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Starting money and existing soldiers would require you to restart the campaign, though. Won't work on an existing save file.
I think that this mods is best use on insane difficultly where dozen ships, better aliens, more aliens, and more missions to work.
Its been a very long time since I've played or modded this game, so there is the chance that a new version of CE maybe has done changes that break this mod, but I don't know for sure and haven't tested it. But in theory it should definitely still work fine.
I don't even remember if the standard version even ran mods, I think mods in general are exclusive to CE version only.
@King Ayre: Vehicle AP are not part of the mod, each vehicle defines its own AP in each seperate file. Adding it would conflict with any other vehicle mods out there.
Damian Ayre
oh god everything's gone to shit I'm out of alloys & I'm being invaded fuuuuuuuck!
*after downloading mod*
alien problem? what alien problem?
<minSoldierAge comment="The minimal age of a soldier." value="15"/>
<maxSoldierAge comment="The maximal age of a soldier." value="90"/>
so that mysteries solved.
And another question, who really interferes his money has you a mod just for that? Thanks and sorry for the google translation. thx you for your mod
That would be aircrafts.xml. It can be found in the mod's folder in Xenonauts/Assets/Mods/Deluxe Geoscape Cheat.
You can open that either with excel or notepad. For the alien craft definitions, you'll find lines that look like this:
10xItems.Alenium;20xItems.Alienalloys
Normally, you can only get alien alloys and alenium from actual props that are left intact during a groundcombat mission. These individual props have their values how much alloys/alenium they are worth. Very complicated to edit and tedious.
The method this mod uses is by automatically giving a preset amount of alloys/alenium from simply shooting a ufo down over land in the geoscape. Normally, this only applies to ships that you can't assault in ground combat. So overall, what I do with this mod is sort of a hack.
I was hoping to change my files to make them more abundant but not 'crazy abundant'.
And also if you dont have enough foxtrots mid game you'll loose funding quickly since you can't shoot most alien ships down.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=849656819
Normal is hard, even for me though so i dont blame you getting frustrated
I first quit in frustration after only a few minutes, on normal difficulty with no mods. Really was NOT enjoying that. Almost immediately uninstalled. But I still felt that game had some hope, and wanted to at least experience the better parts of it. Insert DELUXE GEOSCAPE CHEAT MOD. 90 hours later, I've had quite a bit of fun with XENONAUTS, built everything, completed the story, and enjoyed the fantastic artwork and writing. With $720M to spare. Recommended!
Possibly, but there is a chance it can work. Both mods change the same files, but if Psionyze this was coded properly to only change some values, not all of them, then yeah, both mods can work together.
Just make sure Psyionize This is high priority (higher on the mod list than Deluxe Cheat) on the mod load order, then you might be able to enjoy both mods at once. No guarantees, just a guess.
The mod that is most likely the cause of the problem is Enhanced Crash Sites, since they modify the area of a Cruiser, possibly causing spaces that were normally ok for the Wraith to teleport, but now are in conflict.
If its not that, then I suspect its a bug in Xenonauts itself or in Community Edition. I can't see other reasons that can cause it, but my mod certainly is unable to cause this problem, that I am sure of.