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Ragefury

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Posts posted by Ragefury

  1. Personally I have always thought the radar ranges to be too low. Since in a real global conflict we would have more bases, larger squads, more planes and armor divisions, etc. I have always thought the resources we do have i.e. radar ranges, base troop capacity, etc should be increased to account for scaling down the size of the conflict.

    My solution was to scale the radars from 800-1200-1600. This allows 3 bases to nearly cover the inhabited portions of the planet while still requiring local air bases in regions to respond to alien aircraft threats.

  2. Also on a side note, is it possible to increase the number of aliens that spawn in ground combat and increase the number of xenonauts you can field? I'd like to begin working on a more epic battle style mod. Where every fight has significant losses for both sides unless you ambush etc.

    Is it possible to increase the number of planes from the 3 per side now? Would be nice to have some epic air combat encounters with 10+ bogeys. Would need to increase the amount of ammo on the cannons for longer dogfighting capability.

  3. Hey Solver,

    In case it's useful, here's another save with aircraft problems:

    -shrike returing to base gets stuck a 0m

    -squadron of 2 marauders gets stuck the same way at a different base

    Had been playing quite happily with the new executable you posted, which had successfully fixed this game when it had a stuck Shrike earlier.

    [ATTACH]4959[/ATTACH]

    I was able to get your Shrike to land. The marauders are greyed out like my issue above, so couldn't get them to land.

  4. The patch doesn't fix all the aircraft bugs. I downloaded it and still losing control of planes in the Geoscape, they stop following targets and then get stuck at the base when they run low on fuel. When you click on them , indicates they are returning to base but options to have them return are greyed out.

    This happened right after they located an alien base.

    This is my save:

    [ATTACH]4958[/ATTACH]

    BTW I also tried the Hotfix and it fixed one of the broken squadrons but not the one going to Jamaican base

    messed up planes.sav

    messed up planes.sav

  5. The patch doesn't fix all the aircraft bugs. I downloaded it and still losing control of planes in the Geoscape, they stop following targets and then get stuck at the base when they run low on fuel. When you click on them , indicates they are returning to base but options to have them return are greyed out.

    This happened right after they located an alien base.

    The following is my save file:

    [ATTACH]4957[/ATTACH]

    messed up planes.sav

    messed up planes.sav

  6. I worked this up to see if I could come up with the most efficient global coverage.

    Anyone have something more efficient?

    Alpha 0 radars X2325 Y1663

    Bravo 0 radars X4810 Y1252

    Charlie 2 radars X7972 Y0663

    NA 3 radars X1762 Y0983

    SA 3 radars X2845 Y2191

    Euro 3 radars X3927 Y0931

    Africa 3 radars X5096 Y2009

    Australia 3 radars X7364 Y2321

    Asia 3 radars X6221 Y0754

    Xenonauts Ideal Radar Layout.jpg

    Xenonauts Ideal Radar Layout.jpg

    577e7d0d9a485_XenonautsIdealRadarLayout.

  7. Because many people disagree with what the manual states as extremely unrealistic and don't like the UFO-mission grind.

    They find the economy of the game to be unnecessarily limiting.

    There are two ways around it - modify the income per country, or modify manufacturing to be profitable.

    The latter requires an Auto-Sell macro to not be tedious.

    Correct. I think a very low profit margin would be acceptable realistic, similar to XNT but to have to go back to handle the micromanaging of selling is kind of boring.

  8. Coyote is definitely the best bet, not because it produces the most profit, but because its the highest of those below that doesn't require daily management. Apollos make a fortune by selling the planes. If you go max workshops with 1 hanger, you'd be making over $3 million per base per month, but you'd be resetting the crafting every 8 in game hours (too tedious). The same setup with Coyote would produce over $1 million a month but would only require management once every 45 days.

    If you do the math, I have to click 360 times more to achieve a couple million more per month, I'm sticking with Coyote armor.

    I played one game doing Apollos and had 8 bases doing it making $24 million a month, had to make a macro for mouse movement and clicks which I would hit F10 every little bit to sell off the planes and start building more, just so my hands wouldn't hurt. After a couple months, what are you going to do with the cash...nothing that expensive in game.

    With upgraded base facilities the profit per man day is as follows:

    Apollo $1250 ($34583 per 30 days after expenses)

    Jackal $320 ($6683 per 30 days after expenses)

    Coyote $503 ($12177 per 30 days after expenses)

    Alloys $200 ($3083 per 30 days after expenses)

    Zephyr & Thunderbolt $333 ($7083 per 30 days after expenses)

    Enforcer & Warhawk $250 ($4583 per 30 days after expenses)

    Dual Warhawk $273 ($5265 per 30 days after expenses)

  9. TD

    I love the mod! This is a question not a complaint. If I was going to play from an production standpoint, how would I go about doing that? The profit from sale does not cover the cost of production and labor? So far I have only found one item, the Apollo, (not equipment) that produces enough profit to cover the cost of the labor and upkeep?

    "- Economy Factor, prepare multiple factories and sell your mass-produced equipment. (Beware based attacks are frequent)."

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