Xenonauts

Xenonauts

Armoured Assault
87 Comments
kabill  [author] 12 Sep, 2024 @ 10:02am 
@Pilgrim: I'm not sure there should be a secondary weapon button at all? Secondary weapons were a cut feature of the base game, and shouldn't display anywhere as an option. It's a very long time ago now, but I can't see anything in the mod files that implies it should be causing this, so I wonder if you have any other mods installed? Or maybe you meant something else? (It might be the this mod but realistically I wouldn't be able to help now - don't have the time or sufficient memory of how anything works!).

@pipo.p: Sure, I think I used to say folks can develop my work so long as I'm credited. Candidly, I don't really care about being credited any more but if you want to as a courtesy then you're quite welcome!
pipo.p 10 Sep, 2024 @ 9:24am 
Hello @kabill. I'd like to know if you are open for an expansion of this mod. See, vanilla choice for explosive, rocket like damage for upgraded turrets was surprising, and you did things right. But as @ChtuluIsSpy states below, vanilla turret names were nonetheless appealing and some variations could be reintroduced,in turrets, if not rocket-like effects. To me, there's but one possibility hinted by those names: a single-shot, single target gun firing armor-piercing shells.

1) We could change the name of your burstfire turret modes with names similar to infantry MGs:
Replace VV.PULSELASER by VV.SCATLASER, VV.PLASMABOLT by VV.CASTPLASMA, and VV.MAC by VV.MAGSTORM (same stats as in Armored Assault!).

2) Add in three new turret modes (same models as previous MG turret), that are light armor-piercing guns: VV.PULSELASER, VV.PLASMABOLT, and VV.MAC., with stats between corresponding rockets and precision infantry weapons, also inspired from deleted AP-RPG.

What do you think?
Pilgrim 28 Aug, 2024 @ 2:33pm 
I have an issue where pressing the secondary weapon button while using the Hyperion causes a ctd. Wondering if there's any solutions for it beyond not using the Hyperion's missiles
kabill  [author] 14 Aug, 2023 @ 3:50pm 
@|DoS| VibroKnife: No bother, glad you figured it out!
VibroKnife 14 Aug, 2023 @ 1:30pm 
@Kabill It was my bad, mod order was out of whack. All good
kabill  [author] 3 Aug, 2023 @ 8:51am 
@|DoS| VibroKnife: It won't be the mod itself. Probably a compatibility issue with another mod, or something to do with load order. Beyond that, don't know if I have any useful advice though, sorry.
VibroKnife 2 Aug, 2023 @ 5:10am 
I seem to have a bug where all of my engineer projects are missing/gone from the list except foxtrot aircraft? I started this on a new save and just noticed it.

i tried making a new save and same thing, can't build basic transports or see any vehicle categories on the list. Maybe corrupted, dunno
kabill  [author] 16 Jul, 2022 @ 8:17am 
@CthuluisSpy: You could amend the mod but other than that, no. You can also get missile weapon mountings to use instead IIRC, which replicates how the old weapons work though.
CthuluIsSpy 15 Jul, 2022 @ 5:50pm 
I like this mod, it makes the vehicles a lot more useful than they were in the base game.
However, is there a way to bring back the original pulse laser? As much as I like going brr, I would like to have the cannon option and the modded weapon doesn't match really match the xenopedia's description.
Chevayo 25 Jun, 2021 @ 3:48am 
@kabill no worries, thanks for the answer. And i tend to agree, that your mod has no way to cause this. It's very likely to be just a case of "no one ever noticed before, since no one ever uses vanilla tanks".

I played a bit with the borked savefile, and here is what's happening (if anyone is curious):
A tank participated in a Defence mission in its home base, took damage and remained on 45 HP (since it was at home base already, the repair that would usually take place on returning, apparently did not happen);
Taking it out on a regular downed UFO mission (where it started at 45 HP) and surviving fixed the Tank back to normal on returning home.
kabill  [author] 24 Jun, 2021 @ 10:06am 
@Chevayo: I can't think why this mod would cause that issue, and I don't think I would know how to fix it if it did (far too long since I last modded Xenonauts to guess what the problem would be). Sorry.
Chevayo 24 Jun, 2021 @ 7:52am 
PS.:
Tbh. i feel like it might be a base game (or CE) bug. I never used tanks much before (they are rather crap normally)...
Chevayo 24 Jun, 2021 @ 7:10am 
I have a weird bug, where my tank (Scimitar) goes into missions on reduced HP (45 of 200). This is on the CE bundled version of the mod.
Jebcubed 4 Apr, 2020 @ 1:58pm 
the current version of X:CE comes with this mod bundled, but you must manually enable it
kabill  [author] 15 Mar, 2020 @ 2:44am 
@MatchoNatchoMan: Yes, it's compatible. All my mods are. I think it was once bundled with the XCE download as an optional mod to use (but maybe I am making that up - it's been a long time).
MachoNatchoMan 15 Mar, 2020 @ 2:20am 
so, is this mod compatible with the community edition? i'd guess not, but asking just in case, might be a good idea to put a footnote on the end of your description detailing this. have a good day and thanks for the mod either way :)
kabill  [author] 10 Feb, 2020 @ 12:49pm 
Yup, that's right. Glad we sorted the issue, even if there actually wasn't one! Enjoy playing :)
Bekky 10 Feb, 2020 @ 12:13pm 
Ah, that'd be about right, so laser and plasma are both machinegun options entirely and you don't really upgrade the explosives till alenium? I could live with that, up until that research I'd be mostly using machine guns anyway.
kabill  [author] 10 Feb, 2020 @ 10:32am 
@KILLAKAN10: I think when you unlock the Hunter it should come with machine gun and rocket options as normal. Then the core weapons tech-tree unlocks more advanced machine gun types (e.g. Advanced Lasers unlocks the automatic laser cannon, etc.) and explosives tech unlocked more advanced explosive types (e.g. Alenium Explosives or Warheads or something should unlock the Alenium rocket launcher option).

If it's not going that on a new game with mod order properly allocated, I really can't think what the problem might be.
Bekky 9 Feb, 2020 @ 12:43pm 
Nope, new game.

How does it normally act, just, two different options?
kabill  [author] 9 Feb, 2020 @ 12:17pm 
@KILLAKAN10: Hmm, are you continuing a game you started before the mod? If so, it wont retroactively apply any tech unlocks for technologies you already researched (e.g. if you already researched Alenium explosives it won't unlock the Alenium rockets option for vehicles). Future techs should work fine but it might be better to start a new game in any case.

Bekky 9 Feb, 2020 @ 11:43am 
Yup, I have the stat boost, I have the pulse laser acting like a machinegun, that part is good, but there's no explosive options.
kabill  [author] 9 Feb, 2020 @ 1:25am 
(To be clear, all mods should be above XCE in the mod list)
kabill  [author] 9 Feb, 2020 @ 1:24am 
@KILLAKAN10: Shouldn't be any trouble, no. Are you loading the mods in the right order? If you load XCE after this mod, it will overwrite it.
Bekky 8 Feb, 2020 @ 8:28pm 
Hey, does X:CE mess with this? I only seem to have the option of direct fire.
kabill  [author] 2 Jan, 2020 @ 4:49pm 
@BEJR: I think the weapons will only unlock when you first research the required technology. So if you already have a relevant technology in the game you're playing it won't be able to add in the modded weapons. If you're early game you might therefore be able to just wait until you get the next tier of weapon but to be safe you'd be better starting the game (as I'm not 100% sure that will work and I wouldn't want you to waste your time).
TheArchitect 2 Jan, 2020 @ 11:28am 
I don't see any of the heavy automatic weapons or Explosives . I only have access to the AoE weapons for my vehicles. Do I have to start a new game for the mod to work?
kabill  [author] 15 Sep, 2019 @ 12:32am 
@Spike: You can set weapon properties in vehicleweapons and vehicleweapons_gc. Only the latter affects the "real" accuracy score used in ground combat so strictly speaking it doesn't matter if you don't change the other file. But you won't see any changes on the strategy layer unless you also change the scores in vehicleweapons as well.

I really don't recommend giving vehicles close-range bonuses with this mod as their extra mobility makes it far too good. But if you want to, you need to change the disableShortRangeHitBonus property for the weapons to 0 in vehicleweapons_gc.
Spike 14 Sep, 2019 @ 11:26pm 
Is it possible to use this mod without the reduced accuracy? Is there a file I can manually change to un-nerf the hit chance?
♦Badger♦ 24 Jul, 2018 @ 2:16pm 
oh, well thats fine. The mod is already amazing with out it. makes the vehicles so much more useful.
kabill  [author] 24 Jul, 2018 @ 2:03pm 
@Typhlosion130: I remember trying to do this when I first made the mod but it doesn't work as the code to support this was never finished (or depricated, I don't remember exactly beyond it being an intended feature at one point which was dropped for one reason or another). Sorry!
♦Badger♦ 24 Jul, 2018 @ 1:41pm 
I know this mod is old at this piont even though it still works but have you thought of making it so that the hover tank has both its main weapon of choice, as well as a secondary rocket weapon? because it has rocket pods in its sprites but they're not used.
Vinier McNuggNugg 10 Jan, 2018 @ 6:11pm 
00f
kabill  [author] 9 Jan, 2018 @ 2:33pm 
@Arkaus: it's been a long while since I made this mod, but I'm pretty sure one of the ideas behind the automatic weapons was to emphasise suppression rather than kills (if you want kills, take the rocket loadout instead). Further, at 10% chance to hit, the chance of landing at least one hit is just over 60% from ten rounds. It's not great but it's not terrible either, especially considering hits are higher damage than comparable infantry weapons.

But as I say, the automatic weapons are best used in a support role to pin down enemy units, especially on longer missions where you'd be at risk of running out of ammunition with the rocket loadout.
Arkadus 9 Jan, 2018 @ 2:14pm 
10% hit chance seems a bit low, even if you are firing 10 rounds.
Vinier McNuggNugg 1 Aug, 2017 @ 6:25pm 
Would be cool as fuck and worth the price of the tank though
kabill  [author] 1 Aug, 2017 @ 2:42pm 
@Best Is On Water: No, sadly. I do remember looking at giving vehicles secondary weapons when making the mod but the codebase never supported it very well so abandoned it in the end.
Best Is On Water 1 Aug, 2017 @ 6:40am 
Does this mod allow the hover tank to use both its main gun and fire missiles?
Vinier McNuggNugg 18 Mar, 2016 @ 12:34pm 
Good.
All i hear his PING
BOOM
with the hunter scout car.
kabill  [author] 18 Mar, 2016 @ 10:32am 
Yes, definitely.
Vinier McNuggNugg 16 Mar, 2016 @ 6:16pm 
This compatable with CE?
Half-Light 28 Dec, 2015 @ 2:17am 
Xenonauts Camillo Realism Mod
kabill  [author] 24 Dec, 2015 @ 12:05pm 
Don't know. Not familiar with the mod in question.
Half-Light 24 Dec, 2015 @ 11:22am 
is this compatible with the realism mod?
Fish 25 Nov, 2015 @ 2:26pm 
Not as bad as that one time i placed a Scemitar Tank (With Alienium Rockets) infront of an crashed small alien ship, and set the tank to a snap shot
LostGalaxyGamer 12 Nov, 2015 @ 4:15pm 
All right i head over over and post it on their forums (i build a new tank and attacked the base so i saved over the data like a idiot :htsleep: )
kabill  [author] 12 Nov, 2015 @ 1:50pm 
@Sovietwarship: I'd be very surprised if that was a bug caused by this mod; seems much more likely that it's in the base game. Might be worth posting a thread (with a save game if possible) over on the Goldhawk forums if you have chance to as Chris (lead dev) has been talking about releasing one final patch for the game at some point in the vaguely near future.
LostGalaxyGamer 11 Nov, 2015 @ 9:46pm 
Kabill i found a bug, my base was attacked and i fended them off and my treaded tank had only 24 hp left and then few days passed and my people found a alien base so i attacked it and when it loads up the tank still only had 24 hp :steamfacepalm: is the any thing i can do to fix the tank?
VirgoCompany 16 Aug, 2015 @ 11:54am 
Ah, alright. After a quick go, yeah, I can confirm that everything's working right. Well, regarding confirming that the laser and plasma cannons were in fact autocannons anyway. So yeah, thanks for making vehicles a more, potant, option. Hell, they're less likely to cause collateral damage to unseen civilians due to lacking AoE weapons (provided you didn't take rockets) so that's a big plus.
kabill  [author] 16 Aug, 2015 @ 1:04am 
Yup, that's right.