Xenonauts

Xenonauts

UFO and crew diversity v.1.4.1
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.
Cyanith 2020 年 1 月 1 日 下午 1:22 
Actually, it is implemented, but i have yet to ever come across one. Is that a bug or an incompatibility issue?
Cyanith 2020 年 1 月 1 日 下午 1:21 
I've read something that it was provided as a part of XCE, but I haven't found that in my XCE download. Is there a place I can download it?
A-tf  [作者] 2019 年 12 月 30 日 上午 7:03 
You're right. That is why assault lander is not available in standard version of game.
However, unused arts has been applied in the mod "Furious, Terror, and Dreadnoughts Oh My", which I subsequently change for more balance and interest (in my opinion).
Cyanith 2019 年 12 月 29 日 下午 7:55 
you should probably reconsider that the "assault lander" is actually the destroyer-class UFO that was cut:

https://www.deviantart.com/ignusdei/art/Xenonauts-Destroyer-class-UFO-815607783
Kyo21943 2018 年 6 月 29 日 下午 6:46 
I guess i have some hilariously bad luck then, thanks for the info!
A-tf  [作者] 2018 年 6 月 29 日 下午 5:47 
This is just a random coincidence, about the same as throwing a coin five times, yet there is a possibility that all the time will fall eagle.
This mod has absolutely no effect on the probability of occurrence of the main races (caesans, sebillians and androns). For light scout and scout ufos the odds are 50% caesans, 50% sebillians. For corvette and above - the same for all three races.
Kyo21943 2018 年 6 月 27 日 下午 9:52 
While i greatly enjoy the UFO diversity (i really didn't like UFOs being replaced immediatly and not being able to fight past UFOs in air or ground), i don't understand how "Alien Diversity" is making the the entire first 1 and a half month Sebillians after more freaking Sebillians...

I hope this is some kind of bug, because this is REALLY off-putting.
Tjovsky 2018 年 4 月 11 日 上午 1:20 
Thanks for making this, great mod!
Casaubon 2017 年 10 月 18 日 下午 1:34 
Okay found it - sorry for the double post. If anyone else had trouble finding the DL link, it´s here [www.goldhawkinteractive.com], but you need to log in first.
Casaubon 2017 年 10 月 18 日 上午 11:55 
Hi there, would like to try this one but the mod loader does not show this after subscribing :steamsad: Also the .zip file of your mod on the

Goldhawk forum [www.goldhawkinteractive.com] leads to a dead link.
A-tf  [作者] 2016 年 10 月 24 日 下午 4:50 
Small fix aplied (airplane.alien.battleship.andron.xml)
A-tf  [作者] 2016 年 8 月 1 日 下午 5:36 
I did also light version of this mod.
It add diversity in ground combat without changes in Global map. Of course, without dreadnought too ;)

Crew diversity
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=710814923
Cpt. Jeff Gaybeard 2016 年 7 月 30 日 上午 10:59 
Can we install this mod without adding Furies, Terror mod? I hate those dreadnoughts, but i would love more diversity to the main gameplay
A-tf  [作者] 2016 年 7 月 21 日 下午 2:07 
Do you have any problem with assaultlander when you shoot down it?
Is this mod have top priority at the mod list?
Omega Infinita 2016 年 7 月 17 日 下午 2:07 
CE. 0.34.1 Unofficial
A-tf  [作者] 2016 年 7 月 17 日 上午 11:36 
What version of game you are using?
Omega Infinita 2016 年 7 月 16 日 下午 3:15 
So, my game crashes every time I shoot down a Dreadnought. I take it that you aren't supposed to shoot them down?
legomenleboss 2016 年 7 月 9 日 上午 12:00 
thanks :steamhappy:
A-tf  [作者] 2016 年 7 月 8 日 下午 2:43 
New ships haven't ground combat maps because they blast immediately after losing air combat. Wraith_Soldier and Wraith_Officer - it's just a variations of other wraiths. Soldier has a decreased stats. Officer - normal stats and immunity to gas impact. Both are equipped of HeavyPlasmaRifle and have teleportation ability.
Main features of this mod not new aliens and ships (although they, too interesting), but increased variation during gameplay. Two similar battle may require different styles of play.
legomenleboss 2016 年 7 月 8 日 上午 5:42 
Could anyone make do a gameplay of theses new features ?
Curious about the insideof these new ships, and how are new aliens (behavior+guns)
A-tf  [作者] 2016 年 6 月 26 日 上午 2:47 
For those who for whatever reason do not wish to install Xenonauts: Community Edition.
There is a new stand-alone mod http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=710814923
Enjoy!
Mobiusly Ghost 2016 年 6 月 18 日 下午 1:28 
I don't have the game installed I don't konw which mods I had, just that a few in their discreptions said that the we're incompatible with CE
A-tf  [作者] 2016 年 6 月 18 日 上午 9:51 
Could you, please, give a link?
It is very interesting to check
Mobiusly Ghost 2016 年 6 月 17 日 下午 5:39 
A couple armor mods I think and a few others, thats the main reason I didn't use CE was becuase of incompatability

A-tf  [作者] 2016 年 6 月 17 日 下午 3:52 
Really?
Can you tell any?
Mobiusly Ghost 2016 年 6 月 17 日 下午 2:39 
Alot of mods are incompatible with CE so theres a reason
A-tf  [作者] 2016 年 6 月 17 日 下午 2:02 
Okay, but you will not lose anything if you switch to X;CE right now. It's not changed gameplay globally.
But you get new delicious features :)
Carfax 2016 年 6 月 17 日 下午 1:51 
there is a quite obvious reason,at least in my opinion. i havent finished a campaign in vanilla yet, so i will do it first. CE wont leave
A-tf  [作者] 2016 年 6 月 17 日 下午 12:27 
Of course, this mod compatible with your current savegame.
It's just necessary to wait new UFO wave
A-tf  [作者] 2016 年 6 月 17 日 下午 12:24 
CE is required.
I can't find a reason to use vanilla while it's possible to play in MUCH more balanced and tweaked CE version, with many atmospheric included in set mods.
Carfax 2016 年 6 月 17 日 上午 7:45 
One question: is CE required to use this mod or can i use it with the vanilla version of Xenonauts?