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[v1.5/X:CE] Armoured Assault! A Vehicle Rebalance Mod


kabill

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Armoured Assault! A Vehicle Rebalance Mod

Armoured Assault! rebalances vehicles by improving their stats slightly and giving them a choice of weapons at each tier.

Features:

- Tougher Tanks: Armour values have been increased slightly and HP increased significantly. Vehicles are therefore tougher than in vanilla.

- More Mobility: The Hunter and Hyperion have received an increase to their TUs to make them more mobile and effective at scouting.

- Expanded Arsenal: At each technology tier, there is a heavy automatic weapon as well as a high explosive weapon to choose from. Automatic weapons are unlocked by the advanced laser, plasma and mag technologies (as with vanilla vehicle weapons). Explosive weapons are unlocked by the alenium, plasma and fusion explosive techs like other explosives upgrades.

- Vehicle Weapon Balance: Along with the additional weapons, weapon stats have been altered slightly. On the most part, accuracy has been reduced compared with vanilla, making vehicles less effective at directly dealing damage as opposed to supporting with suppression and their high durability. In addition, to offset their higher mobility, vehicles never received a close-range accuracy bonus.

- Specialisation: To add a little flavour in, the Scimitar has been differentiated slightly from the Hunter by giving it much more durability but fewer TUs. This is intended to make the Hunter more viable in the mid-game, since by the time vehicles are built the player is often on the verge of having access to Scimitars anyway. In any case, the Hyperion replaces both of them by combining their strengths.

Feedback

I've done some testing with this mod but could do with feedback in terms of the balance. I've corrected some issues since the last release of this mod, so the heavy plasma gun shouldn't be broken now.

Download:

Armoured Assault

Install Instructions:

To install, either:

1) Unpack the zip file into assets/mods; or

2) Install using the mod manager in the Xenonauts game launcher

Alternatively, for Steam users, you can install the mod via Steam Workshop.

However you install the mod, make sure you set it to 'active' in the mod manager.

Uninstall Instructions:

To uninstall, either:

1) Delete the mod's folder from assets/mods; or

2) Uninstall using the mod manager in the Xenonauts game launcher

If you installed using Steam Workshop, you should also unsubscribe from the mod (otherwise it will keep re-downloading). Note that simply unsubscribing from the mod will not delete it; you must also delete the mod using one of the above methods.

Acknowledgements:

- Special thanks to skaianDestiny for the new weapon artwork.

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Haven't really given it any thought other than that. I'd be tempted to make it a manufactured item rather than a free upgrade, as it will almost certainly be better than any of the alternative weapons. Other than that, it would be a singularity cannon on a unit that can actually use it more than once(!).

(The singularity cannon is powerful enough that I don't think it would need buffing in terms of damage/AoE. But put on a unit with a fair number of TUs and carrying, say, 6-8 shots would make it better than a soldier using the same weapon.)

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I don't know if it is this mod fault or XCE, but I'm getting error like 'Manu' is not a manufacture type (Name - 'ManuScimitarSupportTank') or something like this. And this is the only mod that modifies vehicles. I've installed using manual copy.

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Hmm, ok. Can I check that you have it installed in a folder in assets/mods (e.g. assets/mods/armoured assault)? You probably do, but I want to eliminate all other possibilities before I go bug-hunting (I've not had this issue at all so I'm at a loss as to where to start looking).

Also, can I ask (yes, again. Really sorry) what other mods your running. Just in case.

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Hmm after careful reading again, I might have screwed the installation. The launcher failed when installing Fith, so maybe instead to mods/assets I have just extracted to xenos assets.

EDIT:

OK this time I was stupid.

Edited by silencer
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@silencer: Cool, glad I checked (actually, the instructions aren't very clear for manual explanation so I should probably sort that).

@Rover_27: Yes, this mod is compatible with just about any other mods as it uses the X:CE mod loading system.

Edited by kabill
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Minor, minor update: I've updated the mod with some changes to the modular system as suggested by llunak. There's no gameplay changes, so there's no need to update per se, but it might be worth it at some point as it will be slightly more compatible with other vehicle changing mods.

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I can't get the install of this mod to work. When I play the game the Hunter Scout Car for some reason pops up in the 'Aircraft' tab, and whenever I start the game I get error messages of: 'Manu.' is not a manufacturer category name (Name='ManTech.Hunter')!

There are two others for ScimitarSupportTank and HyperionHovertank.

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The folder is in mods, though. To be sure I've even clean-wiped my assets back to their original states and tried it again and I keep getting the error.

The patch at least works for you, right? I'll keep fiddling with it but I've unzipped the file in the Mods folder on a clean install and it still doesn't work.

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Do I need a 3rd laser research to get the laser minigun for the Hunter? I got the basic and heavy laser researches all done and only unlocked the standard laser minigun for the aircraft and the laser cannon for the Hunter, or is the cannon now the minigun, it just kept the same text?

EDIT: So I decided to just try it out, nope, still only have the pulse laser cannon of doom.

Edited by Kriegsherr
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The Pulse Laser should now be a machine-gun like weapon.

I've just checked my copy to see if it's working ok and it is. I'm wondering whether it's an install issue then. Can you tell me (as precisely as possible) how you installed the mod? And can I check you're running XCE 0.26?

(I'm assuming by "try it out" you meant in ground combat.)

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Looks nice. Is you mod compatible with XNT? What do you think? I'm really interested.

Kind of. It should work on a technical level (it's fully modular), but the balance won't be appropriate for it (I just had a look to check; the damage levels are quite different).

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  • 1 month later...

- Expanded Arsenal: At each technology tier, there is a heavy automatic weapon as well as a high explosive weapon to choose from. Automatic weapons are unlocked by the advanced laser, plasma and mag technologies (as with vanilla vehicle weapons). Explosive weapons are unlocked by the alenium, plasma and fusion explosive techs like other explosives upgrades.

This makes installing this mod worthwhile on it's own. I pretty much do not use vehicles, because I don't want the explosives.

Now, I can use them again.

Thanks, Kabill!

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