Xenonauts

Xenonauts

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UFO and crew diversity v.1.4.1
   
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1.332 MB
2016 年 6 月 14 日 下午 12:47
2016 年 10 月 24 日 下午 4:55
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UFO and crew diversity v.1.4.1

描述
This mod adds a large variety to gameplay due to the random generation of UFO and alien crew. Features is similar to inspired me original mod “Dynamic UFOs”, but closer to original gameplay, have more wide variations and alternative tweaks.
Also this mod fully supports two new UFO (Assaultlander and Dreadnought) from great mod "Furies, Terror, and Dreadnoughts Oh My".

Features (in additional to original mods):

GEOSCAPE

1. Additional missions available for most UFO type according its xenopedia profiles. New UFOs mixed with other, not replace it. Summary info in attached picture.

2. Progress are more predicate. Advanced UFOs can visit to Earth early than vanilla Xenonauts, but no so early than in Dynamic UFOs. More advanced UFO replacing small types gradually. Over time big UFO just increasing spawn chance. However small UFO still be spawn in late game with low chance, mostly in non-combat missions.

3. Special missions like bombing run and alien base construction now is occurring more often. Details about tweaks in table below.

GROUND COMBAT

1. Crew depends of UFO mission type. See attached picture for additional information.

2. There is a random chance to decrease or increase UFO crew sizes and alien bases staff within approximately +/-30%. Also, alien behavior can be variated. For example, in a ground combat can be 2 aggressive aliens outside UFO and 5 aliens defending UFO from inside. But in next exactly the same mission, it can be opposite situation.

3. Adjusting aliens, which can be spawn together. It gives an opportunity to feel the specifics of each race, not turning the game into a jumble.

4. Drones encounter much more frequently – in UFO, alien bases and even at Xenonauts base attack! Lightdrones can be defenders of the UFO (inside and outside it). Light- and mediumdrones remains even in advanced UFO.

5. Wraiths appears little early and more numerous. Enable in game new aliens - Wraith_Soldier and Wraith_Officer (with cool green mask).

6. Harridans now try to stay in open air, where they can use its ability to fly.

7. Now officers and leaders can participate in main combat, while before they are waiting in command room.

8. Alien bases have more low-level residents (non-combatants, psions, guards).

9. All alien crew are slightly temper aliens with previous variants of equipment (guards, soldiers, warriors).

10. Dreadnoughts contains only elite troops.

11. Rebalanced survivality of alien after UFO crash. Chance of powercore explode after UFO shutdown increased from 20 to 33%. Chance of alien death after core explode now is 33% and if core don’t explode - 10% (was before 25% both).


CHANGELOG

v1.4.1 – Small fix (airplane.alien.battleship.andron.xml)
v1.4 – Fully rebalanced Ground combat part.
v1.3 – Fully rebalanced Geoscape part.
v1.2, v1.1 – Minor tweaks


INSTALLATION

1. Install Xenonauts: Community Edition http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=524885857 or http://www.goldhawkinteractive.com/forums/showthread.php/11882-What-is-Xenonauts-Community-Edition-how-do-I-get-it

2. Install and activate in the modloader «Furies, Terror, and Dreadnoughts Oh My». Available at modpack of Xenonauts: Community Edition

3. Optional, recommended. Install and activate mod «Dynamic UFOs». Available at http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=335071893 or http://www.goldhawkinteractive.com/forums/showthread.php/10908-v1-06-X-CE-v0-21-Dynamic-UFO-Spawns-%28v1-0%29

4. Install and activate this mod “UFO and crew diversity». Place it on top in the mod list.

5. Run Xenonauts and have fun


AUTHORS OF ORIGINAL MODS

1. «Dynamic UFOs» - kabill.
2. «Furies, Terror, and Dreadnoughts Oh My» - SkaianDestiny, Kabill, Dpelectric, Langy, Ilunak.
41 条留言
DWI_Suriil 2022 年 9 月 5 日 上午 11:55 
Broken mod.
Dreadnoughts spaw way to early, even BEFORE battleships. And its impossible to get down even with tier 4 air weapons , with squad of 3 Maradeurs (end game interceptors).
They all get kiled with no chances.

Get a fury , you would say?...okay...1 fury is 600k , and game spawns me like 4-5 Dreads at the same time. GO deal with that.

I deleted this mode , because even on Normal impossible to play with.
Chevayo 2021 年 6 月 13 日 下午 5:40 
Just to avoid misunderstanding - this mod of yours in itself is good;

The only change that comes to mind is subjective - (might try it for my next run; Looking at your files it should be fairly straightforward) - front load some bigger UFOs, to appear even earlier for "high profile" missions, making these harder in midgame, where it really matters.
Base Construction in particular - in my current Vet-run the aliens ever made only one base.

It's "Furies, Dreadnoughts, Oh My" that I'm not fully on board with.
The theory is sound: make certain missions carried out by Super-UFOs difficult, requiring the Fury to nuke them.
The practice however: All it does is force some extra late game "milk runs" on downed cruisers, which I might normally just airstrike, to farm the Gravity Generators now required for the Fury Warheads.

I'm not sure if much can be done here - Fury is kinda a weird thing in the base game already; It is difficult to get right, without massive changes.
A-tf  [作者] 2021 年 6 月 13 日 下午 2:02 
What do you think needs to be changed?
Chevayo 2021 年 6 月 13 日 下午 1:38 
Nice, thank you! Really liked the added variety of your mod around midgame, but less so the whole Fury business at the end - only adds more grind at a point where it doesn't really matter anymore.
A-tf  [作者] 2021 年 6 月 13 日 上午 11:17 
Yes, it will work
Chevayo 2021 年 6 月 13 日 上午 6:51 
Will it work without "«Furies, Terror, and Dreadnoughts", or do i have to purge the references from the mission lineups?
Cyanith 2020 年 1 月 10 日 下午 6:04 
So it turns out that I just didn't click the activation button in the mod menu. RIP me. The mods work fine now.
A-tf  [作者] 2020 年 1 月 10 日 下午 2:30 
Beta version has not been updated for a long time, now it is the oldest, even older than the main branch. Шt makes sense to switch to the community version there are no drawbacks. Yes, I think that the reasons for incompatibility is in the use of beta.
Cyanith 2020 年 1 月 3 日 下午 1:07 
Before I do, I should point out that I have my "beta options" set to the community edition. Do you think it's just incompatibility issues with other mods?
A-tf  [作者] 2020 年 1 月 3 日 上午 9:42 
Hi Cyan, you can download final version X;CE here:
https://www.goldhawkinteractive.com/forums/index.php?/files/file/34-xenonauts-community-edition/

I checked again, the mod 'Furies, Terror and Dreadnoughts Oh My' is still in modpack X:CE.
I think after reinstalling X: CE the problem will disappear. If not, write again, we'll figure it out.