

I have finished the mission with one dead soldier and three promotions, which is a good deal in the world of Xenonauts. I then use a rocket launcher to create an opening and I am quickly welcomed by three angry aliens who unluckily manage to kill my assault trooper, who had returned to the frontline. The rest of the arctic landscape seems nearly devoid of life, and I slowly creep my way to the crashed alien craft, creating a perimeter designed to maximize the amount of firepower I can deliver.
Xenonauts base power core Patch#
He gets shot with some kind of energy weapon, panics and moves to the back, but I manage to take out the alien with the rest of my squad, and I allow myself to hope that this will turn out ok, especially after I patch up my wounded soldier. Keep in mind all of these are options for mods, and none of them affect the unmodded game.My dropship is on the ground as I prepare to explore my third UFO crash site in order to collect alien items for research and some bodies that my scientist can analyze, and I am fairly confident after losing just one soldier in the last two engagements.Īnd then the door of the Chinook drops and I see a lizard staring straight at me, taking one shot at the best operative I have, who specializes in assault. * A global variable can be set which will make UFOs drop less aliens based on their remaining hit points.

* Base facilities can cost any type of item to build, and can refund some or all of that item (or other items) when they are removed. * Base facilities can now launch projectiles onto the geoscape, and aliens can spawn projectiles onto the geoscape which can hit player bases and damage or destroy facilities.

Xenonauts base power core code#
But this thread is more dedicated to peoples' dislike of weak base defense facilities (laser and missile defense) because there's no use for them in the game.Īlso, there have been some updates to base defense facility code since this discussion took place in 2015 and some in 2017: If you have an interest I'll try to build an standalone exe (I never did it before:)Ī lot of people know all that and still dislike base defense missions, probably because they get stale really fast when the aliens send one battleship after the other. The code compatible with latest nightlies. STR_ACTIVATE_DEFENSE: Activate Base Defence STR_CANT_MINIMIZE_DURING_BATTLE: Can't minimize during battle STR_ACTIVATE_DEFENSE: Activate Base Defense 160/4 = 40Īccuracy: 50 # the same as for defence facilityĪmmoMax: 5 # maximum ammo for each defence facilityĭefenseRange: 160 # maximum range is 280 miles (70*4 = 280)Ģ7: Resources/ActiveBaseDefense/abd_geoscape.pngĠ: Resources/ActiveBaseDefense/abd_interwin2.png Range: 40 # range in pixels: (range for facility)/4 i.e. Chance to uncover the base by aliens after air battle.ĭamageMax: 100 # should be > 0. If value = 0 then active defence will be disabled permanently. If anything, the two communities should be sharing ideas, and either one of us is probably an advertiser for the other.Ĭode: # X-COM 1 (UFO: Enemy Unknown) ruleset If Xenonauts feels competition pressure, it'll be from a specific mod. You can add the capability for modders to make use of such a feature, and have it off by default. It's just here to make the game more moddable. Also, OpenXcom itself isn't in much of any competitive position. I don't see any reason to avoid adding the feature just because somebody else used it. It's a very basic idea that anyone could come up with independently. That way it's less of an all or nothing mentality on base defense." Heavily-damaged ships should drop fewer aliens, some of which would be already hurt. A heavily-damaged ship would have multiple hull breaches and several aliens would have been killed or injured, and more may be hurt or killed in a hasty landing with structural integrity already failing. "4.) The damage done to the craft by the base defenses should have some impact on the aliens making it to the ground. I came up with this exact idea independently of xenonauts and posted it on these forums here.
