Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If that's the case, I'll probably stick with this one then. Thank you!
It's not additional steps, it's an alternative route. The mere existence of a reasonable alternative makes the goal easier to achieve (because you can choose whichever route best suits your strategy).
In this case, I think the alternative route is actually easier - a unity- and research-stacking build will be able to reliably unlock the dark matter techs at a certain stage in the game (ie. as soon as they have researched tier 5 and can choose the EE perk).
On the "main route", you have to both find and defeat the enigmatic fortress - the size, geography and politics of the galaxy are an important factor. If the enigmatic fortress winds up being the other side of a powerful rival, you won't be going there until you have jump drives. Maybe this isn't such a big factor in small galaxies, but it can really screw you over in large/huge/bigger galaxies with lots of nations.
To me this requires additional steps to be able to research those techs by taking a specific ascension perk, whereas the base mod is just allowing you to research the techs without the need of the perk, right?
The base mod unlocks each dark matter tech when:
{you have researched both the encoder and the decoder}
and
{you have also researched the "normal" tech that precedes the dark matter tech}
---
In this mod, each dark matter tech is unlocked when:
{
{you have researched both the encoder and the decoder}
or
{you have selected the enigmatic engineering perk}
}
and
{you have also researched the "normal" tech that precedes the dark matter tech}
---
"Unlock" means "made visible for research" - you still need to spend time and techpoints before you can use the components.
Reverse-engineering from FEs is unaffected.
Does that answer your question?
Is the 3rd option what this mod does, or does this mod simply auto unlock all of the EE techs the moment you claim that ascension perk? I can understand your concerns for the game being too easy if that is the case, but if it's merely a requirement on top of needing to reach the end of the tree that would be great, I feel.
I.E the requirements for researching those techs naturally was Base Mod + Requires Enigmatic Engineering perk? Rather than either / or?