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Melee Vehicles or 3x3 aliens?

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Any one tried? I am making something for sebillians.. a melee 3x3.. can be done? I realy do not know how will AI handles it..

Or any idea how to put "attack" animation to vehicles.. i am trying to make it like normal 1x1 units but no result..

3x3 Unit Attack Animation Coding

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I create a T-Rex for Sebs and tried the animation on the hunter vehicle. I can put animation to moving but i tried to add attack animations like:

PHP Code:

<anim src="units/xenovehicles/VEHICLE.HUNTER/VV.MACHINEGUN/anim_ferret_mg_melee_s" anim="singleshot_D"/>
or
<
anim src="units/xenovehicles/VEHICLE.HUNTER/VV.MACHINEGUN/anim_ferret_mg_melee_s" anim="burstshot_D"/> 

Whatever i tried, the attack animation didn't work and it used always idle when attacking.

Is there no coding for this or am i doing something wrong?

thx

[X:CE 0.34 RC2] [Khall's Tundra Tileset] Water counts as ground.

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Xenonauts 2015-09-17 20-38-26-234.jpgXenonauts 2015-09-17 20-38-17-278.jpgXenonauts 2015-09-17 20-38-09-279.jpg
(I suspect that it's KTT because I never saw this map even after countless arctic missions in my modless playthrough)
This is how it looks like. It might damage the balance on these maps as the water can be strategically valuable as an obstacle.

[X:CE 0.34 RC2] [Khall's Tundra Tileset] Water counts as ground.

[1.59 OSX - Ground Combat] Xenonauts version download from Steam starts in debug mode

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While playing a ground combat mission I accidentally pressed the 'v' button and instantly won the mission. After snooping around the forums a bit I realized that this probably meant that I was playing in debug mode and sure enough other debug mode keys work.

I don't recall checking any boxes to turn debug mode on. Is it possible that the OSX wineskin configuration is pointing to the wrong executable?

I purchased my copy of Xenonauts through the Humble Store and activated it on Steam with the steam key that the humble store provides.

David

Weapon stats (XCE & XMC mod)

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Dear community,

now that 2 of the best mods are up and running i encountered a small bug:

"new" (additional) weapon stats are not shown?

Where can i find information on the "hellfire missile" e.g.?

Linked submaps (submaps using other submaps)

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X:CE 0.34 now supports making submaps use other submaps. Instead of making a submap contain everything, it can refer to another submap, and when the game loads the submap, the linked submap will be loaded at the given position as well.

The advantages of this are:
  • Saved work by having common objects available as submaps and using those in submaps, instead of repeatedly creating the objects manually.
  • Avoided/reduced duplication. Instead of creating several submaps that differ only in some details, use one submap for the shared parts, use other submaps for the differences, and link the submaps together as appropriate.
  • More variation. Since the game always selects a random submap variant if there is more than one, making a submap use another submap results in more randomization than directly adding objects to the submap.


How to link submaps together:
  • Have 2 submaps that should be used (create them from scratch as per the mapping howto, or use existing ones). In this example, we will create a new arctic submap that will contain a random mesa (provided by the arctic/props/mesa_large1 submap) and a random tree cluster (provided by the arctic/props/tree_cluster_3x3 submap).
  • Start the submap editor and create a new 10x10 submap (click 'New Sub-Map', name it, set size 10x10 and confirm). If necessary, refer to section "3) Your first submap." in the mapping howto.
  • Submaps are placed similarly to how other objects are placed. Specifically:
  • Click 'Link Submap', that will open a file dialog for selecting which submap. Select the appropriate submap, in this case 'arctic/props/mesa_large1' (select one of the .xml files in the directory, it doesn't matter which one).
  • Unlike the map layout editor, there is no distinction between different submap types (such as ground, building, etc.), they are all treated the same. However the submap must be in the same tileset.
  • The 'Link Submap' button will stay pressed. Now clicking on any tile in the shown submap will link the selected submap to that tile.
  • The linked submap itself is not shown, but the tile is marked by green, and the list of objects on the tile shows 'Submap: props/mesa_large1'.
  • Click on another tile to link the submap to another tile, or click the 'Link Submap' button to turn it off again.
  • The same way link arctic/props/tree_cluster_3x3 submap to another tile.
  • A submap link is deleted from a tile by selecting the tile, selecting the submap ('Submap: props/mesa_large1') in the object list and clicking 'Remove Layers/Submaps').
  • Work with the submap as usual (save it, add other objects, etc. ; again, see the mapping howto if necessary).
  • In order to actually see the linked submap used, it is necessary to load it either in the map layout editor or in the game.


If you want to see linked submaps used, all UFO submaps now use them, in a non-trivial way:
  • Both crashed (maps/ufos/Crashed/ufotype/ufotype_layout.xml) and landed UFO (maps/ufos/Landed/ufotype/ufotype_layout.xml) now only link 3 submaps:
    • The base submap (maps/ufos/shared/ufotype/base/ufotype_layout.xml), which provides the base UFO structure, without hull image, and without room contents. There is only one base submap for each UFO type, so there is no duplication.
    • The hull submap, either undamaged (maps/ufo/shared/ufotype/hull/ufotype_layout.xml) for landed UFOs or damaged (maps/ufo/shared/ufotype/hull_damaged/ufotype_layout.xml) for crashed UFOs. They provide only the hull picture. It is possible to have variation in hull pictures by having more submap variants (e.g. maps/ufo/shared/ufotype/hull_damaged/ufotype_layout2.xml , etc.).
    • The inside submap, which provides room contents, and variation for them. Since landed and crashed UFO use the same inside layout with the exception of the UFO's datacore being either intact or damaged, the inside submap (maps/ufos/shared/ufotype/inside/ufotype_layout.xml) only links the actual layout submap (maps/ufos/shared/ufotype/layout/ufotype_layout.xml) and add the datacore prop. Similarly there's an alternate inside submap, and damaged inside submaps do the same.
  • The actual inside layout of the UFOs is provided by the primary and alternate layout submaps (maps/ufos/shared/ufotype/layout/ufotype_layout.xml and maps/ufos/shared/ufotype/layout_alt/ufotype_layout_alt.xml). These do not provide anything provided by other submaps (i.e. no hull, no datacores).

Shattered Fellowship- time to make it happen, guys :)

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Congrats on the amazing achievement of Xenonauts, Goldhawk.

I can honestly say that you've made my second-favourite game of all time. And I've been playing computer games since 1979, so that's saying something. The game, the mods, the sheer ease of use- magnificent, and a testament to the idea that working things don't need fixing.

So, anyway, my favourite game is actually Jagged Alliance 2. And that's a game you guys need to revisit- not that I believe for one second that you don't have it installed on your systems right now.

Look, we all know that licensing fees are painful, and that to just rip off Jagged alliance would be ethically wrong. But if you guys made a game about a team of people doing a 'Heart of Darkness' mission to eliminate an evil, genocidal third-world tyrant dictator, I'd buy it. It doesn't even have to be set in central Africa!

Just imagine that you could clear out former farms and mines, and provide both employment and security for people wanting to work in peace to feed their family, town, country and continent! These areas would provide resources for the surrounding areas, increasing local and peripheral support. Local partisans could respond to your popularity, providing intel on enemy positions when taking a new area. Local militia can flock to the new prosperity, eager to free the burgeoning republic of Bimzabwe from the cold hand of a genocidal lunatic. The possibilities are amazing!

Jagged Alliance 2 had the tactical and strategic magic you could use. But Shattered Fellowship could offer an additional level- 'media combat'. You could embed independent media reps to increase international support- CMM for America, Al-Shareah for the Middle East, CBB for the UK and so on. But let one of your media team die, or witness an atrocity committed on (or by) friendlies, and lose support (and funding). You could even add 'social media' warfare as an option if you want to go really granular. Think about the possibilities!

C'mon guys. You want to make it and I want to buy it. I'm an ideas man. You want to develop a game that's to Jagged Alliance 2 what Jagged Alliance 2 was to Atic Atac, you just let me know. I'm full of ideas!

Weapon stats (XCE & XMC mod)

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Dear community,

now that 2 of the best mods are up and running i encountered a small bug:

"new" (additional) weapon stats are not shown?

Where can i find information on the "hellfire missile" e.g.?

Linked submaps (submaps using other submaps)

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X:CE 0.34 now supports making submaps use other submaps. Instead of making a submap contain everything, it can refer to another submap, and when the game loads the submap, the linked submap will be loaded at the given position as well.

The advantages of this are:
  • Saved work by having common objects available as submaps and using those in submaps, instead of repeatedly creating the objects manually.
  • Avoided/reduced duplication. Instead of creating several submaps that differ only in some details, use one submap for the shared parts, use other submaps for the differences, and link the submaps together as appropriate.
  • More variation. Since the game always selects a random submap variant if there is more than one, making a submap use another submap results in more randomization than directly adding objects to the submap.


How to link submaps together:
  • Have 2 submaps that should be used (create them from scratch as per the mapping howto, or use existing ones). In this example, we will create a new arctic submap that will contain a random mesa (provided by the arctic/props/mesa_large1 submap) and a random tree cluster (provided by the arctic/props/tree_cluster_3x3 submap).
  • Start the submap editor and create a new 10x10 submap (click 'New Sub-Map', name it, set size 10x10 and confirm). If necessary, refer to section "3) Your first submap." in the mapping howto.
  • Submaps are placed similarly to how other objects are placed. Specifically:
  • Click 'Link Submap', that will open a file dialog for selecting which submap. Select the appropriate submap, in this case 'arctic/props/mesa_large1' (select one of the .xml files in the directory, it doesn't matter which one).
  • Unlike the map layout editor, there is no distinction between different submap types (such as ground, building, etc.), they are all treated the same. However the submap must be in the same tileset.
  • The 'Link Submap' button will stay pressed. Now clicking on any tile in the shown submap will link the selected submap to that tile.
  • The linked submap itself is not shown, but the tile is marked by green, and the list of objects on the tile shows 'Submap: props/mesa_large1'.
  • Click on another tile to link the submap to another tile, or click the 'Link Submap' button to turn it off again.
  • The same way link arctic/props/tree_cluster_3x3 submap to another tile.
  • A submap link is deleted from a tile by selecting the tile, selecting the submap ('Submap: props/mesa_large1') in the object list and clicking 'Remove Layers/Submaps').
  • Work with the submap as usual (save it, add other objects, etc. ; again, see the mapping howto if necessary).
  • In order to actually see the linked submap used, it is necessary to load it either in the map layout editor or in the game.


If you want to see linked submaps used, all UFO submaps now use them, in a non-trivial way:
  • Both crashed (maps/ufos/Crashed/ufotype/ufotype_layout.xml) and landed UFO (maps/ufos/Landed/ufotype/ufotype_layout.xml) now only link 3 submaps:
    • The base submap (maps/ufos/shared/ufotype/base/ufotype_layout.xml), which provides the base UFO structure, without hull image, and without room contents. There is only one base submap for each UFO type, so there is no duplication.
    • The hull submap, either undamaged (maps/ufo/shared/ufotype/hull/ufotype_layout.xml) for landed UFOs or damaged (maps/ufo/shared/ufotype/hull_damaged/ufotype_layout.xml) for crashed UFOs. They provide only the hull picture. It is possible to have variation in hull pictures by having more submap variants (e.g. maps/ufo/shared/ufotype/hull_damaged/ufotype_layout2.xml , etc.).
    • The inside submap, which provides room contents, and variation for them. Since landed and crashed UFO use the same inside layout with the exception of the UFO's datacore being either intact or damaged, the inside submap (maps/ufos/shared/ufotype/inside/ufotype_layout.xml) only links the actual layout submap (maps/ufos/shared/ufotype/layout/ufotype_layout.xml) and add the datacore prop. Similarly there's an alternate inside submap, and damaged inside submaps do the same.
  • The actual inside layout of the UFOs is provided by the primary and alternate layout submaps (maps/ufos/shared/ufotype/layout/ufotype_layout.xml and maps/ufos/shared/ufotype/layout_alt/ufotype_layout_alt.xml). These do not provide anything provided by other submaps (i.e. no hull, no datacores).

Shattered Fellowship- time to make it happen, guys :)

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Congrats on the amazing achievement of Xenonauts, Goldhawk.

I can honestly say that you've made my second-favourite game of all time. And I've been playing computer games since 1979, so that's saying something. The game, the mods, the sheer ease of use- magnificent, and a testament to the idea that working things don't need fixing.

So, anyway, my favourite game is actually Jagged Alliance 2. And that's a game you guys need to revisit- not that I believe for one second that you don't have it installed on your systems right now.

Look, we all know that licensing fees are painful, and that to just rip off Jagged alliance would be ethically wrong. But if you guys made a game about a team of people doing a 'Heart of Darkness' mission to eliminate an evil, genocidal third-world tyrant dictator, I'd buy it. It doesn't even have to be set in central Africa!

Just imagine that you could clear out former farms and mines, and provide both employment and security for people wanting to work in peace to feed their family, town, country and continent! These areas would provide resources for the surrounding areas, increasing local and peripheral support. Local partisans could respond to your popularity, providing intel on enemy positions when taking a new area. Local militia can flock to the new prosperity, eager to free the burgeoning republic of Bimzabwe from the cold hand of a genocidal lunatic. The possibilities are amazing!

Jagged Alliance 2 had the tactical and strategic magic you could use. But Shattered Fellowship could offer an additional level- 'media combat'. You could embed independent media reps to increase international support- CMM for America, Al-Shareah for the Middle East, CBB for the UK and so on. But let one of your media team die, or witness an atrocity committed on (or by) friendlies, and lose support (and funding). You could even add 'social media' warfare as an option if you want to go really granular. Think about the possibilities!

C'mon guys. You want to make it and I want to buy it. I'm an ideas man. You want to develop a game that's to Jagged Alliance 2 what Jagged Alliance 2 was to Atic Atac, you just let me know. I'm full of ideas!

[v1.59/X:CE v0.34.2] X - DIVISION v0.99+ Alpha Test

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X-DIVISION


0.99.01 Alpha Test Version


DOWNLOAD LINK

Hi People of X!!!

After months of planning, editing, adding, deleting, remaking, discussing, coping, pasting, coding, painting and doing much more things. Finally we start first test run of X-Division 0.99. First of all, this version is not playable yet as a whole game. This is for a test run to check possible bugs/missing elements/balance issues for new added features. You got every GC items unlimited. You got a base with all map cover and got 3 last tech bomber plane with most powerful torpedoes. Just bring down all ufo's and go for ground battles. You can change the game time with startingAlienTicker value="0" code at gameconfig.xml.

You should have this mods active:
Untitled-1.jpg

What should be tested?

-Sprites of the weapon/armour/shield combinations for both alien and human weapons.
-Weapon sound/projectile/particles. Any missing or non fitting effect for weapons.
-Ufo GC tests. Any crash at loading or map problems? Every ufo should have it's core drop.
-Ufo Crew. There should be only guard/soldier/warrior/elite. I mean there should be no guard/warrior/elite if there is soldiers.
-Balance and AI.
-Aliens, do they have weapons? Do they fire them? SPecially important against ceasans because they use shields. Any reaction crashes?

Against 1 Phase Ufos, use:
-Division/Laser Weapons with jackal armours.

Against 2 Phase Ufos, use:
-MAG/Plasma Weapons with predator/wolf armours.

Against 3 Phase Ufos, use:
-Gauss/Pulse Weapons with sentinel/ravager/alpha wolf armours.

Against 4 Phase Ufos, use:
-Rail/Sonic Weapons with Best armours.

Chart for Phase Ufos:
newufos.jpg

Finished Part:

- Human GC Soldier Weapons/Grenades/Explosives/Shields/Armours %95
- Alien Weapons/Grenades %100
- Alien Units and Equipments %100
- Alien Ufo's, their timing and crews %100
- New AI %90

Not Finished/Included:

- Vehicles
- Air Aspects
- Manufacture
- Research
- Descriptions
- X-Pedia

I will try to make a Q/A section as Sentelin :) advised.. i hope i can handle.. prepare for bad english..

- You got already 0.98 nearly finished, why did this take so long to make a just next version?

0.95 and others were a test for version 1.0. 0.98 gave me many info about the calculations, planning and balance. I got a big imagination and sadly when i start, i can't stop. I made many plans and changed them at progress. It's very hard to handle if you add so many things, even the game itself didn't use them. 0.99 is a huge step and much bigger then 0.98. It will be 1.0 after all tests and balance finished.

- What is your purpose? What will X-Division become at 1.0?

Some people played X-Com for years even with the same things, against same enemies even they memorised everything at that game. X-Division will have a long game play with many new things. It's like X-Com 2K's Long War. You will start the game and it will take your hours and days always with new things to get, to use, to research, to beat. Many gamer finished this game more then one time like they did to X-Com.. X-Division will like to play this game 5 times in a one gameplay.

- What did you plan to make that long game play?

Numbers are important. This kind of games needs content. You want always new things. This should never stop. Every combat should have a purpose. Maybe an alien to capture, maybe a weapon to get, maybe a material you need. X-Division will have tons of new things to use. There will be always new things to make you have them.

- Everyone can add more things to this game. Will be good enough to have more weapons or such things?

No. Adding things more and more without plan will ruin it. You can add 10-15 weapon and players can use them with joy, but this won't be enough to make the game enjoyable at long term. This needs a very serious and disciplined planning. X-Division planned with every little aspect of this game. This mod is the only mod which adds the "enemy" to the planning. We got decent number of aliens and they have about 10 weapon at vanilla game. X-Division's first step is having a massive and organized enemy to fight against. After the enemy army recreated, i made player side. We are defending ourselves so we need to have a counter for every incoming attack. The balance is created from the beginning to the end. You won't able to overpower them and they will grow stronger when you get better. This is a race between aliens and you.

- Let's talk about the number you mentioned. What do we have for players?

Game got 3 Phase at vanilla. X-Division made this 4. It looks not so much maybe but every phase is much larger at this mod and adding a new one is like adding %30 more game content. As players, we got 4 phase and each phase got a ballistic and energy weapon branch. Every branch got 6-9 weapons and each weapon got 2 upgrades. Including this we got a special weapon branch with 3 upgrades, a weapon tech bring us by our rebel caesan. Additional weapons like launchers, flamethrowers we got totally more then 160 weapons not including grenades and such. 6 explosive branch from beginning flag grenade to singularity heavy explosive will help us. 4 Branch of flashbang and smoke grenades will add tactical aspect to the game. We dont have new shields so 0.98 shields will stay. We will have melee weapons as axe, knife and swords. No, not lightsaber.. Vehicles and airforce will have their new content soon. All weapons got their unique art. Every armour got their 3. version and it makes the mod huge as size. And miniguns.. yeah miniguns.. :)

- 160 weapon?? It's 3 times more then 0.98.. why so many? Will i need them at all? Even at vanilla game i could finish the game with lasers. So the new enemy you talked about?

Aliens. 3 Main race with some helpers tried to conquer us with about 10 plasma weapons and 7 ufo types. They don't have any armour or resistant mostly. As i said, we need a serious enemy to use a serious defense. I used much time to plan to create a balanced and organised enemy. I want them to use everything against me. Player should feel the stress. As numbers, aliens got more then 100 weapons now. New grenades for both damage and tactical aspects like we have. They will use different kind of weapon types and tactical objects special for their races. Caesans will use their energy weapon tech with explosive grenades and their force fields like our shields. Their resistance against energy will make you use kinetics against them. Their helpers wraiths will use most powerful energy weapons and flashbangs to assault you. When you will try to handle them at range, xenomorphs will ambush you with their ballistic proof skins. Sebillians will go for with smoke grenades and tougher reapers, Androns will use much more drones and heavy weapons. Aliens will start weak phaser weapons and bring their ion cannons later.

The biggest planning was about the 4 game phase. Every phase, aliens will upgrade their weapons, ranks and types. They will become powerful step by step. You will see different colored units at every phase. For example you will fight against soldiers at 2. phase and fully elites at phase 4.. even with powerful armours you wont able to run to the open. Like all the normal races, Xenomorphs, drones, reapers, everything will have different colors, better weapons and stats.

Aliens now have about 30 ufo's. This was one of the biggest problem against my planning. 7 Ufo were so few to add something and make the game longer. So now every ufo type got different content per phase. You will have scout at every phase but with updated crew and stats. Special cargo ships and shuttles will bring you surprises and rare material, objects and enemies to capture. Overpowered ufo's for their phase will bring terror and base assault missions. Now enemies got special terror teams with unique armour penetrating and chemical weapons. Their drops will give you the best tech you can have but first you need to beat them.

You will need high explosives for andron tanks, gauss rifles against caesans, sonic cannons for sebs, flamethrowers for reapers and more. If you got the right weapon, everything will be fine. But if you don't have?....


- You made a mod for aliens rather then us lol... How did you balance them? They are so many variations..

Yeah that balancing. The first step was controlling everything. I planned all the damage outputs from alien and our weapons. Then i gave that stats to the weapons, armours and resistances for that phase. If you look to the excel file named "weapon-stats 0.99.xls" you will see TONS of numbers about every stat at the game. So i know the damage of the aliens at a phase and i gave armour stats to our armours which we will get at that phase. Of course there will be in game balancing.

- So we got good numbers and aspects. But about the weapons.. are they only better damage then older ones?

No. Every weapon branch have their specialty. For example, plasma weapons will be very heavy, slow and low ranged but hits hard. Pulse weapons are low damage but fire fast and got good accuracy for mostly new soldiers. Gauss weapons will be one shot long range weapons and MAG's are crazy burst. We got 4 ballistic and 4 energy weapon branch. 2 Branch is replacing other mostly, i mean Division weapons will be replaced by Gauss and MAG will be replaced by Rail.. Laser will become Pulse and Plasma to Sonic... But these 4 branches will have different characteristics. And the special antimatter branch will be average damage but they will ignore alien resistances. Explosives got tons of things.. stun, chemical, emp, explosive, armour penetrating..smokes and flashbangs.. you need to have everything to survive.

- They are about 400 new items to use. How will be their visuals at game? Will we have only different equipment picture and same pew pew at ground combat?

I hate that. Just change the picture and everything same. You need to feel to use it. We can't change the look at the soldier images so we got bullet projectile, particle/explosion and the sound. Nearly every weapon and it's branch got it's own projectile and particle, including alien weapons. You got a Gauss rifle MK-1 and it fires a reddish flaming bullet. When you got MK-2 of the same rifle, your bullet and plume became yellowish. So you will feel the weapon changed. Sounds, X-Division got about 100 new sounds for ground battle. New bullet fires, reloads, explosions. This realy makes a different.

- AI.. did you change anything?

AI changed totally. I wanted to create an aggressive one. I wanted to make them fire to you. But still needs testing. They are so aggressive, they just leave ufo even command room to hunt you down..heh..

- New vehicle plans?

Thanks to our new modders mostly Aaargh, we got many new vehicles to able to use at X-Division. 0.98 got some problems about this. I will correct them and tried to add proper vehicles and weapons. Wont take long i hope.

- You didn't touch to air combat right?

Wrong. I made some experiments about counter missile weapons and special weapons like huge cannons. But even i like to mod the air combat, i use %90 autosolve. I still think about this. Is it worth for the time? So i will make this as a DLC after everything finished. I need to edit new UFO stats too. 30 ufo and new airplanes waiting.. bahhh.. 0.98 air combat is working well so it wont stop the release date of this version.

- We need research and manufacture for play the mod, you know...

Yeah. One of the most exciting part of this version will be random research. You wont have all the upgrades of your weapons. MK-1 will be easy and you will get all weapons but lesser Mk-2 and few Mk-3 will be availbe.. You will need to capture many key aliens and get many items/resources to get new versions. My plan is making manufacture a type of engineering. You will research the weapon but manufacture will handle upgrading. You can think this like a big manufacture of a weapon type and it will be infinite. A manufacture for a weapon update and for that weapon version alone is ridiculously many numbers of total manufacture. You saw the numbers already, guess the research and manufacture numbers.. 0.98 got 400 research topics and 0.99 will have more then 600 easily..

- Your lore team gone puff.. any ideas about this?

Everyone got RL issiues. It's totally normal and i am very thankfull to them for their help. I am planning to write important lore parts and make someone translate for money. But do not wait to add every object from me.. You do not need to know how alien ion pistol works anyway.. interrogations are important. We will see..

- Where is the download link?!

Heh, morning.. it's uploading now. It's 4 GB.. so takes time :)

Thanks for reading. It's 2 am and i got duty tomorrow.
Attached Images

Error When Updating

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I'm trying to access the CE through Steam by choosing it in the Betas tab. When it tries to update, I get a "Disk write error" message. It's not something I've encountered before; has anyone else seen this?

RealAirCombatForXD (X-Division 0.98.2.7 addition, makes air combat more realistic)

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RealAirCombatForXD V1.0

RealAirCombatForXD.jpg

First of all..

A VERY MUCH THANKS to the creators of the game "Xenonauts".

And the creators of the original mods:

kabill
(You Can't Take the Sky From Me - A Hard Air Combat Mod).
http://www.goldhawkinteractive.com/f...Air-Combat-Mod
This is a really cool mod. Thanks for this such a good idea and its implementation. With your mod air combat has evolved from a routine... in.. to (my poor english)
the event of the day! ;) Hope you don't mind that I use the concept and some of the settings to combine this experience with the X-Division.

and of course

Drages and X-Division Team (X-Division 0.98.2.7)
http://www.nexusmods.com/xenonauts/mods/8/?
Guys, this is something special. The experience of playing now reminds me again first time watching the movie Alien 2. Thank you for this great work on this mod.




What does it do:

Addition to X-Division 0.98.2.7. It makes air combat more hardcore and more realistic.


This makes the concept of the "You Can't Take the Sky From Me - A Hard Air Combat Mod" compatible for X-Division 0.98.2.7.



- Now the air battles X-Division parameters consistent with the complexity of "You Can't Take the Sky From Me" mod. Feel the power of alien invasion in the air. And have the strength to say: "You Can't Take the Sky From Me".

- Now all your interceptors are able to maneuver(evade) as they can in real life.

- Now all your air force have more realistic weapons, and more adequate amount of it on Вoard.

- Now alien air forces even more dangerous and deadlier.

- Made several bug fixes and changes (for example syper-puper havy ENRHYDROGENTORP in original X-Division0.98.2.7 caused only 10 damage... corrected, now 10000).


Installation:

1. Install X-Division 0.98.2.7. and make sure everything works.
2. Copy the contents of the archive to a folder on the path YourXenonautsGameFolder/assets/mods/
3. Start the game and activate RealAirCombatForXD at Mod Manager.
4. Make sure the mod RealAirCombatForXD is in the boot list >>>has a higher priority than XDivision<<<.
To do this, using the buttons "Move Up" or "Move Down" place RealAirCombatForXD on the desired location relative to XDivision.
In the Mod Manager`s list it should look like:

1. RealAirCombatForXD
2. X-Division

anyway, if that doesn't work, try the opposite ;)

If you did everything correctly, after starting the game, in the game options menu, on the right from the hand with list, you will see a picture burning and fuming UFO.
5. New game needed. Old save not supported.



Aggrrressive installation:

1. Install X-Division 0.98.2.7
2. Just copy files:
aircrafts.xml
aircraftweapons.xml
gameconfig.xml
RealAirCombatForXD_README.txt
and folder "backgrounds"

from the folder RealAirCombatForXD, which in my archive, directly to the folder YourXenonautsGameFolder/assets/mods/XDivision. Сonfirm the replacement and play NEW game (no saves).





Like I said earlier, if you did everything correctly, after starting the game, in the game options, on the right from the hand with list, you will see a picture of air combat with UFOs loser(that burns and smokes),


but do not relax, now they will take revenge.......


Download:
http://www.nexusmods.com/xenonauts/mods/10/?
http://www.goldhawkinteractive.com/f...do=file&id=133


Sorry for my bad english. I speak rrrussian a little betterrr ;)

Food for thought about the real weapons mentioned in this game:

m61 vulcan

https://en.wikipedia.org/wiki/M61_Vulcan
http://fas.org/man/dod-101/sys/ac/equip/m61.htm

fires 20 mm rounds at an extremely high rate (typically 4,000 or 6,000 rounds per minute).
A lighter version of the Vulcan developed for use on the F-22 Raptor, the M61A2 The F/A-18E/F Super Hornet also uses this version.The primary use of the cannon is in the extremely short range (less than 2000 feet) air-to-air environment, where more sophistacated air-to-air missiles are ineffective.


MiG-31(32)

https://en.wikipedia.org/wiki/Mikoyan_MiG-31
http://samolet-mig-31.narod.ru/
https://en.wikipedia.org/wiki/Gryazev-Shipunov_GSh-6-23

The MiG-31 was the world's first operational fighter with a passive electronically scanned array radar (PESA), the Zaslon S-800. Its maximum range against fighter-sized targets is approximately 200 km (125 mi). A group of four MiG-31 interceptors is able to control an area of air space across a total length of 800–900 km;[9] its radar possessing a maximum detection range of 200 km in distance (radius) and the typical width of detection along the front of 225 km.
The onboard radar complex of the MiG-31 can track 24 airborne targets at one time, 6 of which can be simultaneously attacked by R-33S missiles (6 missiles onboard) + GSh-6-23 (six-barreled 23 mm rotary cannon with 260 ammo).

R-33 (missile)
https://en.wikipedia.org/wiki/R-33_%28missile%29
The R-33 (Russian: Вымпел Р-33, NATO reporting name: AA-9 Amos) is a long-range air-to-air missile developed by the Vympel. It is the primary armament of the MiG-31 interceptor, intended to attack large high-speed targets such as the SR-71 Blackbird, the B-1 Lancer bomber, and the B-52 Stratofortress.
Operational range (missile R-33) - 120 km (!!!)

But in original Xenonauts game MiG-31(32) only has 2 missile and can't maneuver(evade) like a interceptor... Whaat*&^%#@
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charlie grid in left corner of hangar

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somehow that grid where you rearrange your soldiers inside a charlie now is in the left corner of the hangar and is so small.. nothing else is wrong with the hangar.. can you guys guide to the file the affects that and fix it?..

New Sheild - Why did I ever start this?

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Okay, one of my more stupid ideas.

Thought I would add an extra alloy type shield to the game that could only ever be captured from aliens as a rare drop item.

The graphics alone is a nightmare, however now I have started I have got to just keep going.
alloyshielddrag.jpg

Anyway I have finally created all the SW facing sprites for the basic armour unarmed, however I cant get any of the sprites to show in game even the vanilla ones..

My folder structure looks like this.
mods\ChoicesPart2\units\xenonaut\armour.basic\weap on.alloyshield.unarmed

In that folder my soldier_spectre.xml file has entry lines that look like this:
<anim src="units/xenonaut/armour.basic/weapon.alloyshield.unarmed/run_n" anim="walk_E"/>

However my soldier just looks invisible, it cant be my sprites themselves because I only have changed the sw ones and I cant see any.

I would appreciate some help as I need to concentrate on getting all the graphics done.

[EDIT] Doh! Sorry I forgot all the little xml files for each direction.
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Xenonauts: Dark Colony [Suggestion]

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The most amazing thing that I could imagine, is a total conversion based on an old school RTS Dark Colony.
It's just perfect! It's based on a similar idea, except it's humans invading Mars, more or less.

A Reaper, bipedal mechanized battle robot sounds awesome, and it makes more sense than a whole tank transported by a helicopter, and entering an underground, alien base!
And the troop designs are better! And all the nostalgia! :D

Battle!
Trooper!
Trooper VS Greys + Dropship


Unfortunately, I don't have the skill to make such a mod. But I still wanted to drop the suggestion here, maybe someone will get inspired! ;>

Question on multiple types of ammunition for weapons

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I realize that it has been gone through several times by now - weapons won't accept different ammunition, unless the ammo itself is "ammo.rocket". My question is though, would it be possible to create another "subtype" of ammo? Something like "ammo.shotgun", that could later be worked out as "ammo.shotgun.slug", "ammo.shotgun.buck" etc. It seems as the only option, unless it's hardcoded.

ON THE EDGE - More Realistic Battle Mod

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ON THE EDGE - More Realistic Battle Mod v1.0


on the edge4.jpg

This mod modifies some aspects of the game to make the confrontation with the aliens in the game more realistic (as far as possible).
Changed: the ballistic weapons, explosives, medkits, shields, xeno-squad and enemy units. Also slightly changes the characteristics of air combat and some other things... Оnly the original game changed, there is no additional content. (more detailed description below).

I highly recommend also to install other mods that add more realism to the gameplay and improve the gaming experience:

1. You Can't Take the Sky From Me - A Hard-Mode Air Combat Mod.
http://www.goldhawkinteractive.com/f...Air-Combat-Mod

2. Armoured Assault! - Armoured Assault! rebalances vehicles by improving their stats slightly and giving them a choice of weapons at each tier.
http://www.goldhawkinteractive.com/f...-Rebalance-Mod

3. Kabill's (Sort of) Random Maps! - Contains hundreds of new maps which make full use of the random submap mechanism to maximize map variability.
http://www.goldhawkinteractive.com/f...29-Random-Maps!

4. Armour Replacer v1.5 - More realistic and detailed armour for your SWAT team. This is only a texture replacement, no change of gameplay.
http://www.nexusmods.com/xenonauts/mods/9/?
http://www.goldhawkinteractive.com/f...do=file&id=130

5. Skitso's Oppressive UI Mod
http://www.goldhawkinteractive.com/f...ressive-UI-Mod






Description:


(Sorry for bad English)

- All of the original ballistic weapon now more corresponds to their real-world samples (changed the number of bullets in a clip, weight, range, killing power, reload time). The machine gun deals more damage than rifles, and things like that..

- All blast weapons now deals more damage and has a wider kill zone. (As possible, of course. For example, in real life, a fragmentation grenade has the radius of the splash damage more than 5m).

- Increased firing(and throw grenades) range (in real life, the distance of the throw f-1, up to 50-60m).

- Аll grenades explode with the end of the turn. (Time delay fuse, again, the f-1 grenades: 3.2 to 4.2 seconds).

- The explosive and large-caliber weapon has a large effect of suppressing.

- Medkits now don't have magical effect to treat almost half health in just a few seconds (so much continues one turn, if its translate in real time). It contains much more medicine and bandages than before, but the maximum that can be done in battle is to stop the bleeding and a little to improve the condition with stimulants (as in real life). To bring the wounded in better condition, have to spend more time (more turns).

- The shields are now not made of "сhinese porcelain" (which in the original game is broken down into dust after a couple of hits). Now they are really doing something for which they were created. Margin of safety is increased.

- Your special forces, now really are a group of trained military, not a gang of housewives (as in the original game):
Characteristics of combat skills that are essential for every soldier, such as the ability to shoot at the enemy (the accuracy and precision shooting), ability to shoot at moving targets (the reaction and attention during the fight), basic physical training (strength). And those skills specifically train every soldier in special training units.
Also, for the sake of realism, presence of women in the force reduced to 10 percent.
In short, the skill level of any specialist, especially a soldier from the detachment of special purpose can not be lower than 50%. Your party drawn from selective professionals with the level of gun ownership is not below 65%, strength training is not less than 50%. I hope you bring these brave men home alive and well, commander.


- Now the enemies are better armed, and more accurately shoot.

- All units more frequently used shot by the reaction.

- All the enemies and your operatives can now see further in the daytime, but nighttime visibility reduced.

- Aliens are more active and smarter during air combat.

- Downed in combat aircraft can't be recovered. This is a grim reality. Damaged from enemies, jets losing altitude, explode and burn after hitting the ground or water, or fall apart in the air..

And other changes that will make you look at gaming events differently.....


Install using the mod manager in the Xenonauts game launcher.
Use only with highest priority to other mods. (This mod should be the topmost in the list of mod manager!)
After installation it is advisable to restart the game launcher.

It is also advisable to start a new game and kick ass aliens again.. with more realism ;)

Download
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Including translations in X:CE (and auto-enabled)

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Version 0.34 of the Community Edition adds support for automatically enabling translations, and the mod pack of 0.34RC3 already ships a French translation that will be automatically enabled for French-speaking players. It is possible for other translations to be included as well as follows:

  • The translation must be sufficiently complete.
  • A translation for the official 1.59 version is not acceptable, because X:CE adds a number of new strings.
  • As X:CE is still developed, new releases add a small amount of new strings.
  • The translation must be provided as a modular mod (or possibly as one translation mod per mod shipped with X:CE, including the X:CE mods themselves).
  • If the translation is provided as a single mod, it should match the default X:CE mod setup (i.e. including xcesettings, xcebalance).
  • Translations for mods that ship with X:CE enabled by default should be preferably included too.
  • A translation mod should specify it language(s) in the modinfo.xml file using the Languages XML tag, which contains space-separated either ISO short country code or language culture name. If the Windows OS running Xenonauts is configured to use the given language, the mod will be automatically enabled on installation. For example: "fr" will enable the translation for any French speaking country, "pt-BR" will enable the translation for Brazilian Portuguese (but not other Portuguese).
  • A translation mod should specify the mod it translates in the modinfo.xml file using the Translates XML tag, which contains the name of the mod it translates. If a mod translates more than one mod, the Translate tag may be repeated for each of them. The mod will be automatically enabled on installation if any of the mods is enabled (and if also the language should be enabled).


Example of a modinfo.xml file:
Code:

<?xml version="1.0"?>
<ModInfo>
 <Name>Lore+ (DE)</Name>
 <Version>1.0</Version>
 <Author>the author</Author>
 <Languages>de</Languages>
 <Translates>Lore+</Translates>
 <Description>This translation mod will be automatically enabled for German players if the Lore+ mod is enabled.</Description>
</ModInfo>

If you are interested in having your translation included with X:CE, please post here, with the necessary information about the mod.

For an example of a working translation, have a look at the FR translation mods shipped with 0.34.
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