Slayerjerman Posted July 1, 2014 Share Posted July 1, 2014 (edited) Economy Restored v1.0.0 Xenonauts ver. 1.0.6 (it may work with 1.0.7 as well, I have not tested) Download Here v1.0.0 Economy Restored is the economy changes from my Xenophobia mod pack for the vanilla (unmodded) version of the game. The intent is to bring back the economy from the original game where you were expected to pay for ammo...etc Changes Economy overhaul: Base starts with just 10 assault rifles, 20 magazines, 10 frag grenades, 10 smoke grenades and 10 medipacks. No more "unlimited" weapons, equipment or ammo. (Vehicle equipment still is unlimited and unchanged, for now) All solider weapons, ammo and equipment must now be paid for and manufactured. Everything unlocks for manufacture the same way as usual. Default weapons are available to purchase/build from the start of the game. Recommended Changes Slightly increase your starting funds in gameconfig.xml is recommended as you now need to pay for alot more than before. ** Mod does not include modified gameconfig.xml ** Installation: 1) Install Xenonauts v1.06 (may work work other versions, untested) 2) Copy Economy Restored v1.0.0 files to /assets/ and overwrite when prompted Credits and Thanks - Goldhawk http://www.xenonauts.com - Xenonauts community http://www.goldhawkinteractive.com/forums Disclaimer Feel free to modify as you wish. Edited July 1, 2014 by Slayerjerman Quote Link to comment Share on other sites More sharing options...
junker154 Posted July 2, 2014 Share Posted July 2, 2014 This might be nice to the veterans who miss the logistics and more in depth base management in Xenonauts. Personally, I'm glad that they got rid of the tedious micro-management for a more streamlined experience. It's just less of a hassle and less time consuming. Quote Link to comment Share on other sites More sharing options...
kahvipannu Posted July 2, 2014 Share Posted July 2, 2014 Well you can count me in, thank you for making this standalone Slayerjerman. Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted July 2, 2014 Author Share Posted July 2, 2014 (edited) This might be nice to the veterans who miss the logistics and more in depth base management in Xenonauts.Personally, I'm glad that they got rid of the tedious micro-management for a more streamlined experience. It's just less of a hassle and less time consuming. If anything, the game needs more of it, not less. When you strip out the good things you are left with an empty husk called Xcom: Enemy Unknown....lol Edited July 2, 2014 by Slayerjerman Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted July 2, 2014 Share Posted July 2, 2014 This might be nice to the veterans who miss the logistics and more in depth base management in Xenonauts.Personally, I'm glad that they got rid of the tedious micro-management for a more streamlined experience. It's just less of a hassle and less time consuming. This is partially true. Balancing manufacture and economy is a hard thing. This is only necessary in a game environment when you can have multiple factories. Vanilla have dead times, but resources are too high to introduce more income. You can still reduce micromanagement if you plan well the manufacturing process. Quote Link to comment Share on other sites More sharing options...
radek Posted July 2, 2014 Share Posted July 2, 2014 Its cool cause u have to pay for clips. Its adds some depth. But additional clicks u have to perform to sort all things out. Hmm. But idea itself is very intresting i will test it. Quote Link to comment Share on other sites More sharing options...
Alewalek Posted July 2, 2014 Share Posted July 2, 2014 U combined many mods with this one in other topic. If i want only try your economy with xnt I can't casue they share files and it is probably not a problem for you to make optional mods available if u already mixed few togheter. So there is a chance u could do this? Quote Link to comment Share on other sites More sharing options...
Chris Posted July 2, 2014 Share Posted July 2, 2014 Nice mod. A lot of people want the option to have something like this so I'm glad you've made it available to them. Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted July 2, 2014 Author Share Posted July 2, 2014 (edited) Nice mod. A lot of people want the option to have something like this so I'm glad you've made it available to them. Thanks Chris! Glad you like it U combined many mods with this one in other topic. If i want only try your economy with xnt I can't casue they share files and it is probably not a problem for you to make optional mods available if u already mixed few togheter.So there is a chance u could do this? Truthfully, this means managing yet another set of files that I have little interest in maintaining when they update XNT. I want to continue onward with Xenophobia and keep that up to date and add more things to that mod. So I'm going to have to decline making a "XNT-only" version without the other combined mods. That being said, nothing is preventing you from taking these files and copy/pasting the changes into the XNT files, there by creating what you'd like. Sorry mate. Edited July 2, 2014 by Slayerjerman Quote Link to comment Share on other sites More sharing options...
Alewalek Posted July 2, 2014 Share Posted July 2, 2014 I f i knew what u hae changed i could try it but u have 4 files in vanila version and I am onestly not able to find what has to be copy pasted, already opened them and checked. If you could have PMed me with those changes I may try to do this, not sure I will be able but can try. Quote Link to comment Share on other sites More sharing options...
fxluk Posted July 4, 2014 Share Posted July 4, 2014 It would be nice to see some tweaking with selling alien stuff tho in order to compensate the expenses for normal weapons. In my opinion the price for alien alloys and allenium is just to low in vanilla not to mention with your mod (even when starting cash is bumped). I am rather early in the game so i don't know if there is anything else to sell and what kind of prices are there. Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted July 4, 2014 Author Share Posted July 4, 2014 It would be nice to see some tweaking with selling alien stuff tho in order to compensate the expenses for normal weapons.In my opinion the price for alien alloys and allenium is just to low in vanilla not to mention with your mod (even when starting cash is bumped). I am rather early in the game so i don't know if there is anything else to sell and what kind of prices are there. The prices are all standard, and the basic ammo/weapons are very low already to keep it balanced. You can change the prices yourself inside of items.xml to anything you want. Quote Link to comment Share on other sites More sharing options...
fxluk Posted July 4, 2014 Share Posted July 4, 2014 The prices are all standard, and the basic ammo/weapons are very low already to keep it balanced. You can change the prices yourself inside of items.xml to anything you want. Didn't know that, thx for tip Quote Link to comment Share on other sites More sharing options...
Citizen844 Posted July 5, 2014 Share Posted July 5, 2014 Thank you. Much needed mod. Very much needed indeed. Keep updating. Quote Link to comment Share on other sites More sharing options...
Chaos Blade Posted July 7, 2014 Share Posted July 7, 2014 Wow, was looking for something like this. are you going to try and restore the vehicle side of things too? if so, I am willing to lend you a hand. Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted July 8, 2014 Author Share Posted July 8, 2014 Wow, was looking for something like this. are you going to try and restore the vehicle side of things too? if so, I am willing to lend you a hand. I want to, but I'm unsure yet how I am going to proceed with it and I've been busy with my main mod, Xenophobia. If you wanna take a shot at it for vanilla based on these files, be my guest Quote Link to comment Share on other sites More sharing options...
Chaos Blade Posted July 8, 2014 Share Posted July 8, 2014 I want to, but I'm unsure yet how I am going to proceed with it and I've been busy with my main mod, Xenophobia. If you wanna take a shot at it for vanilla based on these files, be my guest Thanks, I reckon I'll give it a shot as soon as I am a bit less busy. But what is the Xenophobia mod? Quote Link to comment Share on other sites More sharing options...
MrTwentyThree Posted July 10, 2014 Share Posted July 10, 2014 (edited) When I go to the build menu to try to build new weapons, all I see is a bunch of items marked "####" wtf??? http://cloud-4.steampowered.com/ugc/35217691575166486/34CB10373F7C903752CBB10C9273F3426C5D42F1/ EDIT: Fixed. I installed a bunch of other mods as well, re-installing this one again seemed to resolve the issue. Would delete this, but leaving it up in case others run into the issue as well. Edited July 10, 2014 by MrTwentyThree Resolved issue Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted July 10, 2014 Author Share Posted July 10, 2014 When I go to the build menu to try to build new weapons, all I see is a bunch of items marked "####" wtf???http://cloud-4.steampowered.com/ugc/35217691575166486/34CB10373F7C903752CBB10C9273F3426C5D42F1/ EDIT: Fixed. I installed a bunch of other mods as well, re-installing this one again seemed to resolve the issue. Would delete this, but leaving it up in case others run into the issue as well. Yeah, you have to install this after the other mods, especially if anything changes the vanilla game strings.xml.... This mod only touches these files: scripts/_basebuilt.lua items.xml items.xml manufactures.xml researches.xml strings.xml Quote Link to comment Share on other sites More sharing options...
RobosergTV Posted July 10, 2014 Share Posted July 10, 2014 Slightly increase your starting funds in gameconfig.xml is recommended as you now need to pay for alot more than before. What values would you recommend for normal / veteran / insane ? Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted July 10, 2014 Author Share Posted July 10, 2014 Slightly increase your starting funds in gameconfig.xml is recommended as you now need to pay for alot more than before. What values would you recommend for normal / veteran / insane ? I just double it from 3.2m to 6.4m and I also only really play Veteran. The ecomomy changes are very minor (just charging a few grand for ammo/weapons and nothing is unlimited anymore (except aircraft/vehicles). So really it depends on you. Quote Link to comment Share on other sites More sharing options...
Kiel Posted July 11, 2014 Share Posted July 11, 2014 To me the only thing that must be 'restored' is the selling price of the stuff you manufacture. Atm it's -50%. Make it +50% and that's all I need ) Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted July 11, 2014 Author Share Posted July 11, 2014 To me the only thing that must be 'restored' is the selling price of the stuff you manufacture. Atm it's -50%. Make it +50% and that's all I need ) You can change that in items.xml. Generally, if it was a "basic" human item, such as assault rifles, it has a depreciated resell value (since humans already have lots of these, heh). However anything high-tech, alien or made with alien alley/alenium has a much higher resell value. Quote Link to comment Share on other sites More sharing options...
RobosergTV Posted July 12, 2014 Share Posted July 12, 2014 (edited) I just double it from 3.2m to 6.4m and I also only really play Veteran. The ecomomy changes are very minor (just charging a few grand for ammo/weapons and nothing is unlimited anymore (except aircraft/vehicles). So really it depends on you. Hmm doubling, isnt it too much? I mean "Base starts with just 10 assault rifles, 20 magazines, 10 frag grenades, 10 smoke grenades and 10 medipacks." so it really should be enough for first fight and you have the money anyway. Will try to play w/o raising at all o_O Could you also tell me what is changed in the strings.xml as I have other mod changing it (darkened_alien_turn 1.01). Also I looked at the screenshots and saw this: Is it smth the mod adds? Edited July 12, 2014 by RobosergTV Quote Link to comment Share on other sites More sharing options...
Slayerjerman Posted July 12, 2014 Author Share Posted July 12, 2014 No, the multi-ammos are from my main, Xenophobia mod. They are NOT in this mod. Quote Link to comment Share on other sites More sharing options...
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