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I just don't know how to explain user why surplus doesn't match base yield in base screen. Maybe use one of these notification lines when they say something like "production boom" in right top corner?
Well I'm tying to figure out how it changes the game. Like how it changes the AI.It looks interesting but if I want to change this back I'll probably need to reinstall from GOG.
QuoteAre you asking what it has changed? If you just want to skim it - read changelog. 😊Otherwise, I can answer specific questions.Well I'm tying to figure out how it changes the game. Like how it changes the AI.It looks interesting but if I want to change this back I'll probably need to reinstall from GOG.
Are you asking what it has changed? If you just want to skim it - read changelog. 😊Otherwise, I can answer specific questions.
On the base screen, would it be possible to simply extend the minerals surplus readout, adding another component for minerals inbound from other bases?So it would read +X+Y, where X is local surplus and Y is minerals from other bases.This format could also be extended to other mechanics, like how Cloning Vats work now, where the base receives its regular nutrient surplus X and also the minerals-to-nutrients surplus Y. There is certainly enough room on the base screen for it currently.
There are many changes. Which one you are referring to, specifically? If all of them then sure, clean GOG install is the way to go. For most of controversial changes I also make a configuration parameters. So you can switch them off.
I'm trying out your mod now. Very oddly even though I changed the alpha file I can use my custom factions.
The penalties for some of the economic choices are a bit extreme -4 Police for FM. Green has -3 growth and an Industry penalty.
Factions are controlled by their own files. I didn't touch them. So that customization is up to player.
-4 Police for FM is extreme for you? Err, how about -5 in vanilla?Police specifically has very long negative spectrum. Anything but -5 is quite tolerable.
QuoteFactions are controlled by their own files. I didn't touch them. So that customization is up to player.No I mean they worked without me altering the alpha file at all.
Quote-4 Police for FM is extreme for you? Err, how about -5 in vanilla?Police specifically has very long negative spectrum. Anything but -5 is quite tolerable.I always considered it to harsh. I always modified it.
Tech seems to come faster in this mod by quite a bit.
You are confusing me. When was it different? They are supposed to be completely independent.
Are you saying FM doesn't deserve that much penalty?
QuoteAre you saying FM doesn't deserve that much penalty?I always thought the FM penalties were much too harsh. Planned was overpowered for its penalties in the base game.Just like Democracy.I'm to the point of removing most if not all penalties to make life easier for the AIin my games.
How do you want to change it?
Free Market is powerful enough. There is absolutely no need to make it even better.