@Bezborg Yes and it is a soft cap' (without conquering more Command center). I think it is raiser easy to achieve 115~125 with a bit of warfare.
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Hahah I love it. “Let them come” is my only strategy@Bezborg Yes and it is a soft cap' (without conquering more Command center). I think it is raiser easy to achieve 115~125 with a bit of warfare.
Or disable a percentage of the jobs entirely? These 0 resource conditions should HURT...I would simply make it so when you have zero of a resource, you get penalties to all jobs which use that resource as upkeep.
That would be preferable, but it might be computationally expensive, idk.Or disable a percentage of the jobs entirely? These 0 resource conditions should HURT...
Exploits are worse than bugs because they engender this toxic attitude.I don't agree with this. Yes, this exploit is bad, but it's an exploit - if you don't like it you can just not use it. Fixing it should be a lower priority than fixing actual bugs that can inflict themselves upon people uninvited.
How is my attitude toxic?Exploits are worse than bugs because they engender this toxic attitude.
Thanks for the mod, I'll give it a spin...I love that this is going on a "the patchlist" prio low as the last years have shown i guess? And even though your metrics show you the bigger MP rounds might not be so prominent (and i agree) it is a pest for MP communities and rules only enforce so much. These exploits are hard to detect especially with the new espionage system. My community and Komrad Trucks community will be using this mod from now on because of that, because our rules only help so much.
Thanks for clarifying your process though. I did not mean this as a singular patch i meant it as part of your next beta/hotfix and then take your time to think about a proper solution that solves the entire issue once and for all. I would guess its likely one might come? Considering several issues that come to mind, that would be nice to adress in a beta patch...
I think that's a good call: static defences were underwhelming since... forever. Would be interesting to see AI pull it off (not that I expect it any time soon).This is something we discussed internally when we were looking at the changes the Unyielding tree yields and decided if you wanted to stack defensive platforms to an absurd number that it's fine.
You are blaming the player for playing the game in an optimal way. If the system is broken, that's on the system whether its an exploit or a bug. Blaming players for playing the game is the definition of toxicity.How is my attitude toxic?
This fixes nothing for Machine Intelligence or Lithoids as they don't run bio pops. Something like this is hillariously broken:This time it was a simple oversight. But yeah a food shortage sgould cause -90% catalitic pp output and +5 monthly bio pop decline in addition to -100% pop growth speed(Flat modifier that cancles everything else out)
You are blaming the player for playing the game in an optimal way. If the system is broken, that's on the system whether its an exploit or a bug. Blaming players for playing the game is the definition of toxicity.
First thing is that all production that is dependant on a resource should stop with the lack of said resource.Congratulations on introducing THE most ridiculous 0 economy exploit with this new update paradox.
Machine Empire + Cataclysmic processing eliminates the need for minerals all together for your beloved alloys as a machine. Whats the drawback you ask? NOTHING...nada, none, de nada. You get unhappy bio pops, less bio pop growth and beware....less bio pop production. Which means you can magically transform nothing into alloys. You can ignore food alltogether and dominate the game completely.
If this new dev team is meant to balance the game, they need to adress the penalties for not having ressources ASAP. A sneaky player can prevent being discovered doing this for a long time...
We really need updated penalties for not having the ressources you need based on the actual circumstances, races, ethics, civics and such. They need to hurt.
There's a precedent for this. The Bio-Reactor converts food to energy but ceases to do so when there is no food.First thing is that all production that is dependant on a resource should stop with the lack of said resource.
If you have deficit, then no job should produce anything, because from what? unless my second point:There's a precedent for this. The Bio-Reactor converts food to energy but ceases to do so when there is no food.
The challenging part lies in how this would interact with the industrial district. Those can have different upkeep costs for different goods production. How would you half deactivate a district?
Enjoy if you have some feedback i am happy to see what i can change.Thanks for the mod, I'll give it a spin...