Man of Doge Posted December 20, 2014 Share Posted December 20, 2014 (edited) Taken from modern-day salaries and with inflation calculated; I have reduced the salaries of all Xenonaut Staff closer to that of how how they'd be during the back-end of the Cold War. In addition I have overhauled the Vanilla Xenonaut Buildings for the sake of realism and balance. No longer will such a tiny Storage Room take a whole FIVE DAYS to build! No longer shall a Supercomputer be built in a mere TEN DAYS with cheap costs and NO Tracking capability! Today I present to you! The Building And Salaries Overhaul Mod for Community Edition v0.31 Installation: Extract to /Mods/ folder or use XCE's "Modding Tools" to install. Features: Increased Realism (duh, :3) Compatible with everything (Even X-Division) Buildings take more realistic times and costs to build. Salaries are more realistic to that of the Cold War time period. Better Defense Battery names! (example: Hydraulic Gauss Mega-Cannon) Base Building can prove to be more costly despite decreased cost for the initial construction. Quantum Cryptology Center now acts as a radar but takes longer to build and is more costly. Earlygame is easier on the player, but as new researches are researched things can become more costly. Tactical Notice(s): -New Fortified Command Center and three new buildings to aid the Xenonauts' survival. -Medical Centers heal soldiers quicker but hold the same number of soldiers as shown during Base Attacks. -Turrets take longer to build depending on how advanced they are so you might want to build them in advance! -Command Centers now let you station 8 Soldiers in them while the remainder of the base is being built. This means you can hire soldiers in advance and send them over to protect the new base before aliens can make that $250000 Command Center a waste of cash. Recommended for those who regularly play with XNT or X-Division installed. NOT Recommended for new players or those who are reluctant to build additional bases. THIS MOD IS ALSO NOW ON STEAM, IF YOU ARE A STEAM USER IT IS RECOMMENDED THAT YOU GET THE MOD OVER THERE IN ORDER TO RECEIVE UPDATES TO THE MOD MUCH FASTER. (Link to Steam Version: http://steamcommunity.com/sharedfiles/filedetails/?id=367403073) Edited June 3, 2015 by Man of Doge Quote Link to comment Share on other sites More sharing options...
Reiver Posted December 24, 2014 Share Posted December 24, 2014 Do the command centers continue to hold troops once you have crew quarters established? Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted December 24, 2014 Author Share Posted December 24, 2014 Do the command centers continue to hold troops once you have crew quarters established? Yes, but the Crew Quarters' capacity has been adjusted accordingly to ensure that aspect of balance remains the same. Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted January 12, 2015 Share Posted January 12, 2015 (edited) I'm downloading this now, as I like the idea. One concern I have, which you addressed partially in the original post, is balance. Does the reduced cost of buildings make new facilities so cheap as to be essentially free? Base building isn't a huge part of the strategy layer, but it is (in my opinion) an important one. Edited January 12, 2015 by MortuusSum Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted January 13, 2015 Author Share Posted January 13, 2015 (edited) I'm downloading this now, as I like the idea. One concern I have, which you addressed partially in the original post, is balance. Does the reduced cost of buildings make new facilities so cheap as to be essentially free? Base building isn't a huge part of the strategy layer, but it is (in my opinion) an important one. Generally I increased the Upkeep of things players use sparingly (i.e. Medbay and Living Quarters), but I also made some things more viable (Garage), the realism comes in with the Medbay, 'Defense Batteries' and Quantum Crypt Center. Hangar: 6 Day Build Time, slightly lower upkeep. Medical Center: Higher Upkeep, houses less soldiers, heals almost twice as fast. Garage: Nearly Halved Upkeep Cost and Build Time so vehicle maintenance is more on the actual Vehicle than the structure that houses them. Medical Center: 3 Day Build Time, Minor increase in Upkeep, heals four soldiers at a time but heals nearly twice as fast. Quantum Cryptology Center: 15 Day Build Time, Radar Strength of "1", gives you Alien Mission Information. Defense Batteries: For the most part I didn't mess around with the balance of these--just the costs. The night shall last forever! Mwhahaha. :3 Edited January 13, 2015 by Man of Doge Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted January 16, 2015 Share Posted January 16, 2015 Cool, thanks very much for the response! I've played a bit with your mod now, and I definitely like it. I use Slayerjerman's old "Economy Restored" mod, and he recommends upping the starting cash in that mod, but I've found that combining these two makes the starting funds right on the money, as it were. Also I spotted your message. We are buds now. Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted January 19, 2015 Author Share Posted January 19, 2015 (edited) Cool, thanks very much for the response! I've played a bit with your mod now, and I definitely like it. I use Slayerjerman's old "Economy Restored" mod, and he recommends upping the starting cash in that mod, but I've found that combining these two makes the starting funds right on the money, as it were. Cool. :3 Edited January 19, 2015 by Man of Doge Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted April 30, 2015 Author Share Posted April 30, 2015 As of 4/29/2015, The Buildings & Salaries Overhaul Mod has updated from v1.3 to v1.5 To view the change-log please click here; http://steamcommunity.com/sharedfiles/filedetails/changelog/367403073 Quote Link to comment Share on other sites More sharing options...
Axiomatic Posted September 13, 2015 Share Posted September 13, 2015 Interesting mod. Some comments: 1. Will be better to create script which upgrade existing medical centers to rose medical after its research (like laboratory/workshop after research base upgrade 2. Damage of turrets is insufficiently to shut down more advanced ufo. Quote Link to comment Share on other sites More sharing options...
Blue9080 Posted April 24, 2017 Share Posted April 24, 2017 Does anyone have a copy of this mod? It's been removed from Steam Workshop and looks like man of doge is no longer active. I love how this tweaks the economy and logistics of base building! Quote Link to comment Share on other sites More sharing options...
Axiomatic Posted April 26, 2017 Share Posted April 26, 2017 On 24.04.2017 at 5:30 AM, Blue9080 said: Does anyone have a copy of this mod? It's been removed from Steam Workshop and looks like man of doge is no longer active. I love how this tweaks the economy and logistics of base building! Â Building and Salaries Overhaul.zip 3 Quote Link to comment Share on other sites More sharing options...
Axiomatic Posted April 26, 2017 Share Posted April 26, 2017 If it be useful to anyone, I tweaked building.xml from this mod. I think, in this version mod is more balanced. buildings.xml 2 Quote Link to comment Share on other sites More sharing options...
JuanCarranza Posted July 24, 2023 Share Posted July 24, 2023 On 4/26/2017 at 2:31 PM, Axiomatic said: If it be useful to anyone, I tweaked building.xml from this mod. I think, in this version mod is more balanced. buildings.xml Hello, I was wondering if anyone had a copy of this mod? Quote Link to comment Share on other sites More sharing options...
Axiomatic Posted September 24, 2023 Share Posted September 24, 2023 On 7/24/2023 at 7:04 PM, JuanCarranza said: Hello, I was wondering if anyone had a copy of this mod? Building and Salaries Overhaul.zip Quote Link to comment Share on other sites More sharing options...
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