if you could make Gates cost <insert commodities> that would be awesome
an update to this mod now that we're on 0.9 that makes activating a gate cost (# of gates active + 1) alpha cores would actually sit really well with the vanilla game's lore
an update to this mod now that we're on 0.9 that makes activating a gate cost (# of gates active + 1) alpha cores would actually sit really well with the vanilla game's lore
Alpha cores wouldnt be put to use in gate traffic...way overkill, and they would likely go insane from boredom.
an update to this mod now that we're on 0.9 that makes activating a gate cost (# of gates active + 1) alpha cores would actually sit really well with the vanilla game's lore
Also I have a request for you Wispborne. Please add a mergeable .csv that can blacklist whatever specific star systems desired to make it so that gates there cannot be jumped to there, and in the future make it impossible to build gates there as well. There will be content later that will requires such a thing, or it would ruin what it is heh :)Yeah, I can see building active, working gates also playing havoc with both the Fleet AI and also possibly creating bugs with certain mods and systems. IE SCY's system for Freeport or Neutrino's hidden system
If you can do this it would be much appreciated.
Also I have a request for you Wispborne. Please add a mergeable .csv that can blacklist whatever specific star systems desired to make it so that gates there cannot be jumped to there, and in the future make it impossible to build gates there as well. There will be content later that will requires such a thing, or it would ruin what it is heh
I'm very happy to inform you that this mod works (at least for me) pretty well in StarSector v0.95aRC15.Are you not aware?
Thank you!
Well, maybe they are playing with Nex without the main campaign?I'm very happy to inform you that this mod works (at least for me) pretty well in StarSector v0.95aRC15.Are you not aware?
Thank you!SpoilerThis is in vanilla gameplay now, no need to try and get the mod to work.[close]
In which case the campaign is automatically completed.Well, maybe they are playing with Nex without the main campaign?I'm very happy to inform you that this mod works (at least for me) pretty well in StarSector v0.95aRC15.Are you not aware?
Thank you!SpoilerThis is in vanilla gameplay now, no need to try and get the mod to work.[close]