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Found 22 results

  1. Current mods I am using: 2 Map packs, Lore, Armored Assault, Dynamic UFO Spawn Playing the standard version (as opposed to CE) Primary group of soldiers: 2 months, consistent gains in every mission of +1 to 3 to 5 stats +2 TU Then I started deploying new guys. Yesterday 2 of my Corporals got promoted to Sergeants, their increase for that mission was +3 in every stat and + 4 TU. Several times in past missions I saw low ranked soldiers gain +2 stats - something that has NEVER happened to any of my 'primary' team. Right now it seems like low ranks get some crazy boosts in growth. not sure if this is relevant - I normally deploy 2-3 rookies out of 8 with my veterans (Commanders to Captains). As far as their activity during missions - the rookies do much less, they have only half the TUs of my veterans and spend much more of their time getting into position to be useful. All soldiers are always loaded at least to 100% of their encumbrance - sometimes with a bit of penalty for particularly weak rookies.
  2. hey , first let me apologize I don't know if im in the correct forum but I really wanted to voice an idea one of the most annoying things for me is that soldiers get ranks without any regard to their performance for instance in the last play through I had a guy who killed his team leader (a captain) and mortally wounded another ( who later died because I couldn't get to him) at the end of the stage he was promoted ... ???? my suggestion : allow soldiers stats to improve but give the player "Upgrading points" so they can choose themselves who should get a better rank ( ranks could give bonus points like bravery or strength) that way the good soldiers will be team leaders , instead of the ones with crappy accuracy who I had to put on the team to add to the firepower this will also immerse the players in the game as the high commander as they are the ones making the important choices on the off chance this is not accepted (I don't see why not) I would at least suggest a penal system to remove a soldiers ability to upgrade if he hit another team member or kills a civilan like it would be in real life again for the immersion and the feel of control hope you like the idea and hope im in the correct forum
  3. So, here's my issue. I replaced the old rank images and renamed them (but left all code besides the strings the same, that's what confuses me), and the new rank insignias showed up correctly with the new rank names in the soldier equip screen, but on the ground combat the rank images were messed up. What's odd is that they showed the correct set of rank images (the ones I had installed and replaced the older ones with) but the insignia was that of the previous rank. So, a captain would be labeled a lieutenant, a lieutenant a sergeant, etc. In the vanilla game there is no such problem, but when I replace a simple image file to another one named the exact same thing it messes up the system. What's going on here? Can anyone offer advice?
  4. Deci

    Modding rank

    Any1 know what files u need to make changes in to add ranks to the game?
  5. Hi all! This mod changes the name of the ranks shown in the game, and replaces the rank images to fit the new rank names. The rank names are: Xenonaut-0 / X0 (from private) Xenonaut-1 / X1 (from corporal) Xenonaut-2 / X2 (from sergeant) Xenonaut-3 / X3 (from lieutenant) Xenonaut-4 / X4 (from captain) Xenonaut-5 / X5 (from major) Xenonaut-6 / X6 (from commander) Xenonaut-7 / X7 (from colonel) The rank images are: Here is the dropbox link to the .zip package: NEW LINK: OLD LINK WAS BROKEN for some reason. Instructions for Installation: The lore behind these ranks: (It's an interesting read, I recommend it. ) Special Thanks to cspruce who did all of the artwork for the rank icons, without whom this couldn't have been finished. PS: Role Icons in a similar style may come later; provided your guys like the mod. EDIT: Upon using my mod for a while, I realized that I liked X-0, X-1, X-2 etc as opposed to X0, X1, X2, but that's just my personal preference. The strings.xml file included in the package is super outdated, so instead of simply replacing the normal one with mine, delve into the normal one, ctrl-f to find "captain", and you'll find the rank names. OLD INSTALL INSTRUCTIONS: Who knows, may come in handy.
  6. In my opinion, and in the opinions of many others, the ranks used by the game are simply too high. You can reach Colonel for crying out loud; that's pretty unrealistic and immersion breaking for many players. A simple fix is to change the ranks that the soldiers can receive. There are eight rank slots. Currently, they are: Private, Corporal, Sergeant, Lieutenant, Captain, Major, Commander, Colonel. I propose changing them to: Private, Lance Corporal, Corporal, Sergeant, Sergeant Major, 2nd Lieutenant, Lieutenant, Captain. Please vote: Yea (Change the ranks to the proposed above), Nay (Leave the ranks as they are in the game), or Yea, Other (Explain in comment below).
  7. To my fellow Community members.... I know we all have our own ideas and specific smaller ways of the above ideas, however, to really get results we need to be short and consistent. Please only say if you agree or disagree with the below points but do not elaborate as that can take away from the results and cost votes. Lets first establish that we want these things expanded and then let the devs come out with a way to vote for the actual changes. #1 Expand the rank system to include more ranks..... #2 Expand the medals (such a great feature) #3 Create a memorial wall so we can see our fallen soldiers Guys Please keep this focused, there have been multiple threads and they all break down on the specifics of what happens after these things..I am pleading with you here....lets establish we want all 3 of the above things to happen, and let the devs come to us with options we can vote on once they see we would in fact like all 3 of these to be expanded.
  8. Right now, does any rank and title have any usefulness in the game ? I guess not but i may be wrong. Ramk could: Improve post mission permanent stat boost. Give temporary combat stat boost during combat whena lower rank is near (adjacent tile)a higher ranked. IE if a simple soldier is near its seargeant (proximity to be tweaked) it gain some boost. Not only because his sarge is a good guy, but because he receive direct orders and "know better" what to do. Right now my team consist of a bunch of majors and one commander and it stroke me how i had no inclination to switch anyone to a rook at the possible cost of one of my elite... i prefer to risk all my elites then to tag rookies along for "future damage mitigation". Such switch already happens with wounds occurs, or even a death. But if i did have a chain of command that boosted my lower buddies i would risk more. I dont know, like the cool medal system, make the rank sistem usefull in some way.
  9. I remember in original xcom only a certain percentage of your soldiers would get promoted to certain levels. In this game if I don't suffer constant casualties it seems like all my guys end up as high level officers after a few missions. Will this ever change? Would be cool if there was a split track where enlisted guys would go up a larger number of NCO ranks and only a certain percentage of troops (like maybe 10-20%) would ever go officer track. Just an idea.
  10. There are a few posts saying that the soldier CO ranks are unrealistic - although that said, when you're vaporizing psionic aliens with lazer beams realism is rather subjective and a matter of preference, as with all videogames. For my preference though I like the idea of having a combat rating system replace the military ranks. For my personal taste I thought about a combat rating system from 0 (Recruit) to 7 (Hero) 0 Recruit 1 Regular 2 Experienced 3 Professional 4 Veteran 5 Elite 6 Specialist 7 Hero This is pretty easy to implement with the strings.xml and hardly worth mentioning in the modding forum. What is worth mentioning however, is the rating insignia I'm designing, I'd like feedback. Like all the content I create for myself I'd like to also share it with you guys. Only problem is the current insignia I've made for my own personal use is a pretty blatant imitation of the mass effect Specter N7 ranks. Even though I've created the images from scratch I'm wondering is this sufficiently different? Comments please
  11. So, basically, I want to create a mod that renames all of the soldier ranks, and gives them new rank icons. The goal of the mod is making the ranks less high, so that you don't feel weird with a squad of commanders running around (considering that you the player are referred to as "Commander", this weird feeling is appropriate). I would like this mod to be well liked enough, and to fix the aforementioned issue so well, that Chris puts it in the game as the vanilla rank names and icons (because the ones in there now, especially the icons, honestly look like placeholders). I don't know if this'll happen, but that is my end goal. There are 8 rank slots to fill. Right now, the ranks are: Private, corporal, sergeant, lieutenant, captain, major, commander, colonel. I'm looking at something more like: Private, Private First Class, Corporal, Sergeant, 2nd Lieutenant, Lieutenant, Captain, Major. My question to you, the members of the forum, is this: What ranks do you want the soldiers to have? And, once we decide on what ranks to use, does anyone have the graphical skills to make good looking rank icons that fit with the atmosphere of the game, but also look realistic and not place-holder-y, that would be willing to make icons for us? Thanks!
  12. [EDIT] Here is the thread with the link and instructions: http://www.goldhawkinteractive.com/forums/showthread.php/6454-True-Xenonaut-Rank-Names-and-Images [/EDIT] Hi all you talented people out there! So, in essence, I'm making a mod that changes the ranks from actual military ranks (private, corporal, etc) to Xenonaut-specific ranks. (Just the names and rank icons are changing, no balancing done, nothing. Just getting that made clear.) The ranks are: (lowest) Xenonaut-0 (X0) Xenonaut-1 (X1) Xenonaut-2 (X2) ... Xenonaut-7 (X7) (highest) In parenthesis are the short names, the abbreviations of the rank. To Artists So, I'm not an artist, and I'd love to have nice looking rank insignias for this mod I'm putting together. My request is that the rank insignias be made very simple (look up the Mass Effect N7 insignia for an example of simplicity). The image should just have the X# in white on a black background, and a semi-thick stripe of color (pick your own, whatever you think looks cool) on the left, behind the left two thirds, half (whatever) of the X. Alternately, make your own icons. Here's your change to shine! Alter-Alternately, if no one wants to make some, I can see what I can do, though it'll probably look kinda nasty. If anyone wants to read my background for the ranks, here it is. It's in the spoiler tag to keep the post from getting too long. Anyway, hope people like the idea!
  13. Oktober

    On Promotion

    Fair warning: I'm ex-military, so the abysmally inaccurate promotion system in X-Com is probably more of a peeve of mine than it needs to be. Additional caveat: I have no idea how promotion is going to work in Xenonauts. I've never gotten anybody past SGT in the game. That said, I have been running a crew of like 9 SGTs and 3 CPLs. In X-Com, promotion runs as follows: Rookie, Squaddie, Sergeant, Captain, Colonel. You can find yourself with a team of 10 Captains running around. I think this is an unnecessary and easily remedied mechanic. As a general rule, enlisted men don't spontaneously become officers, and whether you're upper enlisted or low-ranking commissioned officer, you're generally going to be in a command role, directing your men, and such, not just humping along a shotgun right next to Pvt. Humptyscrunch, with no difference between the two of you but some TUs and a better Aim statistic. In the real-life military, your grunts are going to be relatively lower-enlisted, immediately supervised by sergeants (occasionally corporals), who are in turn supervised by higher-ranked sergeants (Staff SGT or SGT 1st Class) and by lower commissioned officers (usually finding Captains or maybe the occasional 2nd LT in these kinds of roles. The highest enlisted and mid-range officer levels are really going to be administrators, responsible for a command, and anywhere from a few score to hundreds of people. Now, for many years, until some time in the mid-80s (making this perfect for Xenonauts) -- the US Army had a couple of different career paths available to enlisted soldiers. They could go through the --> Non-commissioned officer path: corporal, sergeant, staff sergeant, etc.; or (I believe if they were less promising, and didn't play as well with others) they could become --> Specialists, instead: specialist 4 was an E4, just like a corporal, spec 5 was the same grade as a sergeant, spec 6 as staff sergeants, and so on. Specialists weren't necessarily expected to take leadership roles, they just needed to focus on being good at their MOS. My suggestion is to differentiate your soldiers in this manner. Keep your grunts as grunts. Just promote them through the grunt ranks, so they become ever-more-awesome grunts. Allow the player to designate some soldiers as leaders. One officer initially (the number perhaps varying as the total Xenonaut numbers increase) and a few billets for non-commissioned officers. These leadership positions I think would probably be pretty easily implemented as a morale-boosting presence to help try and combat the panic which can occur in tense situations in the game. (And of course the possibility for an officer to be able to call in air-strikes or something quickly leaps to mind, but while the coding for that sort of thing may be prohibitive, implementing a leadership positions primarily as a morale-impacting mechanic certainly shouldn't be too difficult.) The trade-off for having these types of characters of course could be that the leveling mechanic for these leadership folks would probably take significantly longer. I do think that dividing promotion tracks like this would also allow for a more regular rate of promotion (if you go Private, Spec 4, Spec 5 all the way through Spec 9, that's 7 ranks...and by the time you get some guys to Spec 9, you'll possibly have some slots open to make a few battlefield commissions. You could end the game with some truly terrifying officers leading squads around the world.) People like seeing their mans level up. I think my suggestion would lead to some much-needed carrot in a game that's full of stick, (just in terms of providing promotions more frequently) and also doing away with a silly promotion mechanic which, while fine for X-Com, seems like it would be a bit out of place in a more serious endeavor such as Xenonauts. What do you think?
  14. Dr_Hammer

    Promotion System

    Okay, bear with me. This is long but I have been thinking about this for a long time and it really came to a head playing Enemy Unknown. Goldhawk is making a game that although is fantastic in its scenario but also realistic in so many ways. In the interest of realism I would love for a game with a military element to have some sense of military rank structure and responsibilities. The idea of every rifleman/soldier entering into the officer ranks and having a small-team assault led by a colonel and manned with nothing but captains should scare the hell out of everyone involved. Here is what I am suggesting. I think the easiest way to implement would be to have an OIC (officer in charge) and an AOIC (assistant officer in charge) role just like assault or sniper. Unlike other roles, for each mission there is one OIC and one (maybe two depending on how large your squad becomes) AOICs and whatever soldiers you give these roles to enter into the officer ranks. You are limited in the number of officers you send out. Soldiers who do not take the OIC and AOIC roles promote through the enlisted ranks, so instead of a chopper filled with lieutenants you will have two officers and six sergeant first classes, master sergeants (eventually). Even saying that makes me fell better. I think this can be implemented simply enough that would in some way mimic the responsibilities of officers and NCOs. For instance you could have each officer provide a small bonus to everyone in the squad. This stat increase would be in whatever is their strongest attribute. For instance you have a Lieutenant whose bravery is their highest stat and they are sent out on a mission as an OIC so now every soldier in that squad gets a +1 bonus to their bravery. If that officer dies on the mission the bonus goes away the minute he dies. The size of the bonus scales to the rank of the officer. This adds a level of complexity to your mission management. What officers do you send out? What attributes do you want to raise? Does the type of mission change what attributes you want to boost? How will the officers complement one another and what areas are your soldiers deficient in that putting them in charge will help? But wait there's more in my master design, so NCOs (non-commissioned officers) are incredibly important in the modern military. So as your enlisted men advance in rank they provide a different type of bonus. This bonus, like the officers, scales in rank so a sergeant major will provide a higher bonus than a sergeant first class. Unlike the officers, the NCO bonus is both greater as there is a larger stat boost than the officer's but limited in that it only affects those soldiers in proximity to the NCO. The proximity specifics is up for debate but my thought is that the distance be close enough to mimic the idea that the NCO can see what the soldier is doing and can provide spoken "advice". Once this proximity is broken or if the NCO dies the bonus goes away. If correctly implemented, I envision the potential for missions to go pear-shaped very realistically. As it stands now if you have a tough mission and you lose two soldiers it is tough. But with the above changes if you lose your OIC and a senior NCO, now you not only have lost two shooters, but you start seeing the stats of your remaining soldiers drop. If you are smart you will have more than two officers at your base in case you lose one in the field. Those officers don't have to be doing nothing. What if you could take an unused officer and put them in charge of your research or manufacturing division? These divisions could operate just fine without an officer, but having an officer increases their effectiveness and again this effectiveness scales with the rank. To prevent people from just moving a single high-level officer to different posts to get the research bonus and then putting them on an assault mission when it comes up I would have the effectiveness bonus only payoff at the end. For instance if you are researching something that would normally take five days given the number of scientists you put to the problem. Now lets say that having a colonel in charge of a division confers a 60% bonus so that what would take five days now takes three. If you take the colonel out of the division to go on a mission the effectiveness bonus goes away and no credit is given for time on the project(s). So if the research would have completed at three days and on day two, hour 23 you pull him for a mission, the research task goes back to five days. If you replace the colonel with a lieutenant for head of your research division the lieutenant's (substantially smaller) bonus would not apply to any ongoing projects. So removing your division heads can suck which again makes losing an officer in the field problematic. Anyway, this is my idea in broad picture. I don't think it would unduely unbalance gameplay if a soldier's personal stat advancement is adjusted. The substantial bonuses I am talking about would come from senior officers and NCOs and they should only come later in the game. I think it adds a layer of complexity and realism that is lacking in many games. It also finally gets some love for the NCO ranks. Not every soldier dreams of one day putting on the silver crow. Note: Throughout this post I use Army ranks but I only did this for simplicity sake. I love my master guns and master chiefs out there.
  15. I think there is a way to avoid "calisthenics". And they should be avoided. Shooting at walls or doing ridiculous things like "spend 600 AP when loaded to 80%+ weight" should not generate XP/training. No more Bethesda-style Master of Running! I had posted something like that before but it was only a tweak to another system. This here is a complete concept so I put it in a new thread. Any and all XP gains are tied to "hurting an alien". You can't cheese the system and train indefinitely because you run out of aliens. The XP that an alien "contains" is limited and independent from the alien's hit points! This XP pool can be used up before the alien is dead. You can suppress an alien all day long but that's not going to result in training all day long. XP is absolutely limited to the amount of aliens in the area. No alien? Go home. You're done here. More dangerous aliens have a larger XP pool. = another useful balancing tool because you have a way to balance total XP gain! The total amount of "training" that a soldier receives from an action is directly proportional to the percentage of the target's max hit points that the attack subtracts. Hitting an alien tank for 20% of it's damage would be worth 20% of the alien's XP pool. With a very dangerous alien you get more XP for the same action because it has a bigger XP pool. Suppression or stun damage could also generate XP. This XP is all taken from the same pool. If a "heavy" does nothing but suppress lots of aliens without ever damaging one, he has still contributed. He gets XP for that. If you shoot a rocket at a wall, that's the same thing as doing it on a shooting range. No alien hurt. No mission XP. You can also de-couple the XP reward from success at an action. This way a raw recruit shooting at an alien 3 times can get the same result as the veteran hitting the alien 3 times. Instead of the above "XP generation" method, the base chance to hit is calculated. (not dependent on soldier skill!) A low probability shot is worth low XP percentage. The weapon's average damage (minus target's mitigation) multiplies that. The soldier gets rewarded with XP equivalent to the damage that he will probably do. Since these "average XP" can mean that the alien is killed before all it's XP have been "used up", the killing / stunning shot always awards any remaining XP that the alien may have. As described above, lower ranks get an XP bonus so they advance faster. On average you get the exact same result as with 4. The difference is that it is only required to perform the action - not to actually be successful at it. Weapons have an XP modifier. A weapon with a higher modifier "generates" more XP per damage done. With a sniper rifle you are going to cause damage directly. Modifier = 1. With a machine gun you are more likely to lay down suppressive fire, hitting less often. Modifier = 2 If a lucky 21% hit from a MG eats up 42% of the alien's XP pool, the sniper can only "gain" XP equivalent to the remaining 58% XP, even if the alien has 79% of it's hit points left. This models the fact that a 100% suppressed alien is not very dangerous. Your sniper has an easy and safe job - more like on the firing range. This (5.) is just an option. It could be dropped completely if suppression/stun damage also count as XP-worthy events. [*] What kind of stats are being trained depends on the weapon used. Some examples... Grenade XP Modifier = 1 (but can hurt multiple targets...) 35% Strength 20% hidden stat for extra throwing range / accuracy 20% HP 25% AP [*] Sniper Rifle XP Modifier = 1 50% Accuracy 20% Reflexes 30% AP [*] Shotgun XP Modifier = 1.5 30% AP 25% Reflexes 25% Accuracy 20% HP [*] Machine Gun XP Modifier = 1.8 40% Strength 20% Accuracy 20% AP 20% Reflexes Every weapon would train all stats to differing degrees. I only listed some key points to illustrate the concept. Stat training is job specific and scales with how much a soldier contributes. Getting shot in the head does not make you tougher! One spin-off of this would be to assign a different training distribution to different fire modes of a weapon. An assault rifle using aimed shots would shift the points a bit from strength towards accuracy. [*] New recruits. The FNG could not contribute a lot - especially in an advanced game with much more dangerous aliens. Since he can't hurt them a lot, he would not gain a lot of XP. Ranks would have XP modifiers. A recruit gains a "training effect bonus" after the XP has been deducted from the alien's XP pool. In the early game this is balanced by "easy aliens" having a small XP pool. Progression is normal. In the later game, a recruit doing some damage to a high-XP target will get a disproportionally large training effect and so be able to somewhat catch up to the rest of the team. [*] Calculation of post-mission stat increases. Every soldier has now received 6 (more in case of hidden stats?) different kinds of "training points", relating to the different character stats. For each stat there are two successive random rolls against this stat's training points to determine how many actual stat points you get out of this. After the first roll, 100 are deducted from this stat's training points. A weapon's "minor stats" have basically no chance to gain 2 points - no matter how much you reload. You can still weigh these rolls with the stat number if you want. That's just math. The rank-based XP bonus / reduction (7.) would already take care of most of that. [*] Promotions Promotions are based entirely on the total stat points of a soldier. Stat increases are contribution-based so promotions are in turn contribution-based. The distribution of initial stat points is random. If you can hire "experienced" recruits later in the game, these will have the rank that corresponds to their stat point total. (basically like it works now) Promotions have a negative effect on "skill training" (no bonus, see 7.)... but a positive effect on morale. The aliens will make sure you're going to fight more dangerous aliens so the malus to skill training will be taken care of. You want promotions for the morale increase. [*] The actual calculations are all simple and occur at exactly one point in the code - when damage of any kind is done. Well, and obviously with the mission debriefing.
  16. almost every mission the soldiers earn rank, it is right that earn stats, but earn high (as captain) rank too quickly, is possible to change this parameter?
  17. postm00v

    Modding soldier rank

    Is there a way to mod the ranks of the soldiers you start out with? It feels odd having an all corporal squad.
  18. Since version 18.5 I can finally play some missions although I still have frequent crashes to desktop at end of missions or when I try to save the game. The game looks pretty good but what I don’t like at all is the fact that all soldiers are very easily and fast promoted to commanders within a couple of missions. I don’t want to fight with a crew of commanders which is completely unrealistic and would spoil a lot of the fun for me. Is it not possible to restrict promotion based on the number of soldiers like in x-com apocalypse, e;g 1 cpl for 4 soldiers; 1 sgt for 4 cpl…. Also Charlie crew should be raised to 12 again because with terror missions 6+tank is much too low. I still hope that there will be a history list on my soldiers, also the KIA ones.
  19. DM_Mod V1 for Build V18.3.1 New rank system and rank insignia; New role decals; New title of medals and new medals ribbons. http://www.sendspace.com/file/ckvflj Guys have a good game...
  20. ElTee

    Changing Ranks

    Anyone know how to do this? All I know is that you have the image files for them at xenonauts\assets\rankimages No idea what the .rar file is for. Can you actually have more than 8 ranks? For the shorthand rank names, is there a character limit?
  21. Hi all, so after "testing" xenonauts for about 2 weeks I finally reach my personal critical mass to actively use the forum And guess what it's a bug report (if that won't overly strain myself suggestions might follow ) So I went through this terror mission (missing tiles bug, missing weapons images bug, xenonauts looking the wrong direction inside their chinhook all good and well ). But after defeating the last of dem critters the missen debriefing informed me that 2 of my xenonauts just went to 100strength (from like 60). Both hat only been scouting the entire mission (that is running 60%ap forth 40% back, spotting aliens for the rest to snipe). Both were subsequently promoted skipping at least one rank. All in all the stat increases of my soldiers during this mission seemed much more than I am was used to. But these two clearly stood out.
  22. Another topic I am invested in at the moment. Page 1, part 1: