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Confessions of a Chief Scientist (XMC Xenopedia rewrites)

What better way to spend my precious holiday than to mod and play Xenonaut mods! I've been been playing aajs' More Choices mod over the past few days and while I like the mod I'm not that keen on the xenopedia. For my own amusement I re-wrote bits of it. I thought I might share those xenopedia files I re-wrote, like so!

More Choices pt 1
More Choices pt 4

To install

Short version: You need to replace the xenopedia.xml file with the changed xenopedia file.


Long Step-by-Step Version

1) Download the appropriate Xenopedia file for the bit you want to change.
2) Copy to the appropriate More Choices mod directory.
3) Rename the xenopedia.xml file to something else so you have the original in case of an accident
4) Rename the file you copied to the appropriate More Choices mod directory as xenopedia.xml.

[X:CE 0.33HF2/1.59] - Tranferring/Relocating soldiers instantly subtracts Unassigned

Whenever I relocate or transfer soldiers to another base, that base instantly gets minus the number of unassinged soldiers sent even into the negatives. Once it's at 0 it becomes greyed out but can go to negative numbers. I can still see the soldiers in the barracks list or if I move soldiers from dropship to unassigned untill its up to 1 I can then click on Unassigned and see all the soldiers there. I don't know what's causing this cause I even reinstalled the game in X:CE and 1.59 without mods and its still broken. :\

Is there a quickbattle function?

Hey all,
Would like to try my hand again at a few maps, and the level viewer is useless. Back in the days of yore, there was a quickbattle function. Is that still working? Would it be xenonauts_gc_editor.exe ?

Super Farmer

I had just ended my first turn on a mission to clear out a small scout where I knew there were Sebillians. There were a couple of farmers standing around with shotguns. A sebillian I couldn't see makes a move and one of the farmers shoots at him twice and kills him. It was then the farmers turn and that same farmer then turns around and shoots a reaper twice killing him.

Next turn he runs and hides.... :D

I wish I could have recruited him.... :)

Translating Xenonauts:japanese "custom soldiers"

I translated ”soldiernames.xml” and ”soldiersfemale.xml” into japanese.

But I was not able to translate ”Custom soldiers" into Japanese...

What should I do?

Humble Bundle & Mac / Linux Native Ports

Xenonauts is currently in the Humble Bundle, so a warm welcome to any new players that have bought the game as a result of that!

The big announcement that ties into the fact we now have native Mac and Linux ports available for Xenonauts rather than the WINE-wrapped Windows version that we previously used as "ports" for these platforms. These have been produced by a porter who works with the Humble Bundle guys, so isn't directly being made by us.

This is obviously great news and these versions should shortly be available on both Steam and the Humble Store, and we'll provide them to GOG too in the coming days. Unfortunately, these ports are still a work in progress and the porter is still busily working on making them fully stable.

If you're trying the new native ports and you're struggling with bugs - sit tight, more updates are incoming! You can always keep using the WINE builds in the interim too, as they are still available on the Legacy Steam branch.

Dipping my toe in the water...

I've tried my hand at making a few maps, and I'd like to ask for some critique on the couple I've made. These are both small town terror maps - neither the most populous or popular of maps, but something that I thought I'd give a try at doing.

Maxmaps.zip
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[V1.59] Full Soviet Weapons Extension Pack [V1.0]

After several months not playing the game I decided to share the "Full Soviet Weapons Extension Pack"-mod which I created long ago but never really finished. It includes all available soviet weapons such as Makarov pistol, AK74 assault rifle, PK machine gun and RPG7 rocket launcher. All these weapons have the same stats as their nato counterparts with exception of magazine size (e.g. AK 74 uses 30 rounds magazine instead of 20 and Makarov pistol uses only 8 rounds magazine instead of 15). Beside I integrated the AK 47 as additional soviet assault rifle having worse accuracy, lower range but better armour penetration and 5 round burst (my favorite at close range :cool:).

screenshot.jpg

Installation notes:
To install, you could either:

(a) Unpack the file into assets/mods
(b) Or install the mod using the mod manager

Download:
Attached Images
Attached Files

Help? I'm making a mod?

So, I'm trying to make a mod, but I'm kinda stuck. See, it's my first mod, or anything. Now, I got a few of the things I wanted done, such as resetting soldier stats, and adding Alenium to fighters.

But beyond that, I'm confused. I'd like to edit how many alloys/how much Alenium drops from ship-based missions, along with tweaking several buildings, such as the living quarters, lab, and workshop.

Xenonauts 2 - Strategy Design (V3)

I've recently been thinking some more about how the strategy layer of Xenonauts 2 could be set up. I've been through many iterations in my head and a number of ideas have been considered and discarded ... sometimes weeks later.

Here is what I'm currently thinking:
  • I want to move strategic resources to the actual map, giving you something to fight over
  • I want to make the ground combat relatively more important than the air combat
  • I want to reduce combat mission "grind" and make each mission more varied and interesting
  • I'm not sure about the "aliens win by starting a nuclear war" thing any more, but I still want to introduce a Cold War political element to the game


Strategic Resources:

These are the things the Xenonauts use on the strategy map - planes, scientists and engineers. In Xeno 1 they are contained within your base and so your main way of interacting with a region is just by putting a base nearby. Of course you'll generally only have about ~3 bases per playthrough, and the shape of the world means they'll generally be in or around Central America, North Africa and the eastern part of Russia.

As your only incentive to protect a region is the funding you receive from it, there's also not really many ways to encourage a player to protect isolated parts of the world that don't offer much money - e.g. Australia. Moving the strategic resources to the map itself allows us to incentivise the player to protect different regions and gives them the means to do so ... and should unlock many more potential playstyles.

Science Teams:
Let's take the science teams as an example. Instead of hiring scientists to your main base as in Xeno 1, this time the world map has perhaps six science teams on the map who have been identified as sufficiently reliable and capable that they could be recruited into the Xenonauts. Each is led by a unique scientist with specific bonuses and penalties to certain types of research.

Perhaps the science team in Australia already have operational prototype laser weapons, so if you recruit them to the cause immediately then they share the tech and you can be carrying lasers into battle from the very first mission. Of course, this means your forces are spread more thinly than if you had recruited the distinctly average science team in North America instead.

Aircraft:
Your interceptor aircraft are your primary method of providing protection to the various regions on the strategy layer. These will be moved onto the map to prevent there being "ideal" places to put your aircraft; in this setting there are airbases in various locations that contain specific squadrons of planes for the player to requisition. If an airbase is in a favourable location (covering lots of territory), buying squadrons there is more expensive.

The planes come in squadrons of five, with the number of planes reflecting the health of the squadron. Individual destroyed planes are replaced for free within a couple of weeks by the host nation, but a damaged squadron has less firepower as well as less HP so choosing whether to deploy them should actually be a genuine choice.

The number of combatants in the air combat will have a much higher limit so clustering planes in a particular area is more rewarding. This may potentially allow us to start deploying big UFOs right from the start, as if a player wants to focus their early game on building a swarm of fighters in some regions rather than waiting for more advanced aircraft to make shooting down big UFOs more viable, maybe that could be a valid alternate playstyle.

Anyway, this set-up allows us to retain the actual geographic interception system from Xenonauts 1 rather than abstracting it entirely as I was considering before. I think removing it may have made the game feel a bit too board game-like.

Bases:
For the above reasons, you don't need bases any more. The "main base" is highly secret and does not appear on the main strategic map, and for game purposes it does not exist in the world. I'm aware this removes one of the cool features of X-Com / Xeno 1, but I think having a more detailed strategy map that you can interact with in many different ways will make up for it.


Ground Combat & Teleportation:
OK, this idea will probably sound a bit bizarre at first ... but I think the Xenonauts should have a teleporter. This is a piece of alien technology recovered in the Iceland Incident and it is the only functioning teleporter possessed by the humans. This is what makes the Xenonauts a uniquely capable fighting force, able to instantly respond to alien activity anywhere in the world.

This solves several issues at once:
  • How can the Xenonauts react to a terror site on the other side of the world in a realistic timeframe?
  • How can we put a sensible in-game limit on the number of the soldiers / equipment that can be taken on a mission?
  • How can we sensibly prevent the player playing too many combat missions?

The first point is pretty straightforward - with a single base, the Xenonauts can teleport a strike team into position to deal with an alien attack within minutes of it starting, irrespective of where it is in the world. It is also a unique capability that even the biggest and best-equipped armed forces in the world cannot match, and is a justification for why such a vital organisation can be so small.

Energy Allowance:
The second point refers to two basic questions: why would the Xenonauts only deploy eight troops on a mission? And why can't my soldiers carry more equipment into battle? The answer to both is really "It makes the game more fun to play", but having an in-game justification is important.

My idea here is the teleporter has a limited teleportation capacity, and is particularly bad at transporting metal. We can give the player an "energy allowance" to play with for each mission, with armour and equipment being disproportionately expensive. A player could perhaps take up to twelve soldiers on a mission provided they were lightly armed and armoured, but if they want to have soldiers with heavy armour and lots of equipment they might only be able to take six of them.

To me, this is a cool twist - choosing your loadout for a mission is no longer about just loading a soldier with as much gear as they can carry, rather it is about choosing the minimum amount of gear you think you can get away with to maximise the amount of troops you can take into battle. This makes it far more interesting than before.

Power levels:
The third point is based on an observation from Xeno 1 - if a player can gain an advantage by grinding combat missions, some people will do so even if they find it repetitive and do not enjoy doing it. I want a system that prevents players feeling obliged to do "yet another" mission.

The two options here are a soldier fatigue system or a teleporter power level system. We might use both, but I'll mainly discuss the power level system here. The concept is basically just that the teleporter has a massive battery that is drained every time you send soldiers on a combat mission and is slowly recharged by the base reactor.

The amount of "energy allowance" used on a mission can be tied to the power cost of the mission. A player is able to send a squad out on a mission whenever they want, and if they have enough power saved they could theoretically do two missions immediately after one another. However that could leave them vulnerable if an important mission came up soon afterwards as they might not have enough power to deploy a full squad.

This added resource management has a dual purpose - it makes the player ask "hmmm, do I really need to send a full squad on this mission?" and also "hmmm, do I really need to do this mission at all?"

Not only will it remove the concept of "grinding" from the game, it should also lead to situations when the player is deliberately making a ground combat mission harder for themselves to try and win a strategic advantage - and tense, difficult ground combat missions make for a fun gameplay experience.


Air Combat vs. Ground Combat:
One of the bigger design failings in Xenonauts was your chance of winning the game was controlled more by your aptitude at winning the air war than it was you winning the ground war, whereas skill at the ground combat should really be the main driver of success.

The important thing to do here is to decouple the UFOs from the progress of the alien invasion. Having enough planes to shoot down all of the incoming UFOs in Xeno 1 prevents aliens ever spawning any terror missions, alien bases or attacking your base. Your funding only ever goes up and the game becomes a cakewalk.

The same teleporter technology the Xenonauts use can be used to allow the aliens to neatly side-step this issue, allowing them to launch terror attacks etc without a UFO. The UFOs can instead fly around bombing infrastructure and doing other things that damage your funding, which means that destroying them remains important ... but now some of the burden is shared by your troops.

I think we can play with the idea of time relative to the air combat, too - assuming the intent of a UFO is known, the player could be given several potential interception times to choose from. The faster the player takes the UFO down the less damage it will inflict, but more distant interceptor squadrons will only be able to arrive after a certain amount of time has elapsed. However, delaying the attack on the UFO might be preferable if it means the player can assemble a larger force to fight it with.


Cold War Political Element
I initially quite liked the idea that the aliens were secretly infiltrating Earth and trying to start a war between the two superpowers, but in practice it turned out to be quite limiting. Why would they then perform terror attacks or send UFOs to bomb cities?

I think we could implement each superpower as a sort of "bonus tree" that you can unlock by committing resources to protecting them. Perhaps something like the following:
  • No Relations: have to buy poor-quality black market planes, 6 soldiers max
  • Level 1 relations: Access to MiGs / F-17, +1 extra soldier max
  • Level 2 relations: +1 extra soldier max
  • Level 3 relations: Access to advanced fighters (Corsair etc?)

The catch would be that you lose these resources if you drop below that level of relations - if you decide you want to protect both superpowers at the start of the game, you'd lose any MiGs you'd bought (wherever you had stationed them in the world) until you got relations back up to the required level. The extra soldiers that had been serving with you would also be lost.

If you make the low level relations easy to achieve, the player will naturally be tempted to try and grab the rewards from both powers ... but would then find themselves dangerously reliant on keeping both of them happy in the future.

Alternatively, you could make things more interesting by making it game over if either of the two superpowers were lost to the aliens. Then you would be trying your best to hold the Earth together politically for long enough to research enough about the aliens to win the war before the planet disintegrates entirely.

That would be the reverse of the traditional X-Com model, where the world starts weak and gets stronger - in this case you would strategically strong and the situation would get worse and worse, with you just trying to win before time runs out.

Anyway, thoughts?

[V1.59] Full Soviet Weapons Extension Pack [V1.01]

After several months not playing the game I decided to share the "Full Soviet Weapons Extension Pack"-mod which I created long ago but never really finished. It includes all available soviet weapons such as Makarov pistol, AK-47 assault rifle, AK-74assault rifle, PK machine gun and RPG-7 rocket launcher.

Description:
This mod expands the set of ballistic nato weapons by their soviet counterparts. Simply put, it makes it possible for players to equip their soldiers with soviet and nato weapons during the same campaign. The soviet weapons have the identical ballistic stats to the nato weapons (the only significant difference is the larger magazines used by soviet rifles - these contain 30 instead of 20 rounds). The already existing AK-47 assault rifle has been slightly modified - it has lower accuracy and range but better armour penetration and the ability to fire 5 rounds bursts. (These facts make it an interesting option in close combat especially when facing armoured enemies like the androns) Besides all soviet weapons now use a consistent colouring scheme.

Weapons included:
- Makarov (weapon.pistol2)
- AK-47 (weapon.ak there is also a weapon.ak47 in the game which is not the same)
- AK-74 (weapon.rifle2)
- SWD (weapon.sniper2)
- PK (weapon.machinegun2)
- RPG-7 (weapon.rocketlauncher2)

Installation notes:
To install, you could either:

(a) Unpack the file into assets/mods
(b) Or install the mod using the mod manager

Download:
http://http://www.goldhawkinteractive.com/forums/downloads.php?do=file&id=141
Attached Images

Xenonauts and Mechs

Image may be NSFW.
Clik here to view.



John: Thomas, go on! We are covering you!
John: Come on move ffs!!!
John: Thomas?
Thomas: Call...
John: Call what? Airstrike?
Thomas: Call... nu...
John: Number? Phone?
Thomes NUKE FFS!!! NUKE!!!
John: Are you mad?! Let me look!
....
John: Yep, time for retire..
----------------------------------------------------------------

Mechs. I heard that many people asked here about mechs as vehicles/armours/enemies. Mechs are nice touch to sci-fy games. Original X-Com got a nice one to at enemy side and it was very powerful. X-Com EU used this too and bring it to our site..

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Lovly Sectoid..

Anyway. I am a mech fan too. At xenonauts we dont have it at both side. It's sad because it could be used without problem and it would be a fearsome enemy. Xenonauts do not have an alien which scares you. There is nothing fearsome enough. Size matters.. and there is no boss like aliens. Predatorians are easy to call boss..

With 3x3 limits we can't bring bigger vehicles which i think we don't need them because we use drones rather then manned vehicles. It should be so. A mech can be easily fitted to 3x3. It would a bit weird to use it in a house or UFO but not a big problem.

Creating a mech is something very new at this game community. Mechs are walking machines and have complex details for shadows, destroyed remains and positioning. Vehicles are much easier with just one image for every direction and default shadows easily usable for them. Even with this, positioning is a very huge work, for a simple position you need to open and close game for 10 times..

I wanted to work on this in this week. As an amateur animator, i do not have a blender experience but i got my own program. So i find out the right lightning/shadow and positions for rendering. I got some cool mechs from net. I animated and rendered the images. I figured out how to work with shoebox coding and Xenonauts ones at specte files. It was the easy part. I started to put the images into game and.. omg.. that positioning.. i was not prepared. Mech's shadows should be very special and carefully putted in screen. I do not remember how many hundreds i opened/loaded/checked and closed the game for this images. After that i figure out that the destroyed images using the shadows so i planned to make a one junk image but shadows destroyed my plans and i did the junks for every direction and position them to shadows..

Let's what we got as a result:

Madcat/Timberwolf Type Drone for Xenonauts:

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Everyone who knows Mechs, knows that lovely one. I found the model and worked on it. It was my first try and took tons of time. It could be used as a last tech at human drone/vehicle tech. Rockets, plasma/laser cannons and machineguns..

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As you see, it has his special shadows. Also got its destroyed images and got 50 frame walking animation for every direction.

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.

Got everything you need, i need just put sound for walking..

----------------------------------

Enforcer, Androns Arc Guardians as Enemy or World's Final Hope Agianst Alien Thread...

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Enforcer is my second attempt. I used many things here learned from first mech. It worked well and much faster. It fitted to game more then i guessed. It's huge and looks very mighty at hangar view. That cannons, flamethrower and minigun... and it's size.. Heh.. It's at poweroff/shutdown mod at hangar..

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As you it has it's 25 frame walking animation and much more detailed shadows. I would love to use more frame at animation but game didn't accept that size, you can't notice anyway. Perfectly fine fit for 3.5x3.5.. it's lenght is about three time of an xenonauts.

Image may be NSFW.
Clik here to view.


Destroyed image, if you can destroy it ofcourse.. or an enemy.. Other side should have a good fire power to take him down..

Image may be NSFW.
Clik here to view.


I created Enforcer as an enemy. A unique one for end game. Even with your highest tech, armours and weapons, you should fear when you meet with that kind of thing..

This is it for now. I am getting faster and faster at creating this things. My only problem is weapons. I need to give them something powerful but not a simple one.. I got some tricky ideas at visuals at least. For our site, we realy need double weapon at vehicles. One weapon at that cat would be very lame..

It's very late again.. Cya!

[v1.59 - Ground Combat] (Linux native) Crash when attacking caesan with stun baton

I have a save file where my game crashes any time I attack a caesan ground troop with a stun baton. It's just before the stun baton makes contact.

I have verified the local files through Steam, and I even tried reinstalling them.

The crash happens even with no other major programs running, so it doesn't appear to be a running out of memory condition.

My system is running up-to-date Arch Linux on a desktop with specs well above the recommended. I'm happy to track down and provide details about any installed packages/specific hardware if it would be helpful.

I can upload the save somewhere if that would help.

[X:CE 0.34 Unofficial today's release] Can't see floor in large ufo.

Whatever roof option is used, I can't see inside first floor in large cruiser type ufo. Only ground mode partially works, but in that case almost all objects are invisible. Also, i constantly see terrain tiles in ufo ground level. Maybe I activated too many map mods? It happens only in cruiser ufo for now. I am using newest 34 release.

ground mode.jpg

normal mode.jpg

tiles.jpg

Roof on mode looks the same like normal mode.

I am using: Skitso improved tile pack/alien booster pack/ultimate map pack, restored community maps, random desert/farm/arctic collection/armored assault, new cars, lore+, Khall's portraits/tundra set, extended weapon descriptions for fighters, ambience forest and furies terror and dreadnoughts oh my.
Attached Images
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    File Type: sav
    Ground.sav (2.04 MB)

[V 1.59] Crash after "Play Xenonauts" button

I have tried all the methods provided and none works.
1. Restart Computer
2. Delete & Reinstall
3. Win 7 Compatibility Mode
4. Compatibility branch

I have no idea what I should do now...
Any suggestions?

dxdiag on pastebin if needed
http://pastebin.com/KmQbjapB

[v1.59] Linux 64bit | Segmentation Fault on Startup

Hey there,
I just installed Xenonauts on my Linux Box. I had to install the libxinerama-Package for x86 architecture And got it to the Xenonauts start screen where I have to choose the resolution and so on.
When I click "play xenonauts" it just closes and drops a Segmentation fault like this:

Code:

[18:45:24: xenonauts] ./Xenonauts.bin.x86
INFO: Xenonauts, version 1.0sdl.
INFO: Building uiTextures atlas...
INFO: Done.
INFO: 526, 1423
INFO: TTextureData::Lock - Locking texture[uitextures/humancitybuttonmask?slow] prior to it being loaded.
... loading textures as hell ...
INFO: TTextureData::Lock - Locking texture[uitextures/humancityTbuttonmask?slow] prior to it being loaded.
Segmentation fault (core dumped)

What did I do wrong?
Thanks in advance!

[v1.59 OS X - Ground Combat] After Sebillian fires, game hangs

Hey,

I was playing my first ground combat of my first play through of the new native OS X port when the game hung on me during the alien's turn.

It was in africa, I think, light scout, sebillians.
Screen Shot 2015-10-02 at 4.11.30 PM.jpg

My assault guy, the one obscured by smoke, facing south east with his back turned to the alien, had walked around the corner of the wall, turned right, saw the alien, and turned right back around to take cover behind the wall. I hit end turn. The sebillian walked into view, turned, fired one shot at my assault guy, and the game never progressed on to the next alien action. There was no spinning beach ball, the game still played the "click" sound when I clicked the mouse. It just stopped progressing.

Previous to this, I had accidentally exploded a car with machine-gun fire; that's what the smoke and fire is from.

Hope all goes well!

Autosave1.sav
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Attached Files

[v1.59 OS X Wine Edition (Not the Native Port)] Lack of X11 prevents play on new OS X

Hi all,

With the native OS X port having a little bug, I wanted to go back to my play through on the previous release of Xenonauts for Mac, the windows version inside a wineskin. Unfortunately, Apple removed X11 from their operating system for this new release of OS X (El Capitan), and it appears to have broken something with the wrapper. I got errors about X11 lacking core modules, or something to that effect.

I downloaded X11 (X Quartz) from their website, installed it, logged off and on again, but it still wouldn't work. I opened the wineskin wrapper itself, ran the wine app, did a test run of the application, and saved the log files.
Here those are in a dropbox folder.
https://www.dropbox.com/sh/y0ctv737f...l8J3txqNa?dl=0

With the new native OS X release, I don't know if the wine version will be updated at all, but if anyone has any advice I would appreciate it.

Thanks!

Won't launch on Ubuntu 14.04 via Steam

As the title says, the game won't launch through Steam in Ubuntu 14.04.

The error message is "Failed to start game (missing executable)"

I know linux support was added recently, so I wonder if the X:CE simply hasn't caught up yet.

A small note for anyone reporting issues with the new Mac/Linux ports

The porter has started to look at this forum for any issues with the port of Xenonauts but he isn't telepathic! If you are having problems with the Linux or Mac versions of the game and you report a bug please remember to put Mac or Linux in the title otherwise he's wasting his time. Thanks!
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