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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2064607975
Hope this helps anyone!
I tried to replicate the bug but couldn't. Perhaps post the mod list so we can together figure out common mods and test them.
I do have about 90 mods running but no others that I can think of mess with pod launchers.
Pods only use fuel needed for the distance traveled and the unused fuel stays in the launcher.
Now you go and teach those raiders a lesson!
i dont mind if the Launcher (that you build 1 time) needs an advanced component, but then the pods could simply just need regular ones and steel :)
The reach is only limited by fuel capacity anyway. So to configure reach I just need to make fuel capacity configurable.
I'll think about this and probably code when I have the time.
I'd rather make the mod content straight-forward and accessible mid-game and let each individual decide how to use it according to what he/she thinks is balanced.
I'm not the type that tells players how to play their game and this mod doesn't force anyone to use the powerful Pod either, it doesn't replace the vanilla pod.
Again, I appreciate your attention and I apologize if I come across as condescending and rude.
It's biggest flaw is that the range is entirely global with such a low cost. The low cost is fine, but I'd cut the range and carry capacity by an order of magnitude so that you might actually need to build more than 1 to transport everything you could ever need to its destination. The mod in its current form is what I'd expect like a Tier 3 or Tier 4 drop pod to perform. I'd expect T2 to be better, but not to obsolete every other tech in the game. I'd rather this particular pod end up towards the end of the tech tree as like a T4 Spacer tech with reasonable upgrades to the basic pod showing up between the standard pod and this current iteration.
1600 fuel takes 3200 wood to craft and it is painfully slow to craft.
Veins are limited, steel is used everywhere in recipes. Implying steel is an abundant during early/mid gameplay automatically puts the comment into "yeah, no" category.
To me the current cost is fair. Specially because the resources are burned per-travel.
One tip: customize recipe costs of any mod using the excellent KV's Def Editor: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1568772413
An easier route is: burn away the resources you think would be fair to build the Pod.
Finally, the mod code is available and is just very simple XML. I'd love to see someone copy it, improve and upload as theirs. Don't even need to credit me. Feel free to use any art also. I'll update the mod to state that it's Public Domain when I have the time.
I'm grateful for the interest but saddened that I can't please everyone. Have fun guys.
To travel far it requires mindblowing 1000+ fuel which is not something a player can spam midgame let alone early game.
You CANNOT teleport anywhere in the world with next to no cost. 1600 fuel, 100 steel and a component is not cheap.
This mod, in combination, with OHU's Dropships (when it's ready), plus Giddy-Up!, would make for a truly mobile raiding force.
@EP!C Let me check the costs for you, 1 sec... Found it:
Launcher costs 100 steel and 3 components.
Pod costs 300 steel and 1 advanced component.
Suggestions for costs?