![]() This gives you the freedom to set up your colonists however you want. If an item has no market value defined, you cannot add it to your starting equipment. The point cost of items and colonists mostly comes from their defined market values with some adjustments for balance.I decided to go with an overall point-based system (as opposed to a fixed set of available skill points for each colonist, for example) so that you can trade-off resources and equipment for additional or fewer colonists.It's a different implementation and provides some different features, but it's the same idea. When I saw that CCM was no longer going to be updated, trying something similar felt like a good fit for me, considering the UI-focused mod work that I've been doing. I need to give lots of credit to Argain for his CCM mod, of course.Thanks to everyone who has contributed a translation to the mod.If you have other trouble installing the mod, please look for advice in this thread: The mod contents should be in the "Mods/EdBPrepareCarefully" directory, NOT in a "Mods/EdBPrepareCarefully/EdBPrepareCarefully" directory. If the "Prepare Carefully" button is not appearing for you, make sure that you have not ended up with an extra directory inside your mod folder. The most common problem that people run into is that they double-extract the mod folder from the zip file. Once you enable the mod, start a game normally, but click the "Prepare Carefully" button to get started: If you are a mod-maker and need more information, let me know.Įxtract the contents of the zip file into your mods folder. ![]() Therefore, it may not work with mods that change the default map generation sequence.
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