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
You are not locked out of any breakthrough; the other 3 could appear in other anomalies.
And perhaps more importantly, if I get a choice of breakthroughs and pick 1, does that mean 2, 3, and 4 will get "locked out"? Or do I still get a chance to pick the other 3 during other breakthrough choices?
The 'are you sure' screen is also good. And I see you've made it possible to alter the number of breakthroughs, too! Amazing.
To be honest the change came as a pleasant surprise when I started playing today, as I hadn't actually seen that you'd updated this, and so swiftly! Great stuff. Much appreciated.
If the game had "short descriptions" of the breakthroughs I would use them. But it only has long descriptions. For some breakthroughs it works fine. For others...it gets messy. I will give it a try and see how badly it looks.
Feel free to join the modders discord for progress updates: https://discord.gg/H9Us53e5
How about a low-level compromise, then? Display a brief description or tooltip, instead of just the breakthrough name? :-P
"The startling discovery has our scientists buzzing. They believe the find could revolutionise our interplanetary transport technology. But where to focus their limited resources?
(1) If on colonist transportation, an advance in on-board cryogenics could allow our rockets to transport significantly more passengers on each trip .
(2) If on materials transportation, we could develop localised anti-gravity for our rocket cargo bays, significantly reducing cargo weight, so we can transport more on each shipment.
(3) If on the rockets proper, an advance in engine mechanics could double their maximum speed , halving their travel time between Earth and Mars, or Mars and destinations beyond..."
Not all 'groupings' will be this neat and tidy (obvs). But I'd be curious to hear what you think of the basic idea, in any case -- especially as code-implementation would be all you! :-P
First, I think three options rather than (the I think too generous) four.
Second, the three options should be at least vaguely thematically coherent. This would entail creating breakthrough 'sets' (no reason there can't be overlap!) that could share a narrative thread.
Third, instead of presenting the options by their titles (which, as above, tells a first-time player next to nothing), they should be presented by way of that narrative thread.
A rough-and-ready example would probably be helpful here, so I’ll give one a quick shot in the final part of this mega-comment...
The premise is to provide choice in one’s breakthrough path, rather than you-get-what-you-get. This I like. But two sour points:
(1) A 'knowledge gap': As a first-time player, I don't know what ANY of these breakthroughs are. And without any tooltip/text-block/or similar on the popup, I've been forced to rely on the wiki. For immersion this is... less than ideal.
(2) A 'thematic gap': Choice is good; but I'm less keen on the generic, 'four random breakthroughs' approach to the options. If I send my explorer out to scan a specific kind of anomaly, or a rocket payload to investigate a specific planetary anomaly/project, it makes no sense for the resulting breakthrough to allow me (for example): to create a biorobot army; OR to augment my nuclear fusion technology; OR to make my crops giant-sized; OR to make my rockets carry more passengers. That's a frankly bizarre set of possible outcomes.
It conflicts with ChoGGi's Omega Unlocks All mod. When the telescope is completed, the selection screen is displayed for this mod and I select a mod, but the remaining breakthroughs are never revealed.
Once I disabled this mod, all works fine.
Lastest Log is attached here: https://pastebin.com/8vGFnKNz
Most likely you a conflict with another mod.
Thanks a bunch
👍