6 new categories and 72 new items added to the shop!Fake forum EC for posting doubled everywhere to help pay for them!
0 Members and 1 Guest are viewing this topic.
Quote from: dino on December 07, 2019, 10:28:28 amWhile you are at it, you could make both reactor impact on cost and reactor HP burn rate as you called it, adjustable through ini, since it will be hard to find a consensus among players on what values should be. Think carefully about providing "ease of fundamental change" features like this. Is your goal to write a modder's toolkit? Or is your goal to popularize your mod?If the latter, you need to make decisions, and then promote your game design. For my mod I don't run around apologizing or second guessing the changes I made. I do take input from other people and I do listen to what playtesters have to say. Tweaking your scheme yourself is very different from promoting a never-ending expansion of different forks to be tweaked. And I really don't believe in handing players the tools to turn important core features on and off, because that means (say) 50% of people who could have been playtesting your mod, now aren't. They're off on that other options path. Option-itis is a curse for any kind of testing: game, 3d graphics benchmark, doesn't matter, it creates work.The considerate thing to do would be to document how you did your changes somewhere, so that other binary modders who want to grab your GPL licensed work and commit to doing something different with it, can do so. My version of that sort of thing is my CHANGELOG. Almost every gory detail of what I've done is in there. Only my 1st month of initial development is missing, before I made a release.
While you are at it, you could make both reactor impact on cost and reactor HP burn rate as you called it, adjustable through ini, since it will be hard to find a consensus among players on what values should be.
Yep. That is an exploit all right. Essentially it makes your project about twice as cheap to spend money on.
However, it is still extremely expensive to pay completely for. Big part of it is usually minerals.
Woo-hoo! Apparently I fixed this exploit even not knowing about its existence.
I have found that Secret Projects cost a flat 40 minerals to avoid the big rush penalty. Even projects in my mod that cost 1000 minerals. I was led to believe that one had to complete 20% of a project in order to avoid the penalty. 40 minerals is indeed 20% of 200 minerals, the cost of the cheapest projects in the original game. However what I see is that it costs 40 minerals, period, The End, doesn't matter what the project costs.