Quote from: Cat123 on November 09, 2014, 12:55:31 PM
Actually, I've researched all the AI - no cleaner specific model (although it might be the lowest one?) - can't build them, of course.
And no - simply because you know how to avoid something as trivial as beacon # limits doesn't mean it isn't broken.
Your problem is having played too long and assuming total knowledge = "that's balanced". At no point should loosing a single item (limited to 3 without trading) cause the game to be unwinnable apart from colonists. This is a game about colonists, not about "saving your precious beacon". If you can't see that this is a massive design flaw, then don't reply.
Major case of the blinkers there chap. :rolleyes:
You just don't understand what aim the game and the mod. The game also aim to be a roguelike and the mod aim to to do it in a harder way. It's not simcity, you really don't get the type of gameplay here. but well, if you don't get it i don't care, at last you read the whole stuff. Just try to not forget that of course if you do 3 mistake in a row you will loose at some point.
