Xenonauts

Xenonauts

Increased Max Accuracy
32 Comments
TheEventHorizon 13 May, 2020 @ 2:35pm 
Yeah this basically fixes the Leonard Church levels of point blank missing with a pistol. Thanks.
rolypoly  [author] 1 Aug, 2019 @ 5:04pm 
@***Marshal*** the change here is very very small, literally a one-liner. The two files that I need to provide steam for this mod (the config.xml with the actual change and the modinfo.xml file for the mod attributes) are together just 346 bytes in size. In MB that is roughly 0.000346MB. That is so small that steam probably rounds that down and so it doesn't show anything on the file size info.
***Marshal*** 27 Jul, 2019 @ 5:56am 
were file with mods? 0.000 MB...
rolypoly  [author] 6 Mar, 2019 @ 4:57pm 
Hi @hypnos, did you enable to mod in the Mod Manager from the Xenonauts Launcher?
hypnos 6 Mar, 2019 @ 8:23am 
cant make the mod work. to be more precise, it wont appear in the mods list even though ive subscribed it and i see it the steam downloads as downloaded and ready
rolypoly  [author] 3 Dec, 2017 @ 6:14pm 
@MaxamusLead I wasn't able to load all the mods you've described and test, but I think if you put Increased Max Accuracy at the highest priority and let it override anything else that might be changing this value then it will be fine. The mod does nothing else, so it shouldn't conflict with anything else if you put it top.
MaxamusLead 2 Dec, 2017 @ 3:05pm 
@hotbutter
Main ones i am using which may be causing a issue

Kabills tactical armouries

Camillo Realism

M24 snpier (the offending weapon)

xeno fix pack

armoured assault

Super flares

TBH i could be just running too many mods
rolypoly  [author] 2 Dec, 2017 @ 8:28am 
@MaxamusLead Shouldn't matter where you place it in load order, but if there are any mods you have that also alter Shot > MaxChance then it will. What other mods are you also using?
MaxamusLead 2 Dec, 2017 @ 5:32am 
Is there any required place in load order asi ahve tounes of 100% misses, ( really starting to piss me off as i had one just kill a friendly as it hits a gas tank......)
Daiyousei 25 Nov, 2017 @ 8:39am 
thanks for saving my life : )
artmachen 13 Oct, 2017 @ 3:16pm 
I would argue that anyone at point blank range is actually MORE likely to miss a target versus shooting at the same target at six feet away. You have to simulate not only the target attempting to move away from you but also grappling you.
Vinier McNuggNugg 12 Oct, 2017 @ 12:55pm 
Lol parkinsons
Hard Gridlock 10 Oct, 2017 @ 12:57pm 
The one thing that made this game ridiculous at times. A shotgun blast at point blank should end you, or maim you. You don't miss at that distance, unless you have Parkinsons or something.
rolypoly  [author] 7 Oct, 2017 @ 6:46pm 
@Chicken McNuggets It's a very tiny simple mod that changes only one node. So unless you have any other mods that modify Shot > MaxChance there will be no conflicts.
Vinier McNuggNugg 7 Oct, 2017 @ 5:57pm 
Does this conflic with anything? Well if my game crashes that'll answer it
Weak1ings 4 Oct, 2017 @ 5:30pm 
thanks
rolypoly  [author] 4 Oct, 2017 @ 5:23pm 
Oh that's what you meant, sorry I misunderstood.
I haven't tried changing the value to blank, nor increasing it above 100. Since it's used in calculations I would assume it would cause errors if it were left blank, but I think the game checks for it before starting and would complain if it's 0 or null.

As for having it above 100%, there wouldn't really be any practical benefit. The accuracy that you see in the game is the result of the calculations involving your soldier's accuracy, weapon stats, range, cover penalties and so on. This value is a clamp. If the result of the calculation is above this value, then the final value gets set to this.

In other words, imagine these scenarios:

Soldier A:
Bad accuracy - calculation result - 66% - final accuracy = 66%

Soldier B:
Good accuracy - calculation result - 125% - final accuracy = 100%
Weak1ings 4 Oct, 2017 @ 5:05pm 
I wonder what would happen if someday we got the source code and removed that hard cap... maybe a game crash?
rolypoly  [author] 4 Oct, 2017 @ 4:55pm 
@Weak1ings it does not go over 100%, that is a hard cap.
Weak1ings 4 Oct, 2017 @ 12:23pm 
What happens if you push max accuracy past 100%?
Common 11 Aug, 2017 @ 4:10am 
@justinsane. As you said, People dont just stand there and let you take all day.
Common 11 Aug, 2017 @ 4:09am 
@justinsane11 Invalid. The alien might move and such. But your soldier's arms are not frozen. They can move and aim to the moving alien.


Invalid invalid invalid
XDHUGOSXD 29 Jul, 2017 @ 8:43am 
Justinsane11, you dont seem to know what happens when you shoot a hatch in an alien base wall with a shotgun and ur really unlucky?
PixiCode 4 Jul, 2017 @ 5:48pm 
Well, unless the target is backed up in a corner =P
justinsane11 2 Jul, 2017 @ 5:35am 
you think 100 percent point blank shots are hits? even if you wouldn't miss, people don't just stand there and let you take all day, since they are forced to in a turn based setting, not making it 100 percent is much more realistic in my book, you shouldn't mss many more than about 1 out of 20, and that's what the percentages equate to
justinsane11 2 Jul, 2017 @ 5:33am 
actually yes.
Soommor 26 Jun, 2017 @ 3:39am 
I always kind of guessed that it was never 100% because you soldier isn't just standing stationary in front of the alien, lining up the shot, they're tussling and moving about and stuff. But as Charon says, I'm pretty sure you can't miss in CE anyway, the bullet always hits even if it's a technical miss at that range.
endersblade 21 May, 2017 @ 10:23pm 
This is one of the first edits I do to the files whenever I install the game. Nice to see it made up in a simple mod.
rolypoly  [author] 2 May, 2017 @ 4:48pm 
Glad you like it :)
Amt 2 May, 2017 @ 1:42pm 
The first ground assault (or whatever the game calls it again) I played after I downloaded your mod proved the mod's worth. Like what ShadowReaper wrote, how can you miss something that's practically kissing your pistol.

Thanks~!
Charon 19 Apr, 2017 @ 6:17am 
I just realised, whoever is using XCE has this already, as a bullet cant miss an alien standing in front of him anyway ( updated trajectory path ). Good catch though.
Common 14 Apr, 2017 @ 2:34am 
makes the game make more sense.

A pistol touching an alien's face should not miss a single shot.




No.