Xenonauts

Xenonauts

Secure alien craft or total destruction?
Is it worth just locating and securing the alien UFO on ground missions and then ending the mission? Just how much of the cash comes from hunting all the aliens. It's time consuming and it tends to get people shot
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Showing 16-28 of 28 comments
Ozone Sep 1, 2016 @ 2:20pm 
The big round logistic ships called "Landing ship". This is the one which creates the alien bases.

The game usually spawns an alien base after a while if you are too good at shooting UFOs.
✚ Mariel ✚ Sep 1, 2016 @ 2:24pm 
Thankyou. Also I found a guide that says the landing ships wont do terror missions in Jan so I'll wait til next month
Hans Woofington Sep 2, 2016 @ 2:38am 
i think that the corvette is the smalest ship that can build a base
but you may need to wait for a landing ship.
✚ Mariel ✚ Sep 2, 2016 @ 5:34am 
I got the alien base but I need a crapton of Alenium to make marauders. The grind is real. What ships drop tons of Alenium? I would like to minimise the missions I do so I don't burn out. I'm in January at the moment and have enough Alenium for 4 marauder but I'd like to keep some for gear.
Hans Woofington Sep 2, 2016 @ 6:09am 
i think its like this:
the bigger the ship, the more alenium it drops
SilentDeath777 Sep 2, 2016 @ 7:43am 
Yes it is like that, the bigger that ship is, the more crewmembers there are, thus there are more drops.
✚ Mariel ✚ Sep 2, 2016 @ 7:45am 
Is there a ships that gives huge amount of alenium, or will it not get much better than landing ships? 4 Marauders should be enough to take out all but the end game ships so I dont mind waiting for 1 or 2 more ship classes before I grind out more alenium to finish my marauder fleet
Ozone Sep 2, 2016 @ 8:14am 
All the big ships give alenium, like the other said, the bigger the ship, the more alenium you'll get. Another thing to remember is to not destroy the inside of the ship. All the props you see inside the alien ship are the ones storing alien alloys and alenium. If you destroy everything, you won't get as much resources as if you capture the ship intact.

Capturing landed ships is the best of course, but also more dangerous.
✚ Mariel ✚ Sep 2, 2016 @ 8:16am 
I tend to use flashbangs, stun gas and shotguns to take over alien craft so theres usually little damage

Been looking into the game folder to try and find info on how much alloy/alenium is available in each craft. Does anyone know which file it is?
✚ Mariel ✚ Sep 2, 2016 @ 12:39pm 
Also i just got a Marauder and it's really frickin fast. It's hard to stay behind an enemy and fire because it overtakes too fast. Can I adjust speed? I tried to drag the speed thing but it wouldnt let me
Dranak Sep 4, 2016 @ 1:44pm 
It takes time for speed to change, but you can adjust it in battle. If the afterburner is on, that locks the speed control to maximum.

Borrowing this from Gauddlike on the official boards:

The amount of alloys and alenium you get should be defined by the props left in the ship at the end of the ground mission.

If you go to assets/tiles/UFO there will be a list of the props found inside ships and the spectre files should list how much of each material you get for recovering it.

Note that not all props can be recovered though, that is also set in the spectre with the isrecoverable flag.

The anti gravity generator for example is recoverable and is worth 100 alloys and no alenium, until it is damaged when it is no longer worth anything.

Example:

  Hide contents
<?xml version="1.0" ?>

<spectre id="UFO/antigravgenerator" width="2" height="2" version="1">

<state id="damaged" name="" pivotX="68" pivotY="131" pathScore="1" objectTypePreset="4" visibilityScore="0.000" bulletScore="0.000" orientation="0" sortPoint="0.500" hp="50" wallType="tall" isLamp="1" lightRadius="5.000" isRecoverable="1" recoverItemString="Items.AlienAntigravityGenerator" recoverAlienium="0" recoverAlienAlloys="0" destructionSound="Metal Prop">

<anim src="tiles/UFO/antigravgenerator" anim="main" />

</state>

<state id="default" name="" pivotX="68" pivotY="131" pathScore="1" objectTypePreset="4" visibilityScore="0.000" bulletScore="0.000" orientation="0" sortPoint="0.500" hp="50" wallType="tall" isLamp="1" lightRadius="5.000" isRecoverable="1" recoverItemString="Items.AlienAntigravityGenerator" recoverAlienium="0" recoverAlienAlloys="100" destructionSound="Metal Prop">

<anim src="tiles/UFO/antigravgenerator" anim="main" />

</state>

<state id="destroyed" name="" pivotX="68" pivotY="131" pathScore="1" objectTypePreset="0" visibilityScore="1.000" bulletScore="1.000" orientation="0" sortPoint="0.500" hp="0" wallType="none" />

</spectre>


You can adjust these values to make all ships that carry that specific prop worth more or you could edit the ship submaps to add more props if you want to balance an individual ship type.

I prefer the latter.
✚ Mariel ✚ Sep 4, 2016 @ 3:34pm 
Thankyou for the info. I managed to beat the game though and it seems 2 marauders at the most were needed to take anything late game down, and I even had pairs of foxtrots bringing down carriers surprisingly. It ended up being easier than expected and in future playthroughs I could just use foxtrots, and maybe 1 marauder per base for those late game air superiority thingies unless a corsair can handle them
Splod Nov 6, 2016 @ 1:28pm 
@Kiri if you want an alien base to appear, ignore the landships. They're pretty much the only UFO that creates bases.
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Date Posted: Aug 30, 2016 @ 1:27pm
Posts: 28