Hey @Asteyr! Can't believe I forgot to correctly update the first post, I must have been really tired lmao
Thanks a lot for the heads up and praise
Thanks a lot for the heads up and praise
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Show posts MenuQuote from: Ruisuki on April 25, 2019, 07:36:21 AM
does researchpal still through up errors? is it unplayable or minor bug?
Quote from: henk on May 03, 2018, 04:34:51 PM
Crafting blueprints definitely needs to cost more resources and time, otherwise they're just way too valuable as trade goods.
If you're worried about blueprint balance, just make them more common, and give less per use.
Quote from: matheryn on May 04, 2018, 12:52:15 PM
love this mod but I do seem to be having errors thown up about missing something or rathers because of this mod - on lots of drugs atm to stop pain from sciatica pain but stay tunned to this post and I will post the error report inreguards to this mod
Quote from: Roolo on April 20, 2018, 01:01:33 AM
Nice mod! I love the idea. I understand darkwar's point: getting a full research completed may be unbalanced, and giving only a certain amount of points would make it more balanced. However I also think that would make the effect of the blueprints much less noticeable and therefore take away some of the magic. I therefore suggest: make the chance to find a certain blueprint dependent on the research points required to complete the blueprint's research (in other words: more costly research blueprints would be harder to find). This would improve balancing without taking away the magic feeling players get when encountering a blueprint.
Let me know if you can use my help coding this suggested change.