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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3300873241
Just Curious
Btw, do you allow others to patch your mod if you are busy?
BTW... amazing Mod Dude :)
@Crossblue #1863
Same for me. I even start new game with only this one active but still - broken mod. :_
I think it should not slow down game more than it is right now - these gaeways already in there. No pro here, but can't see how this will ruin more than it is right now
> without checking the ship type
Spoilsport. Forget about then
"True" civil-only not worth programming, imo.
I don't know can you or can not add modifier to gateway like -x% jump speed. If you can, then my logic behind this cheap hack was:
1. Build "civil" gateway
2. Add huge negative jump speed modifier to this gateway
3. Pathfinder will not use gateways for any ship, cuz hyperline will be faster than "civil" gateway
4. ???
5. PROFIT
Another option is to rebuild whole trade mechanic as separate system, like in Stellaris Realism(abandoned) or Production Revolution(new one). But it's too much work.
I'd remove influence cost at all, and make requirement administrative building 3rd tier and long build time.
It's should be good and midgame answer to massbuilding gateways for trade only, imho
-Make tradelanes more expensive to build, 300 influence is way little. Most starbase outposts cost more.
-Make them less effective, ex. cooldown on usage for maybe a year or so.
-Limit them to a certain range
Currently they are actually more effective, cheaper and faster than gateways, making the gateways in the base game redundant. I appreciate the concept but it is just too overpowered at the moment.
It should be a highway. Sadly Paradox took warp away from us so it has to be instant
超载鸡 +1000