Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Regarding the second question, I think you would need to edit all of the submaps individually which would be quite a lot of hassle.
Ultimately, if you want something different I'd recommend playing with the Community Edition mod which has something similar to this mod baked into it, along with all the other QOL and bugfix benefits. I haven't really played with vanilla XCE (I always played with Fire in the Hole) but I think it's a bit more subtle than this mod is.
Also, is there somewhere I can edit the number of fire/smoke from a crash site? Some of fire and smoke effect can feel excessive.
I'm not sure about compatibility with X-Division. If that mod makes any changes to UFO submaps (e.g. UFO layouts) then this mod would overwrite them. So possibly not. In any case, the Community Edition mod I think has some things built into it which does more organically some of the things this module does, that X-Division should work with that. So I think that is probably the better / more reliable solution. (Candidly, with Community Edition, this mod is somewhat obsolete.)
Does your mod alter the gameplay in some way? Or is it really pure aesthetics? Because X Division can't be played alongside other mods only those which don't cgange the gameplay.
If you're having issues, the Xenonauts: Community Edition mod has crash damage built into it (not based on this mod but similar principle) which I think is less excessive with smoke so might be a better solution (you also get the various other bonuses from using XCE as well).
1. It seems to lag my pc
2. Aliens can seemingly camofladge inside and it's hard to see where they are.
Does that answer the question?
your mod isnt in the list...mean that its in CE core...so that your mod cant be disabled?(not that i wish to...just want to know)
However, if you don't like the way it is implemented in XCE, you can just install this mod and it will basically overwrite the changes, to the best of my knowledge. I would recommend just trying with basic XCE first though - you can install this mod later if you want to try it out and remove it without breaking save games.
can i just install it or will it cause problems if i play community edition?
Don't know how compatible it is with recent versions of Vanilla/XCE - I think it was made using the module modding system so should simply be a matter of unpacking into your assets/mods folder but maybe not.
(There is at least one mod on the official Goldhawk forums which adds a couple of new vehicles into the game though - can't remember the name exactly but may be worth checking out if you're interested?)
I uninstalled it (I think?), but loading the save I made at the start of ground combat, the flames are still there, meaning I can't get to the officer before he wanders into a fire; in the process of trying to fix it, I lost my autosave on the Geo screen that was just before it, soooo I dunno what to do about it.
(The issue with fire is actually a vanilla game bug - tiles which are on fire stay like that until the tile is revealed by a player unit. This means that fires caused as a result of the UFO crash persist until you breach the UFO. Couple with the fact that the AI doesn't factor in fire hazards when pathing, this means they'll merrily run through fire over and over until they die.)
There is room for upgrading too however - less fires inside the enemy ship (aliens keep walking into it and dying - which i'm ok with but it seems like alot of fires are happening) and the 2nd more important perhaps is the persistent smoke around the ship. There's perhaps a bit too much of it.
There is, actually, a way I might be able to do it in conjunction with the next version of the Community Edition mod. But it would break compatibility with vanilla, so might not be worth the cost. Hmm, I could maybe apply it as a separate patch, that might work.
Fire in the Hole is the same thing, but allows players to breach UFOs by blowing holes in structural weak points in the hull, allowing for more tactically sound breaching operations. I strongly urge anyone here to check that mod out as well, it was made by the same guy!