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Where do I go after getting the positronic tech? (ie, finish the game?)
xbigtool.exe "C:\Program Files (x86)\Steam\steamapps\common\UFO2 Extraterrestrials\data\system.xbg" "c:\ufo2\system"
and
xbigtool.exe "c:\ufo2\system" "C:\Program Files (x86)\Steam\steamapps\common\UFO2 Extraterrestrials\data\system.xbg"
The first command would extract the files from your system.xbg and put the files in c:\ufo2\system.
The second command would build a new system.xbg file from the contents of c:\ufo2\system.
When I was debugging this mod, I found the "Create .xbg File" somewhat annoying.
I don't see much new content after you get Positronic Armor and get to ERA 7. There's the Eternals and Raiders as new enemies, and the Alien Massive Patrol Vessel. For tech, you can get Passive Mind Shield and Positronic Defense, that's about it.
I'm about halfway through ERA 6's research.
It looks like that you should be able to just edit those values in bmaneaseofuse.ini
inventorycost_hand=1
inventorycost_backpack=10
inventorycost_belt=6
inventorycost_shoulder=3
I did, but they didn't work...
Now, I tried again, and they did work. Probably making the file read the bman with your mod made them work. :D
No, the game was already reading the bman.ini file. My mod just made the game use the Sight Range from that file instead of from the consts.xscr.
Maybe you had the game open when you initially made your changes to the .ini file. I think it only reads the .ini when you start the game.
I usually restart it, but maybe you are right... can't remember, really. Anyway, it works now and it's ok :D
Manufacturing Fix - a mod for UFO2:ET by tywiggins
This mod fixes some manufacturing bugs and recalculates the sell price of manufactured items.
1. The cost in the "Available Projects" list will now show the correct costs for the project.
----This is calculated based on the production time, hourly cost of labor, and production cost.
2. I changed how the item sell price is calculated. Now the sale price is 1.05 * (labor cost + production cost)
3. If you are building more than one of an item, after the first item finishes,
----the game was adding a new event for when the next item will finish.
----This was getting calculated in Hours, which was not working correctly for the items with low production times.
----I changed the calculation to Seconds, and it seems to work correctly for all items.
4. The game now keeps track of how many technicians have already been paid for the current day at each base.
----Before, you could get charged many times in a day.
You should get a 5% profit when considering the total of the labor cost and production cost.
I would think that items that have the higher "production cost to production time" ratio will be more profitable over time.
Right now, the most profitable item is the "Night Hunter" helicopter. With it, you get $16042 profit. It takes 1000 worker hours to manufacture. So that's over $16 of profit per worker hour.
Right now, the least profitable item is the Mortar. With it, you get $120 profit per item. It takes 100 worker hours to manufacture. So that's only $1.20 profit per worker hour.
I don't like that the most profitable item and the least profitable item are available right from the start, and that there is a large difference between the two.
Edit: Actually, the Pegasus is more profitable than the Helicopter. $26.76 of profit per worker hour.
that would put profit per worker hour at close to $1.05 per worker hour. (for every item)
i don't think that's enough profit. $11 profit per worker hour is actually the break even point if you consider the $80,000 a month for workshop maintenance.
I am still testing out different formulas to see which I like better.
I'm thinking along the lines of:
sell_price = (factor_a * production_cost) + (factor_b * production_time * (hourly_maintenance_cost + hourly_labor_cost))
factor_a would be the markup for the materials
factor_b would be the markup for the workshop maintenance and labor costs.