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Author notes
Check for latest version at Forum thread: http://www.goldhawkinteractive.com/forums/showthread.php/11463-X1-08-X-CE-0-25HF-Xenophobia-an-addon-mod-for-XNT
File credits
Credits and Thanks
- Goldhawk http://www.xenonauts.com
- Xenonauts community http://www.goldhawkinteractive.com/forums
- XNT - Into Darkness team http://www.goldhawkinteractive.com/f...niverse-Mod%29
- Xenonauts: Community Edition 0.22+ (Thank you Solver!) http://www.goldhawkinteractive.com/f...y-Edition-0-23
- Skitso's Sleek AI Turn (Removes Hidden Movement) (and all his other great mods) http://www.goldhawkinteractive.com/f...en-Movement%29
- Asymmetric Weapons Tech with Plausible Advanced Ballistics v0.3 http://www.goldhawkinteractive.com/f...ced-Ballistics
- Fire in the Hole! Destructible UFO Hulls (v1.3.3) http://www.goldhawkinteractive.com/f...s-%28v1-3-3%29
Disclaimer This is a compilation pack to make several mods play nicely together and it took a lot of effort from both the original authors and myself, if any original author wishes their mod pack data removed, then please send me a PM to discuss. Its all data that is publicly available, I'm merely combining it and adding some of my own stuff for fun.
Donation Points system
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Changelogs
Version 1.5.0a
Fixed missing image files causing weapons "advanced" tab from crashing.
Version 1.5.0
v1.5.0
Updated mod to X:CE 0.28. Revert back to 0.25HF if you have crashes or instablity.
ALL previous patches included.
Fixed X-25 boomerang from not being in hanger when manufactured. Should work now.
Added missing strings for multi-ammo sniper rifles
Fixed Advanced weapons tab crash with multi-ammo weapons v2.
Mars MFG weapons now unlock after plasma weapons so that they have ammo available.
Increased buildings list size on base-building view so you can now see all options.
Version 1.4.9
v1.4.9
ALL previous patches included.
XNT content NOT included. You will still need to install that first.
Installer package updated.
Weapon descriptions updated
Added multi-ammo sniper rifle
Added improved multi-ammo weapon sets (rifle2, shotgun2, sniper2, MG2...)
Some other minor worthless to mention bug fixes.
Version 1.4.8
v1.4.8
ALL previous patches included.
New installer. Simply run the installer and tell it your Xenonauts folder.
Fixed missing animations for all weapons unlocked for use with Predator armor. (hopefully)
Fixed missing Boomerang aircraft image in Xenopedia.
Fixed unlock/manufacture for M61 VULCAN aircraft weapon.
Adjusted researches.xml to make some things less difficult to obtain (and less out of order, hopefully).
New! Modified weapons equip screen. Removed "weapons" and "equipment" buttons and have all 7 item tabs on ONE page for faster browsing. If you do not like this, you can revert to the previous look by using sequipview_v1.lua located in /scripts/....
New! Added new aircraft "Corsair MK 2".
New! Added new EMP weapon "Z-80 Zeus" to lasers.
Version 1.4.7
v1.4.7
ALL previous patches included.
Fixed a bunch more missing animation files for pistol weapons + shields.
Fixed more missing animations for "checked" alien weapons that you can manufacture.
Fixed crash when clicking AMMO tab after unlocking Mag weaponry/multi-ammo ALLOY magazine.
Fixed USSR aircraft unlocking problem, now it properly unlocks all 5 USSR aircrafts. (fix is not retroactive, so if you've researched USSR aircraft already, only fix is a new game, sorry).
Researches.xml changes to make advanced aircrafts unlockable through other means, including no longer requiring alien aircraft "hull" items.
Removed dermal regenerator and metabolism accelerator items.
Fixed UNSC manufacturing to give proper weapons (minor text fix).
Shock rockets no longer leave toxic gas when they explode.
Base buildings for LV.3 are 2x1 in size now, no longer have any 2x2 buildings other than the command center. This was to fix the black zones in base defense missions maps.
Version 1.4.6
v1.4.6
ALL previous patches included.
Fixed a bunch more missing animation files for pistol weapons + shields.
Fixed missing animations for "checked" alien weapons that you can manufacture.
Fixed line-of-sight issues with vehicles.
Fixed manufacturing issues with USSR MiGs.
Fixed missing T80 armor stats in armours_gc.xml
This patch contains previous patches and only UI changes. It is safe to continue saved games from v1.4.4. Screenshots of larger UI screens available in downloads section.
Version 1.4.4
v1.4.4
Includes previous patches.
Fixed crash with Hunter/Scimitar/Hyperion vehicles
Fixed missing images for Hunter/Scimitar/Hyperion on vehicles screen
Fixed missing animations for all new pistol weapons when used with any shield. (LOTS OF FILES)
Fixed researches.xml so that all new "improved" weapons no longer require an alien corpse to research.
Fixed production cost for F5 aircraft, again, lol.
Version 1.4.3
v1.4.3
Fixed missing text strings for all new "improved" weapons and manufacturing texts.
Fixed issue with unlocking and manufacturing Particle Beam ammo.
Changed X-157 missiles from "heavy" to "normal" for use on helicopter weapon slots.
Fixed F5 aircraft manufacturing cost typo
Version 1.4.2
v1.4.2
Fixed crash when researching UNSC weapons and clicking "ADVANCED" tab.
Fixed bad buildings.xml that resulted in negative mfg times. My bad!
Fixed crash when building the X-27 attack helicopter
Changed researches.xml so that all new weapons unlock for manufacture individually instead of trying to replace old versions. This avoids unlocking things out of order and missing an "upgrade" if you skipped a tier.
******************************************************************************************************************************
START A NEW GAME. Else you will be bugged from v1.4.1, sorry!!
Version 1.4.1
v1.4.1
Where to begin, this was a massive update to just about everything....
Added UNSC halo weapons pack by Fucille
Added Armoured Assault! A Vehicle Rebalance Mod by Kabill
Added Choices Mod (parts 1 & 2) by aajs
In total, over 80 new weapons and several aircraft and aircraft weapons were added...yikes!
1 new tank, the T-80
Fixed base defense missions for the missing new buildings that left black empty zones. YAY!
Fixed alien weapons from not showing alien ammo in ENERGY tab.
TONS of new research options and TONS of new things to discover.
Increased firepower on all Metalstorm weapons
Revised researching paths and requirements.
Version 1.4.0
v1.4.0
Previous patches included, all rolled into one download.
Fixed AK47 animation issue with Basic Armor, no more flickering...etc.
Fixed Multi-ammo machine-gun to show up properly with all armors in combat.
Revised Researches.xml to fix unlocks and make all the goodies unlock properly. (please report any bugs with something not unlocking.)
Re-balanced melee weapons to have reasonable durability and require actual repairing. (was previously too high).
NEW! Unlocked all weapons for use with Predator armor. Be warned, may still be a little buggy and not all weapons may be visible when equipped in combat.
Included Kabill's latest "sort-of-random" map packs.
Updated Skitso's map pack to latest version and included it.
NEW! 3 tiers of labs, workshops and living quaters, including 3 teirs of nanoworkshops and quantum labs.
Rebalanced how much space living qtrs, labs and workshops have. (was far too high before).
Text fixes, a few weapon tweaks for ammo type and gave some melee higher damage....etc etc etc
Version 1.3.9
v1.3.9
Previous patches included.
Added TOXIC and ALLOY ammo types for multi-ammo weapons.
Fixed issue with Katana not unlocking properly
Fixed issue with Plasma Grenades, Plasma Ammo and Plasma Breaching charges not unlocking
RE-ENABLED memorial wall and applied UI fixes to it for larger lists too!
Applied Valkyrie dropship crash bug fix to the mod
Revised "Salvage" and "Recover" manufacturing recipes for scrap
Applied Valkyrie dropship crash bug fix to the mod
Added missing art for UFO aircraft weapons equipped on your aircraft's weapon slots.
Yet again, more Researches fixes for unlocks, better progression...etc etc. If you have already unlocked Plasma Weaponry, my apologies as you will need to revert to an earlier save if possible to unlock the grenades properly....
Version 1.3.8
v1.3.8
1.3.6 and 1.3.7 patches included.
Rebuilt Researches (yet again) so that things unlock more logically and in proper order. Hopefully this makes it easier to unlock things like combat shields and mid-tier weapons before you start getting murdered from the alien horde.
Added two new researches for Advanced Medicines and a research entry to unlock Flamer/Acid/Stun sprayer weapons instead of the weird research path they were on before.
Fixed missing strings for new UFO dismantling researches/manufactures
Fixed HUMAN plasma ammo from not unlocking when Plasma Weapons was researched.
Fixed MAG ammo from not unlocking when MAG Weapons was researched.
Re-re-rebalanced (made stronger) all standard aircraft weaponry so they are not completely useless against medium UFOs...
Revised alien Alphazer gun from 500 to 10 rounds. (XNT bug that might cause you to get too many plasma batteries from medium crash sites, thanks Sentelin), hopefully this is fixed now.
Version 1.3.7
v1.3.7
Fixed TWO crashes with "Energy" equipment screen/button
Fixed issue with Alien Plasma Cells not unlocking for manufacturing (added new research for them). While the ammo will be usable with the alien guns, it wont show next to the gun, apologies for that, but for some reason its causing it to crash, I'm still trying to solve that. For now, they will remain invisible.
Fixed issue with Laser shotgun, Plasma shotgun and MAG shotguns crashing energy tab.
Tweaked missile manufacturing texts to read better.
Fixed stun ammo in multi-amm shotgun. Before it wasnt dealing stun damage, now it works great.
Added experimental manufacturing/researches for taking apart UFO power sources/parts for Alloys and Alenium. It's not fully tested yet, so beware. Hell, I havent tested that the researches unlock fully for these yet either. Heh.
Version 1.3.6
v1.3.6
Fixed crash with "Energy" equipment screen/button (same fix from 1.3.5 hotfix)
Fixed issue with Alien Plasma Cells not unlocking for manufacturing (added new research for them)
Fixed issue with Laser shotgun, Plasma shotgun and MAG shotguns not unlocking properly alongside similar weapons.
Made aircraft missile texts smaller so that stats are readable on aircraft weapon slots.
Changed researches so that XNT weapons are not required to research Asymmetrical Ballistic weapons.
Fixed missing research string for Alien Singularity Grenades, no more ####.... yay
KNOWN ISSUE: Multi-ammo machinegun not showing proper weapon during GC combat. Spectre files look right, need to research this more.
Version 1.3.5
v1.3.5
Reverted EXE back to CE 0.25HF for stability. See notes above in main post.
Added more starting gear for those making new games.
Added multi-ammo machinegun
Re-enabled Toxic/Nervegas Grenades
Added two new rocket types: Shock and Toxic
Enabled to keep all those alien goodies you find in crash sites... you can keep them or sell them.
Rebalanced nearly all manufacturing times to be significantly less than before.
Rebalanced all of SoloA's new aircraft weaponry to match that of other aircraft weapons.
More text descriptions added for weapons....ugh...
Revamped research trees to add new researches for newer weapons
Created Xenopedia images for new weapons researches. (finally).
String/text fixes and other boring stuff like that.
Version 1.3.2
Added a new research entry to unlock "Light Interceptors" for the beginner current-timeline aircraft.
Added a new research entry for "Standard aircraft cannons" so you can unlock and manufacture them correctly.
Added a new research entry for "Standard aircraft air-to-air missiles"
Fixed some names and strings/texts for aircrafts to make them easier to identify and read.
====================
*WARNING*
=====================
Because of the changes to researches.xml, it is advised that you should start a new game otherwise these items will not unlock for manufacture properly, you can continue on playing saves from 1.3.0 if you want. Sorry , had to be done to fix some of these bugs.
Version 1.3.1
v1.3.1
Fixed aircraft equip screen for oddly placed windows
Fixed aircraft weapon slot placement for the newer aircrafts
Made aircraft recoverable again when shot down.
No longer supporting "unlimited" aircraft after researched. Build em like you should.
Added weapon descriptions for LasTeK and Core Concepts weapons...
Added new research trees for LasTek, KasCorp, MarsMfg & Core Concepts weapons
Revised how the new Heavy Interceptors research unlocks to balance them.
Fixed aircraft names in manufacturing UI to match their "real" names
Fixed bug that prevented manufacturing of Electroshock grenades.
Nerfed manufacturing times for all "human-based" weapons across the board. Should be faster now for simple things like handguns, rifles and machine guns....etc.
Version 1.3.0
Ok this update was a huge one, thanks to SoloA for allowing inclusion of his aircrafts mod and I finally got around to making some new gun art, fixing some more bugs & finally writing a BOAT LOAD of weapon descriptions with stats...etc.
Fixed crash when clicking on empty aircraft weapon slot for the SU.
Fixed 3 research entries for alien UFO aircraft weapons.
New! Realistic Aircrafts mod v1.1 by SoloA
New! Added Aircraft weapon stats displayed on the weapon slot of the aircraft now!
New!Begun adding weapon descriptions with stats for all new items (melee complete, guns at about 25% complete).
New! Unique artwork for Multi-ammo rifle & shotgun
New! Better artwork for all LasTek weapons!
New! 20 new real planes.
New! 18 new real missiles.
New! 7 new real aircraft's cannons.
New! balanced base structures! [/B]2 New living quarters, 1 New laboratory ,1 New workshop
Removed all XNT assets (art and audio)from Xenophobia's archive. Now all these files must come from having XNT installed before Xenophobia.
Version 1.2.2
[B]FIXED all aircraft from not being able to change out weapons!!!!![/B]
Fixed UFO aircraft weapons from not unlocking from research properly
Fixed missing faces with Coyote Armor from XNT.
Fixed volt bat from not playing proper animations when equipped in combat.
Changed Foxtrot to allow 4 weapon hardpoints instead of 3 (2
Adjusted all aircraft weapon hardpoint locations to make them easier to equip weapons
ALTERED and balanced some aircraft to allow better diversity in equipment for cannons, missiles and heavy torpedoes.
Xenonauts ver. 1.07 / 1.08 / 1.09
Sept 02 2014 I am now officially taking an extended break away from Xenonauts and Xenonauts modding. Consider 1.5.0 the final version of this mod until further notice. That being said, feel free to post bugs/fixes here to support the community,but do not expect updates/support from me anytime soon. Thanks and have fun!
Installation instructions at bottom of this post.
README Xenophobia is a mod pack COMPILATION PATCH and economy overhaul.
This compilation/mod is dependant on the CC BY-NC-SA 4.0 protected data files, this compilation is licensed under the same terms.
Mods combined
XNT 5.31 final (firebat) and all the assets that mod includes. (Must be downloaded and installed first)
Xenonauts: Community Edition 0.25HF Reverted back to 0.25HF!!
Asymmetric Weapons Tech with Plausible Advanced Ballistics v0.4
Skitso's Sleek AI Turn (Removes Hidden Movement)
Ecomomy Restored (my previous mod)
Corporation Weapons Expansion for XNT (my previous mod)
Fire in the Hole v1.3.3 (maps and tiles extracted already)
Skitso's Improved Tree Stumps
Skitso's Ultimate Megamix Map Pack 2000 v1.1
Kabill's (sort-of-random) Arctic, Farm and Desert map packs
Shots replacement mod (improved projectile art)
Mobile Infantry jackal armor replacement mod (used for XNT impjackal)
Khall's Carbines/Shotguns + Extras Mod [V.1]
Realistic Aircrafts mod v1.1 by SoloA
New! Armoured Assault! A Vehicle Rebalance Mod by Kabill v1.1
New! UNSC weapons pack by by Fucille
[color=#008000]New! Choices Mod (parts 1 & 2) by aajs
Additional Changes
Economy overhaul, No more "unlimited" weapons, equipment, aircraft or ammo.
All items manufactured now sell for a small profit, between +25% to +75% depending on the materials used.
Aircraft can be recovered, lots of new weapons!
Can now manufacture ALL aircraft weaponry and mix and match the loadouts as you desire.
Reverse engineer UFO weaponry for your aircraft.
All solider weapons, ammo and equipment must now be paid for and manufactured. Everything unlocks for manufacture by research.
Added Aircraft weapon stats displayed on the weapon slot of the aircraft now!
Begun adding weapon descriptions with stats for all new items (melee complete, guns at about 50% complete).
Unique artwork for Multi-ammo rifle, shotgun & machinegun
More research trees for new stuff!
Added Xenopedia art for new stuff!
Memorial Wall re-enabled.
Feature List
138 new ranged weapons
20 new melee weapons (with sounds)
6 new shields (and you can repair and carry them in inventory!)
4 new medical kits
32 new planes, including 3 UFOs!
40 new missiles.
20 new aircraft's cannons.
1 new tank!
Includes Memorial Wall UI.
Shield and medkit reload/refilling enabled
New balanced base structures! New living quarters, New laboratories ,New workshops
New multi-ammo rifle & shotgun and 6 ammo types (AP, HE, ZAP, STUN, ALLOY, TOXIC)
Re-implemented particle beam heavy laser weapon & DHVRL
Added Improved barracks screen. Makes it easier to see all the troops at once (from Magnum-nauts by Mikhail Ragulin)
Added Improved Mission and kill count in the GC equip window. The kills update during the missions (from Magnum-nauts by Mikhail Ragulin)
Manufacturing categories altered and sorted item names
Improved and larger UI
Lasers & Plasmas now grouped under "Energy" tab
MAGs and other heavy/unique ranged weapons under "Advanced" tab
Melee tab added to support and sort the new melee weapons
Medikits moved to "Melee" tab.
Explosive C4 and Breaching charges moved to "Grenades" tab
Equipment/Other is for shields now.
Total rebalance of the aircrafts and aircraft's weapons.
New aircraft's researches added (Coop with USA, USSR and EU for new jets)
Generic items sell for +25% of the manufacture cost. (such as a rifle costs $1000, you can resell it for $1250)...etc.
Items built with alien alloys sell for +50% of manufacture cost.
Items built with alien alloys & Alenium sell for +75% of manufacture cost.
Recommended Changes Slightly increase your starting funds in gameconfig.xml is recommended as you now need to pay for alot more than before.
Installation:
Xenonauts v1.08 or v1.09 game files
Install the mod with the Xenophobia installer file.
Play and report any bugs you find so I can continue to improve this mod! Requests within reason are welcome.
Credits and Thanks Check for latest version at Forum thread:
Disclaimer This compilation/mod is dependant on the CC BY-NC-SA 4.0 protected data files, this compilation is licensed under the same terms.This is a compilation pack to make several mods play nicely together I'm merely combining it and adding some of my own stuff for fun and not-for-profit. Any of the XML files, you may edit as you desire without permission. In fact, I encourage you to do so!
Xenophobia is a work-in-progress mod. As such, use at your own risk. If you encounter issues, please report them to help me find and fix to make the mod better.