![]() ![]() ![]() It is intended that you can only sustain a small number of units in the beginning. Thanks for the mod again, it is really great, so many things are changed and the amount of work is crazy indeed. I am Amazon who have penalties for mountains/fertile plains, that means low energy income also. Have you tried a game with leaving vanilla colonizer costs, which problems did it cause? Of course I am building another colonizer despite I still haven't found any sectors with cosmite. I got 2 units to veteran rank, built 1 core unit, bought 4 NPC tier 1 units, obtained some reward units from quests and my income is -15 with 2 colonies. I mean I can't have just a few colonies and rely on NPC units because they will not have any mods, I can't rely on faction units either because they have 1 mod and thus don't have a chance against double number of AI units (there is no much room for synergy). 2.v1.0.Plus.11.Click to expand.I am on turn 14 in my game and I think the idea to reduce number of colonies contradicts to increased energy upkeep for evolved units and increased mod cost for NPC. “Stealth Mode”: When activated, most people won’t fight back and you won’t be wanted. ![]() “Set Money” takes effect when money changes “No Bounty” takes effect when bounty increases.Note: it doesn’t affect core health, you need to have some health in the health bar for it to work. “Infinite Health” can’t prevent instant death (fall off the cliff, QTE failed, headshot, etc).“Infinite Items” takes effect when item decreases, item quantity will set to stackable max.“Infinite Ammo” and “No Reload” take effects when shooting.Note these options don’t affect core values, only affect the outer bar values (For example, if you health bar is depleted, you’ll lose core health and can be killed). Health/Stamina/Dead Eye options take effects when values decrease (take damage, use dead eye, running, etc). ![]()
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