xenonauts base layoutmsci world ticker
Base 1: Middle East.
Considering that the access lift and all hangars serve as entry points for the invaders, the starter base has all the defensive virtues of a screen door: The hangars and lift are distributed as widely as possible through the base, giving the aliens a wealth of breach points and enabling them to assault any defender…
@Calc: I've found 30 to be sufficient to keep pace. © Valve Corporation. However, this normally takes quite some time to accomplish and until that happens, Foxtrots are the best option. something like that) effectively and still allow enough extra money to have lots of building space and extra war toys?I have 3 bases, middle east, cuba nad indochina. Well it seems like they will come from the north and south sides... or maybe they are just coming from the "outmost" side of the base (so if you have a hangar on the top they'll come from there. I learned my lesson. Generally going for Europe/Middle East is a good choice, though you can get away with placing your base
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Generally going for Europe/Middle East is a good choice, though you can get away with placing your base anywhere in the world if you desire. Only the middle east one has troops.
Then I put one up in Baffin Bay to cover northeastern Canada, Greenland, and the half of Iceland that wasn't being covered by XRAY COMMAND down on the Barbary Coast, and one in Dillingham, AK, to cover Alaska, Northwestern Canada, and Northeastern Russia that wasn't being covered by my Indochina base. Do note, the Valkyrie is unique in that unlike the prior Drop ships, the Valkyrie simply drops all the Soldiers onto the battlefield via drop pods. I am not experienced enough to challenge the 'best' base setup/position/build order yet.I put my first base somewhere in the middle east, on the Mediterranean coastline somewhere, like northern Egypt/Libya/Ageria or maybe Crete, Malta, Tunisia, or Sicily.
I started on the most Northern point of North Africa with the consideration that I can cover all of Europe and large parts of Africa and Asia from there. The time needed to mount that one torpedo you could saved on your Foxtrot-3 may make the difference about being able to intercept that base attack for example.I have no idea how Marauders work, being able to use 'only' Foxtrots and Corsairs at the moment. every hangar you build and the elevator are enemy spawn points.
Of course this is a risky endevour. Regarding the engineers, 30 will be also be needed when you start producing Marauders "en masse".Then you fire them save on the maintenance cost per month and then re hire them just to save the maintenance cost.
You pay people at the end of the month, but the hire cost is the same as the monthly wage and is paid as soon as you hire them - so not firing them and paying their salary costs the same overall and is less work! A more advanced base. )Sometimes I think I could have beaten the entire game with Condors and Foxtrots IF there was some kind of alenium accelerator/engine research to match the speed of end-game UFOs.I know that keeping a fully equipped squad at every base is not financially viable, but what about having a garisson of regular troops, for in-base security?I mean, you are generally going to rely on turret emplacements to do the bulk of the damage, but maybe 10 - 15 so Barneys to mop up any xenos that get through?I think soliders are paid $10,000 a month- that could be expensive.So I originally built 2 bases straight away on my 1st game.
Buy only one extra radar the first month so you can afford--Base 2: Central America. In X-Com, base design was very important, and it seemed it was all anyone talked about with X-Com, so I've been taking the time to build with corridors to my hangers and none of them connected to my command center.
There, it is possible to examine each aircraft weapon's damage separately, see how many shots the XYZ cannon has, how many damage each shot deals, same with rockets and torpedoes.Another file contains data about all UFO hitpoints. If so, is it possible to change the initial base layout without having to waste a lot of money on destroying and rebuilding?
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(because it's pretty badly designed)
roles are just templates and you an change them by simply click on them in the individual soldier menu (where you change gear). Without an effective global strategy, the Xenonauts are doomed to fail. 1 in USA and the other in Europe and by the 5th month I was broke and the other continents/countries dropped the funding. I just unlocked MK2 of both tiers.
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xenonauts base layout
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