Ragefury Posted July 12, 2014 Share Posted July 12, 2014 Is it possible to mod in a check/uncheck to autosell what you produce? Quote Link to comment Share on other sites More sharing options...
funkyb Posted July 12, 2014 Share Posted July 12, 2014 Why would you want to? The manual states that you can't make money from manufacturing like you could in XCOM. You only get ~1/2 the cost back. Or have you found some neat money-making scheme? Quote Link to comment Share on other sites More sharing options...
Tenet Posted July 12, 2014 Share Posted July 12, 2014 Why would you want to? The manual states that you can't make money from manufacturing like you could in XCOM. You only get ~1/2 the cost back. Or have you found some neat money-making scheme? 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. Quote Link to comment Share on other sites More sharing options...
Ragefury Posted July 12, 2014 Author Share Posted July 12, 2014 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. Quote Link to comment Share on other sites More sharing options...
Theon Greyjoy Posted July 12, 2014 Share Posted July 12, 2014 No way for auto-selling withouth moddifing hard-coded stuff. If you want an economy change withouth moddifing: ufo loot, nation funding nor manufacture profits you can moddify the upkeep cost of a building: giving it a negative value will cause it to produce money instead of upkeep costs. Quote Link to comment Share on other sites More sharing options...
Woz2 Posted July 13, 2014 Share Posted July 13, 2014 Yeah, I never did understand why my highly advanced plasma weapon didn't fetch a couple million. Quote Link to comment Share on other sites More sharing options...
Tenet Posted July 13, 2014 Share Posted July 13, 2014 Yeah, I never did understand why my highly advanced plasma weapon didn't fetch a couple million. My justification is mostly - 1. It's 1979 / 1980 - adjust your prices accordingly 2. Xenonauts are a non-profit - Governments take the major cut of all loot I think TG is right, best way to mod is to just increase relations funding (much higher max-relation multiplier could be the way to go) or making workshops produce income. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted July 15, 2014 Share Posted July 15, 2014 My justification is: If I can pay for a whole new base with just a couple of manufactured items why do I even need to bother with the whole funding nations mechanic that is a core feature of the game? Quote Link to comment Share on other sites More sharing options...
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