients and time to make.I know that because i tried ... and left half finished i just hate going trough xml files even with advanced search tool in notepad ++ and messing with frame keys and sprites in general .. Anyway congratz on new release, I bet that few months ago when you wanted to quit you never imagine that mod will go this far and "eat" all other smaller mods Edit:And by the way it's nice to meet rest of the team Edited June 1, 2014 by Sentelin Quote Link to comment Share on other sites More sharing options...
kabill Posted June 1, 2014 Share Posted June 1, 2014 @TD: Couldn't reply to your message as you're inbox is full. Yes, the link on the mod list is updated to this thread. I spotted the update five minutes or so before you PMed me Quote Link to comment Share on other sites More sharing options...
Sentelin Posted June 1, 2014 Share Posted June 1, 2014 Ok i run into something really weird.I don't know if this is bug or my incredibly luck (probably bug ) but tree of my soldiers got blown to pieces by new alien weapon (The vortex projector) and i though they were gonna for good (not the best start at insane difficulty .. I had),however: Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 1, 2014 Author Share Posted June 1, 2014 The vortex projector is a type of energy used by alien abductors. The invaders discovery that radiation produced by Vortex (An element mineral of Caesans) result heavy usefull knocking down humans. In early game the aliens bring this weapons to battle. When you fight it, yoy will lose in the ground lot of soldiers ,the soldiers dont result killed by vortex projector usually is harmless..... the problem is .... if all soldiers result knock out they were abducted and lost forever. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 1, 2014 Author Share Posted June 1, 2014 Sentelin, Thank ypu so much for ypur support! This is only possible with the help of all of you guys. Quote Link to comment Share on other sites More sharing options...
Selgald Posted June 1, 2014 Share Posted June 1, 2014 Whats that ticker on the world map? Is it a debug thing? Quote Link to comment Share on other sites More sharing options...
Theon Greyjoy Posted June 1, 2014 Share Posted June 1, 2014 Thanks for the acknowledgment but I didn't contribute that much and I don't know if ill be able to help with anything else (low on skills + free time is ending soon). What I'd learned however is that even the simplest changes tend to produce lots of issues (especially with this engine) and require a lot of patience and work so big thanks to all the veteran moders for keeping it up. Having that said I will try to help if time allows it and it's within my competence. --------- And now back to buisness: Is the current XNT morale system equal to the vanilla system? I think it would be good if players knew the answer to this (me included ) cos there were a lot of changes in vanilla recently and I'm kind of dissapointed they removed the safety_in_numbers bonus (or whatever it was called). Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 1, 2014 Author Share Posted June 1, 2014 Whats that ticker on the world map? Is it a debug thing? Ah! Yes I forget to remove it from the Balance testing build. But could be helpfull for you playtesters. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 1, 2014 Author Share Posted June 1, 2014 Anyway congratz on new release, I bet that few months ago when you wanted to quit you never imagine that mod will go this far and "eat" all other smaller mods Edit:And by the way it's nice to meet rest of the team Yes! Your right I never imagine! Thanks to you and other players that give me temperance and constance. Im happy with the current build and all the elements that we, developers and playtesters, put on the mod. Thank you! Quote Link to comment Share on other sites More sharing options...
Guyver Posted June 1, 2014 Share Posted June 1, 2014 (edited) first of all great mod, it's very challenging with many aliens in the same ufo instead of mono-type (damn bullet-sucking zombie! ); it's very fun! nevermind, found the research! Edited June 1, 2014 by Guyver Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 1, 2014 Author Share Posted June 1, 2014 first of all great mod, it's very challenging with many aliens in the same ufo instead of mono-type (damn bullet-sucking zombie! ); it's very fun! nevermind, found the research! Hurry! Try to reach any advanced adaptations of ballistics!! Aliens will bring Vipers, Deltas, Spine Throwers and Vortex projectors! D:! Im glad you like it! Enjoy it! Quote Link to comment Share on other sites More sharing options...
Selgald Posted June 1, 2014 Share Posted June 1, 2014 The first 2500 lines for the strings are translated, 10000 more to come... Thankfully I can copy some text for the Xenopedia from the German fan translation, but only some I also wrote Chris a PM if he sees any trouble using a Strings/Xenopedia.xml with modded stuff in it for the vanilla game. If not it could be used for vanilla and XNT ^^ Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 2, 2014 Author Share Posted June 2, 2014 Congrat Selgald ^^ Good job with translation and German community. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 2, 2014 Author Share Posted June 2, 2014 PLAYTEST REQUEST NO.26 Hello all the play testers and players of XNT Into Darkness, I have a special request for you rght now. I have some concerns about alien AI reactions and I need to check some of this behaviors: - Aliens react aggressive showing up ad shooting? - Enemies looks like reserve to reaction shot too many TUs? - They score too much or less shots? Problem: Accuracy Formula has been changed, we need to test and readjust aliens Minimum Accuracy value. Any help and comment about this issues please report it here, it will be really helpful Many Thanks! Quote Link to comment Share on other sites More sharing options...
Sentelin Posted June 2, 2014 Share Posted June 2, 2014 (edited) Aliens react aggressive showing up ad shooting Yea it would be nice if you tuned down this a little bit,I think some aliens (all of them actually),have too much TU at the beginning. Enemies looks like reserve to reaction shot too many TUs? I learned how to avoid reaction shoots most of the time so it doesn't present game breaking issue. They score too much or less shots? They score more shoots than they should,especially Ceaseans and everyone in general expect Sebillians,drones and melee aliens,which can score burst shoot across half map and kill squad member. Edited June 2, 2014 by Sentelin Quote Link to comment Share on other sites More sharing options...
Guyver Posted June 2, 2014 Share Posted June 2, 2014 i think there is a bug... i just lost half of my squad for no apparent reason. most of them were injured but no one got killed/stunned: at the end of the crash site, 4 of them showed up killed in action, while they were alive. im missing some new mechanic in the mod? Quote Link to comment Share on other sites More sharing options...
Selgald Posted June 2, 2014 Share Posted June 2, 2014 I can confirm that, one of my soldiers also disappeared for no reason. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 2, 2014 Author Share Posted June 2, 2014 i think there is a bug... i just lost half of my squad for no apparent reason.most of them were injured but no one got killed/stunned: at the end of the crash site, 4 of them showed up killed in action, while they were alive. im missing some new mechanic in the mod? No, soldiers recovery or ending alive count. Anyone have a save game you can provide us? This sounds like you have a Vanilla bug. In my experience I presence this issue fr a single reason, I update Candidate 1 to Xenonaus 1.0 and this is not working. I recomend you delete and unistall the game completly and reinstall it. Clean install work perfectly. Quote Link to comment Share on other sites More sharing options...
Theon Greyjoy Posted June 2, 2014 Share Posted June 2, 2014 (edited) Guyver, Selgald Well, Im not in charge of most of the changes but I guess if there is anything messed up due to armours it would be my fault and TD didn't add one of my files which I thought would be important...but on the other hand it might as well not. So the question is: did the missing/dead guys wear any armour? Were the surviving ones equiped with sth else? Edit: Lol simultanous response TD Edited June 2, 2014 by Theon Greyjoy Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 2, 2014 Author Share Posted June 2, 2014 Yea it would be nice if you tuned down this a little bit,I think some aliens (all of them actually),have too much TU at the beginning.I learned how to avoid reaction shoots most of the time so it doesn't present game breaking issue. They score more shoots than they should,especially Ceaseans and everyone in general expect Sebillians,drones and melee aliens,which can score burst shoot across half map and kill squad member. Thanks sentelin, I'll take this in consideration. I think about this long time ago, but finally I realize that aliens at the beginning need to be far superior to humans in all possible aspects, after all they are more advanced civilization compared to humans. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 2, 2014 Author Share Posted June 2, 2014 Guyver, SelgaldWell, Im not in charge of most of the changes but I guess if there is anything messed up due to armours it would be my fault and TD didn't add one of my files which I thought would be important...but on the other hand it might as well not. So the question is: did the missing/dead guys wear any armour? Were the surviving ones equiped with sth else? No, I test this completely, there is not issue with armor or animations. Even if a animation path is missing there will be no issue. Actually I had run test of invisible soldiers without animations in a complete mission without losing a single soldier. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 2, 2014 Author Share Posted June 2, 2014 Other player report this for vanilla http://www.goldhawkinteractive.com/forums/showthread.php/10264-v1-0-GC-lightly-injured-soldier-dead! Quote Link to comment Share on other sites More sharing options...
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