This mod, Apothecary and Common Ailments are great. I especially like how they work together with other mods.
The only issue I'm having with these mods is that by the time I reasonably manage to produce my first preventives or curatives my pawns have already died of old age.
Okay, just kidding, but there's just too much to research, and too many different diseases happening too fast and too frequently. They aren't close to being lethal, and add some welcome variety, but require downtime. One can't reasonably expect players to postpone researching the essentials, like power upgrades or turrets, just so they could cure a flu, and then another research for a migraine, and then another for asthma or whatever... Also, too many ingredients that I cannot use (or sell) clogging up base inventory space.
Some serious revisions to how they mesh into the usual game flow would be welcome (especially on higher difficulties, where you don't have the luxury to waste research/production time before acquiring a M-A).
EDIT : I still very much like the concept of the mods.
The only issue I'm having with these mods is that by the time I reasonably manage to produce my first preventives or curatives my pawns have already died of old age.
Okay, just kidding, but there's just too much to research, and too many different diseases happening too fast and too frequently. They aren't close to being lethal, and add some welcome variety, but require downtime. One can't reasonably expect players to postpone researching the essentials, like power upgrades or turrets, just so they could cure a flu, and then another research for a migraine, and then another for asthma or whatever... Also, too many ingredients that I cannot use (or sell) clogging up base inventory space.
Some serious revisions to how they mesh into the usual game flow would be welcome (especially on higher difficulties, where you don't have the luxury to waste research/production time before acquiring a M-A).
EDIT : I still very much like the concept of the mods.