Xenonauts

Xenonauts

Enhanced Crash Sites
68 Comments
SQW 12 Feb, 2023 @ 3:30pm 
Thanks for the quick reply. I like your FITH too much to go back to vanilla XCE.
kabill  [author] 12 Feb, 2023 @ 10:02am 
@SQW: IIRC, the answer to the first question is "sort of". Some of the smoke is placed as a tile rather than the smoke "effect" that is generated from weapons. But it's possible some of the smoke is "real" smoke as well, I don't remember now exactly how it works (it's a long time and I had different approaches when making it).

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.
SQW 11 Feb, 2023 @ 4:28pm 
Does the smoke from crash site act like regular smoke that give -20% to hit per tile?
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.
p6kocka 24 Oct, 2022 @ 6:28am 
Yes. I´ve already read about XCE having enahnced crash sites already. Anyway..thank you for your answer.
kabill  [author] 24 Oct, 2022 @ 4:26am 
@p6ocka: There are no gameplay changes per se, although some of the map changes can have implications (e.g. blocking routes or taking away cover which would normally be there).

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.)
p6kocka 23 Oct, 2022 @ 2:19pm 
Hello @kabill. I know, it's an old mods created almost a decade ago. I am playing X Division mod. Are those two mods compatible?
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.
megalodon007 26 Mar, 2022 @ 11:50am 
Hi. This mod is great, but there are some problems here. I can no longer play game in online with this mode active because it starts to work slowly and sometimes crash the game. Fire doesnť hurt enybody (xeno-operatives, civilians and aliens). When I disabled mode and load saved game in geoscape (where this mode do not works) my mouse doesn´t responde.
Dr. Death 15 Dec, 2020 @ 6:16pm 
I like it but RNG HAS fucked me over. Sometimes the weird permanent fires or the fires that go off then back on again blocked an ENTIRE road to the UFO or only left a very small road that required a long way to travel. Maybe add a timer for the fires after you first see them and then they go off or dont allow for fires to be consecutive.
Fyfield 8 Aug, 2018 @ 11:58pm 
VoodooDog: and you have been to exactly how many crash sites, Dr. Bob Lazar?
kabill  [author] 8 May, 2018 @ 10:11pm 
@VoodooDog: That's fair. But I wasn't going for realism so much as asethetic. If you want a more toned-down experience, I would recommend simply using the Community Edition mod
VoodooDog 8 May, 2018 @ 6:33pm 
given the fact that you often arive 6 to 12h after the actually crash happend, i dont think that much fire or smoke will make a crashsite more realistic
kabill  [author] 17 Mar, 2018 @ 9:51am 
@residenthamster: there was a submod I made a very long time ago to deal with that issue but I don't think it's available any more (it was on the official forums until the revamp) and I'm not sure I still have a copy either.

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).
residenthamster 6 Nov, 2017 @ 4:50am 
Is it possible to turn down the number of fire sprites being generated?

1. It seems to lag my pc
2. Aliens can seemingly camofladge inside and it's hard to see where they are.
kabill  [author] 16 Feb, 2016 @ 3:12pm 
No, it isn't. You would need to subscribe to this separately if you wanted to use it. Same process as with vanilla.
Terrarius 16 Feb, 2016 @ 1:39pm 
the mod isnt in the CE defaultmodlist.....
kabill  [author] 16 Feb, 2016 @ 1:38pm 
Oh, sorry, I think I understand now. If you subscribe to this mod it will download and go into the mod list along with the others. I think it starts out activated but you may need to check. To disable the mod, justv go to the mod list and switch it to disabled.

Does that answer the question?
Terrarius 15 Feb, 2016 @ 1:40pm 
*sry for my typing...normaly mods are jsut in the modloader list k i get it...
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)
kabill  [author] 15 Feb, 2016 @ 1:36pm 
Both the base game and the community edition mod use the game mod-loading function, so as long as a mod is compatible with the version you are using there's nothing more you need to do. In, the vast majority of cases, I would expect a mod that works with vanilla to work with XCE as well but it is possible there are exceptions.
Terrarius 15 Feb, 2016 @ 1:32pm 
i also mean mods that arent in community...can i just downlaod them or is there soemthink i have to care about?
kabill  [author] 15 Feb, 2016 @ 1:31pm 
Strictly speaking, if you're using the community edition mod you don't need this as the most recent build has dynamic crash damage included by default.

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.
Terrarius 15 Feb, 2016 @ 11:00am 
how work this in combi with community edition?
can i just install it or will it cause problems if i play community edition?
Vinier McNuggNugg 24 Dec, 2015 @ 7:42am 
Coomunity edition only, as it says it couldnt find technology.rhino i think it was when i crashed.
kabill  [author] 24 Dec, 2015 @ 7:27am 
Honestly don't know - has been quite a while since it was released. Apologies if not.
Vinier McNuggNugg 24 Dec, 2015 @ 3:53am 
Wait will it not work with vanilla?
Vinier McNuggNugg 24 Dec, 2015 @ 3:52am 
it crashed lol
Vinier McNuggNugg 24 Dec, 2015 @ 3:46am 
Had to make a account lol
Vinier McNuggNugg 24 Dec, 2015 @ 1:44am 
Hmm ill give it a try.
kabill  [author] 24 Dec, 2015 @ 1:37am 
Apparently hadn't been uploaded where I thought but I managed to find it: http://www.goldhawkinteractive.com/forums/showthread.php/12027-X-CE-Xenonauts-Assault-Vehicles-Expansion-Pack-v0-3?highlight=assault+vehicle+expansion

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.
Vinier McNuggNugg 24 Dec, 2015 @ 1:16am 
Give me a link bro! And what do you mean by look weird?
kabill  [author] 24 Dec, 2015 @ 1:15am 
@TheMotherClucker: Oh, I see. I think some other folks tried to do something with those a while back but they're not a good shape - all vehicles needs to be 3x3 but none of the prop-tanks fit that shape very well so they look strange. So probably not something which would happen.

(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?)
Vinier McNuggNugg 23 Dec, 2015 @ 9:27pm 
The vanilla ones you can find in the vanilla maps, like the ones in terror sites or military bases.
kabill  [author] 23 Dec, 2015 @ 3:28am 
@TheMotherClucker: Not sure what you mean exactly. Which tank entities?
Vinier McNuggNugg 23 Dec, 2015 @ 3:27am 
@kabill Can you make the tank entities in some of the maps into constructable objects to take in missions?
kabill  [author] 14 Oct, 2015 @ 12:53pm 
No, there's no way to do that. The map information is saved with the save game file so once you've entered ground combat there's no way to make changes to the map other than loading a save before the mission started. Sorry about that.
Consigliere 12 Oct, 2015 @ 9:32pm 
Is it possible to remove the fires from a save game? I finally got a crash recovery where the entrance to the UFO wasn't blocked by flames (during which I ultimately meant just mashed "end turn" until I won), but now on the current map, the officer I need to capture dies from wandering into fires before I get there. Seeing as how when I start the mission, it tells me I need to capture him, I really don't want to proceed with killing him.

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.
ProfIIX 30 Aug, 2015 @ 2:45am 
Excellent mod, merci à toi Kabill!
kabill  [author] 2 Jul, 2015 @ 10:59am 
@Gravy Beard: I'm unlikely to make any extensive changes to the mod as I'm more or less out of the Xenonauts modding business at the moment. However, there's a few additions to the new Community Edition release (0.33 - it might not be on Steam yet) which should allow me to easily reduce the problem of aliens dying in fires.

(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.)
Gravy Beard 26 May, 2015 @ 3:30pm 
@Kabill i really like this mod, I think it makes every crash event feel real and gives a sense of foreboding when you see a bit of fire and smoke and a busted hedge, and you walk slowly up to a damaged and convincingly crashed UFO.

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.
kabill  [author] 1 Mar, 2015 @ 1:23am 
@emeraldhaze: Thanks for the comments. On the point about increasing destruction around the crash site, it's something I'd like to do too but sadly it's not very practical. The only way to do it would be to bake it into the wider map which 1) is a great deal of effort and 2) would work only with maps that shipped with this mod (and not with other map packs). As such, I'm not convinced that it would be worth doing.

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.
emeraldhaze 28 Feb, 2015 @ 8:43pm 
I don't like the cabin being fully engulfed in smoke, as it makes breaching take longer, and I think there should be more destruction around the crash site.
Louis II de Bourbon 21 Feb, 2015 @ 7:59am 
Useless
Bob of Mage 8 Feb, 2015 @ 11:55am 
@kabill: You know the more I think about the more I feel leaking fuel might help explain things. The alien ships seem to use a form of nuclear reactor, the fuel of such reactors releases energy over time. So unlike gas, the fuel itself wouldn't be burning, but it would be making enough heat to burn things it touches. Now the only issue is why is the snow, sand, or sidewalk smoking?
76561198068392014 5 Feb, 2015 @ 1:09am 
nice
[C]avernicola 4 Feb, 2015 @ 8:25pm 
muy bueno
Korqmaz 4 Feb, 2015 @ 7:29am 
waaaaaaaaaaaaaaaaaaas
Mysty 3 Feb, 2015 @ 3:43pm 
Cool
YZuN 3 Feb, 2015 @ 1:12pm 
ok
Deadpool 2 Feb, 2015 @ 7:09pm 
wtf
Hard Gridlock 2 Feb, 2015 @ 12:36pm 
I'm surprised this mod is more popular than Fire in the Hole!

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!
happy. 2 Feb, 2015 @ 8:17am 
Cool