Phew, quite a few questions here ever since my soul got stolen by Baldurs Gate. I'll get around to patching everything as soon as possible - sorry for the issues everyone is experiencing!
So kinda going through possible candidates now, does this make the AI build Planetary Shields after you get them?
Nope.
Anyway, planning to houserule "moving" some of the unique industries from this via console commands to different planets, kinda wondering what you would consider a fair "price" for doing so.
Difficult to answer, because their intentionally bad location is part of the cost of opportunity of using them. Ruins are OP, they can add 3 free S-Mods to your ships and duplicate them, so the only way to balance them is to make it as annoying as possible to get a full set - their location and distribution is an integral part of that. A credit cost, which is an infinite resource and a one-time-expense, can never balance that.
Hi, I had some more ideas.
[Spawn Fleets from Industries]
Hi, thank you so much for your input! I'll see what I can do, seems like you'd like to see some more immersive stuff about the buildings. Fleets are heavy on processing power, but I might be able to cheat a bit.
Bug report: Setting Artillery to false in LunaLib has no effect, changes only take effect if manually setting it in the config, tested between new saves.
[And Minefields]
It's a known issue, thank you for the report. I'll add it to the TODO.
Artillery stations are too well protected. I mean, I already surrendered to idea of some imbalanced horror in an empty space with nothing to defend, but why give them a whole domain flotilla?
Setting Artillery to false in LunaLib has no effect
Exactly why I'm complaining here, I was offended for nothing! Hope author can live well with their strong bones, weighs less than 200 kg and takes shower from time to time.
I mean, this mod is still fantastically good.
Showering is for people that have a life, I just roll in some dirt and wobble on, like most of y'all.
What are the requirements for Hidden Arcology? It says: Can not be built here.
Screenshots:
...
Probably bugged. I'll take a look, thank you!
Is there any plan to add a more Hegemony and/or Independent-flavored Colony Government type? The current ones seem to all be Luddic, TT and pirate-themed.
Sure! Main issue is their effects, where I am out of ideas, as usual. Theme is much, much easier. Thanks for the feedback!
Question for yall. What industries are considered rural for the rural governance type? im struggling to find anything for it and I wanna love it but rn I feel like that governance type is lacking.
It'll tell you in the build list, just under the name (Says "Type: Rural")
Does The animal market supposed to stay even the animal center gets demolished?
Nope. On the list it goes. Thanks for the report!
Do found VPC essentially eat up a special item slot in, say, ruins?
Once again, no. This mod uses scripted drops, which means that
EVERYTHING it adds is
ADD ON. It
does not replace or influence vanilla drops in any way. If you get no pristine forges, that's your bad luck, not my mod~