![]() Note, if opting to have the architect arrange for the purchase of resources, that the availability of these resources depends on their availability in the economy in the area where you are trying to have your station built! Your architect cannot buy Fusion Reactors if there are none to be found in that area. You can provide these resources yourself, have the architect arrange for delivery of these resources, or some combination of the two. The Construction Vessel needs certain resources to begin construction. Find a spot in space that has been designated for new station construction, - these designated spaces appear as icons in space that look like cubes in an isometric view.Hire an Architect and assign him or her to work at your Construction Vessel,.Acquire a Construction Vessel, - make sure that your Construction Vessel has Construction URVs and Cargolifters - make sure that your Construction Vessel is in your own squad.Locations for new stations are regulated to assure that stations are not built so close to each other so as to collide or choke off shipping. See the section on Interaction for details on how to hire Personnel). and an Architect (someone trained in station construction who can be hired from most stations and assigned to your construction vessel.a Construction Vessel (a very large ship that can be purchased in most shipyards that sell XL ships),.I recommend playing it together with my other mod Ledda Ship Tech Fab Fusion Reactors. Some of you may find vanilla values fine, some may decide that it's too much. The reason for releasing this extension as standalone is modularity. I will prepare the same optional mod for Reinforced Metal Plating. I have been experimenting with many other settings but the above feel very natural and balanced to me. You can access it via selecting Details in the station info menu. Keps the cycle time of 20 minutes and links it to the new output.Įach station will also list you these information, together with its efficiency, for how much long they have goods for to sustain production (in hours) as well as any bonus and optional resources they have present.Increases the amount of produce per module to 65 from vanilla 40.I focused on modifying the values in such manner, that it feels natural and balances well the need for fluent gameplay experience and preserves the challenge. Hopefully, this mod will alleviate the need of constant staring at the Trade Offers list and spending hours looking for two digit numbers of reactors to appear somewhere. I have looked a bit into the files as well as played for a week now, with several lengthy sessions and came up with little something for trade-empire-building oriented players. It helps players who would like to branch off from the main story line at that moment and strat empire-building path This extension has been created to address the complaint expressed by some of you, about Fusion Reactors production ratios not being quite right, while playing in the campaign mode, where gates are still shut. ![]() Game version needed: 4.00 / 4.10+ - using it in any older or newer build may cause errors! Mod is savegame compatible and can be removed / added anytime. ![]()
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