Xenonauts

Xenonauts

Minutemen: 8000 TUs
67 Comments
greg 15 hours ago 
is there a version for vehicles?
Magpie 23 Jan, 2024 @ 9:23pm 
Last comment regarding this: It seems like changing the action points values works for new soldiers (you'll have to recruit some to refresh the list), but the PercentageWeaponCosts value makes it impossible for many or all of your troops to fire.
Magpie 23 Jan, 2024 @ 9:07pm 
Despite my best efforts I cannot get these changes to work. I changed the values within the Minuteman mod and also in the files in the main assets folder to no avail.

With my limited modding knowledge, I'll leave this so someone with more experience can hopefully find a way o7
Magpie 23 Jan, 2024 @ 8:31pm 
I've yet to test it, but I may have fixed the mod for use with Community Edition. I would subscribe to the mod just to use it as a reference for the changes.

First, go to steamapps > common (I assume you know how to get here, if not google it) > Xenonauts > assets > mods > Minutemen. Open both config and gameconfig and take note of:

<PercentageWeaponCosts>0</PercentageWeaponCosts> in config

and

<actionPoints min="8000" max="8000" /> in gameconfig

Then go to mods > xce and find the same files, config and game config, search for those values, and change them to your desired amounts.

If you use BarleyTroops like I do, navigate to that mod's folder and edit gameconfig for the same action points values. I'm trying 125 min and 250 max for a faster but not broken experience. Good luck!
RedLt 4 Jun, 2023 @ 10:34am 
i dont think it works anymore
alexbali255 29 Jul, 2022 @ 12:01pm 
@1st you could just stop using them when you feel like they've done too much
1stReaper 17 May, 2022 @ 5:22am 
@doc
hi bud, i was wondering if theres any chance of getting a lite version of this ?
lets say...... 150-200tu ?

i like the mod, but would still little bit of original challange XD
(its a pain in the backside trying to move my sniper cose his tu sucks ass when using the dragunov it uses so much tu i can only move and not attack/reserve overwatch or attack and be a left behind XD
76561198976932818 29 Mar, 2022 @ 3:20pm 
become scout from TF2
Wreck 13 Jun, 2021 @ 8:30am 
*Tracer laughs in british*
DÖÖDLES 23 Feb, 2020 @ 10:50pm 
It would appear that i be having some issues with the mod, well simply not working, all the files seem to be intact and yes it is moved right to the top of my list yet still no dice.
Marik Marauder 5 Aug, 2019 @ 3:25pm 
That worked, thanks for the help.
Doctopus  [author] 5 Aug, 2019 @ 2:05pm 
Oh that, I forgot about that setting being a crucial part of the mod.

You can actually copy that line from the Minutemen xml file and paste it anywhere in the X-Division counterpart and it'll work. That line is optional/hidden and not normally included by default, but it can be added to enable that special mode where TUs are not based on % values.
Marik Marauder 4 Aug, 2019 @ 11:40am 
Thanks for the help, but the TU cost is absurd as there's no "PercentageWeaponCost" in the Config.xml for X-Division. i'm gonna have to go through each weapon and reduce "ap=XX" to "ap=1" and hope that works.
Doctopus  [author] 3 Aug, 2019 @ 2:12am 
@mikudude1trillion: I have not played Xenonauts in a long while, so I'm not sure if there have been any major changes that make this mod invalid. Technically it should work with any mod, the important part that you *MAKE SURE THE MOD IS AT THE TOP OF THE MOD LIST*, which will give it top priority, overwriting other mods' changes for character TUs.

However, if there have been larger changes under the hood in the new releases of Community Edition or otherwise, then it is fairly easy to replicate this mod's effects into X-Division.

Simply find the mod folder, open the xml file with notepad++ or similar, find the part that changes TUs (its a really small document, its easy to figure it out), then simply go to X-Division's counterpart of the same xml file and change it to the same values that were in Minutemen.
Marik Marauder 21 Jul, 2019 @ 2:36pm 
I have discovered the answer: it is a resounding "NO." and I would like to inquire if that might change?
Marik Marauder 21 Jul, 2019 @ 1:21am 
is this compatiable with X-Division? I just want that mod for all the cool new stuff.
Doctopus  [author] 18 Jan, 2019 @ 1:21am 
@CL Houston: In the mod manager, did you ensure that the mod has priority #1?

(you need to place it highest on the list, otherwise other mods that modify the same file will override this mod.)
CL Houston 17 Jan, 2019 @ 8:44pm 
This mod is not working for me, I have activated it but my units have normal TUs
DubiousGoober 1 Aug, 2018 @ 12:32pm 
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░░░░░░░░─╤▂▃▃▄▄▄███████▄▃ MODS. COPY AND PASTE HIM ALL OVER THE
▂█▃▃▅▅███████████████████▅▅▅▃▂ WORKSHOP!
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░░░░███████ ]▄▄▄▄▄▄▄▄
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  ╭╬╮         ◢
▁╭▅▆▇□□█▇▆▅▄▃▂▁(╳)█╮  
╰═▃__▁▁▁▁▁∠════▔▔▔   
The Gaming Archaeologist 22 May, 2018 @ 4:19am 
Wow and I remember people claiming certain mods in XOM 2 were OP. None of the mods gave you the equivilent to God Mode!
toasted 27 Feb, 2018 @ 6:42pm 
hey do you mind helping me get this mod running?
76561198109839142 17 Jan, 2018 @ 10:46am 
starting to feel bad for these aliens XD
Tears of Gratitude 5 Dec, 2017 @ 9:50am 
lololol this is too OP when I am using ur gravitational thing
Baconpower 5 Dec, 2017 @ 2:30am 
Ummm, now firing shots take around 2k TUs. Pls Fix
Shrodingers_Proof 3 Dec, 2017 @ 7:39pm 
For some reason, this mod doesn't seem to work. I have it on first priority in my mod list.
Daiyousei 25 Nov, 2017 @ 8:43am 
Will the aliens still conduct reaction shot?
Mophead Demon 23 Sep, 2017 @ 9:09am 
coldsteel the hedgeheg approoves. Pssh...nothing personell...kid
MrTiddles12 21 Sep, 2017 @ 5:43pm 
I believe that some actions scale with reaction points, like the original, I'm probably wrong, but like the original XCOM, I believe it works with a percentage of TU's rather than a fixed number
Shaun Canavi 16 Sep, 2017 @ 7:17pm 
Tried using this with a new game and it just made actions more expensive. Am I doing something wrong?
Mindset 13 Sep, 2017 @ 8:41pm 
do you still keep track of this? id like to see this for vehicles as well
louiseleon 12 Sep, 2017 @ 2:52am 
Reapers hate him! Find out how to ignore reaction fire with Xenonaut today at your local recruitment center!
nopoet406 11 Sep, 2017 @ 12:05pm 
Cool, now it will take my machine gunner 7,500 units to fire his gun XD
Froog 6 Sep, 2017 @ 7:19pm 
I can finally play the game now, thx.
Elizabethan Wonder 12 Aug, 2017 @ 7:17am 
ZA WARUDO
Titanium Highwayman 27 Jul, 2017 @ 8:14pm 
Very fun mod. Do you plan on making something similar for ground vehicles?
Doctopus  [author] 3 Jul, 2017 @ 8:14pm 
@supersparky1013:

Nope, this mod enables this setting:
<PercentageWeaponCosts>0</PercentageWeaponCosts>

Basically instead of using 50% of total TUs, in this mod a gun would only use 50 TUs flat. You can essentially fire 160 times with 8k TUs.
SuperSparky 2 Jul, 2017 @ 4:42pm 
Don't weapons use a % of TUs? Won't you still run out of TU's from shooting?
Doctopus  [author] 2 Jul, 2017 @ 4:15am 
@fox5859:

Yes, starting soldiers will get 8000+ TUs if the mod is installed as a new game is started.
fox5859 1 Jul, 2017 @ 7:31pm 
so if I start a new game will the soldiers I sapw with get this or do I have to hire new soldiers?
Doctopus  [author] 30 Jun, 2017 @ 7:33pm 
@kangkai1980:

No, only new soldiers will get absurd TUs. Existing ones will remain as they are.
kangkai1980 30 Jun, 2017 @ 10:37am 
Will this affect my existing soldiers?
ODSTbag337 23 Jun, 2017 @ 3:19pm 
Works fine for me, not priority 1, both with and without Community Edition, so it just varies by computer, I guess . . .
Winston 22 Jun, 2017 @ 5:07pm 
Same for me. Pri 1 with the Non Community Edition. Would love to have this so I can finish some grinding. I am assuming that it will work with existing soldiers from a save file.
sivatherium 10 Jun, 2017 @ 9:29am 
Engi the Viking ,same
Ben'wah 31 May, 2017 @ 6:36pm 
Hey, it's at priority one for me but it's still not working
VirgoCompany 12 May, 2017 @ 6:43pm 
ROLLING AROUND AT THE SPEED OF SOUND, GOT PLACES TO GO GOTTA FOLLOW MY RAINBOOOW~
Common 18 Apr, 2017 @ 1:04am 
Yes.. .YEZZZZZZZ...


I can finally break the bones of the Caesans who keeps prioritizing on mind controlling my best Soldiers.








KAEZANZ SUKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
baddoggs 27 Mar, 2017 @ 10:22pm 
Modding/editing is childishly simple.
Doctopus  [author] 27 Mar, 2017 @ 11:34am 
@ Sauron's Bro:

There are plenty vehicle mods out there that would require a custom patch for each one of them. Unlike soldier TUs that are universal, each individual vehicle requires their own specific values. Because of all this, it is much easier to go into any particular vehicle mod you may be using (even the default one) and change the values there, locally.

So this is how you do it. Go to:

C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\assets\vehicles.xml

OR

C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\assets\mods\MODNAME\vehicles.xml

These files can be opened with notepad++ or any other program that opens .xml files (like excel).

For each particular vehicle, change the value marked in the cell Aps (Actionpoints). This value is about in the middle of each vehicle's own list. Hunter by default has 100 aps, so you can change that to 8000 to get the effect you want.
Common 26 Mar, 2017 @ 11:36pm 
10/10