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Incentivising vertical growth doesn't require anything extreme. You'd need to reduce nutrients required for growth and buff drone control options a bit maybe. Increasing the economy buildings multipliers would have serious unintended consequences. I can almost guarantee that. (One that comes to mind is building super-economic bases with crawled energy.) If you want to buff facilities in general why not abolish maintenance costs? This would also make drone control better.
Is there a way to play with the cost formula?There are the following strings in thinker.ini:reactor_cost_factor_0=100reactor_cost_factor_1=80reactor_cost_factor_2=65reactor_cost_factor_3=50And this is from the readme:unit cost = [PI cost + (SI cost - 1) / 2] * reactor factor * abilities factor + abilities flatreactor factor = reactor cost / Fission reactor costI assume it takes reactor factor = 100% for fission, and then applies discounts according to the values above.However, changing reactor_cost_factor_0 to anything other than 100 does not actually change the cost of fission units, but changes the cost of units with other reactors.What do these numbers stand for then?Personally, I'd like to test the game with the values of 70/60/50/40 from what the current costs are, but I am not sure how to go about it.
However, I can change formula to use absolute reactor value and not relative to Fission if you like to test that.
Probably just more tech for what it does.
Wait, what? You are blaming ICS on RecTanks?I know my ICS, and I'll say that nobody has time for them.