UI mod: [e] please

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Re: UI mod: [e] please

Postby SpoCk0nd0pe » 23 Aug 2018, 12:05

I know. But that‘s a sim mod and modernizing gameplay convenience gets blocked by the council because they think it‘s dumping down the gameplay. That‘s why I asked if it is possible as ui mod, to use it anyway.
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Re: UI mod: [e] please

Postby keyser » 23 Aug 2018, 13:21

nice, how to circumvent decision made by the council
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Re: UI mod: [e] please

Postby Exotic_Retard » 11 Sep 2018, 15:29

hey kids, some boys were pming me with questions about the mod, so just letting you know what v4 has changed (i know, i didnt expect to work on this ever again but anything can be improved it turns out!)

new in v4:
The mod is now even less intrusive! Before there was the issue that it handled your stalling for you, but then forgot about what was turned off before.

So now, if you have a radar turned off when you start to stall, the mod remembers this and when you stop stalling it puts everything back to exactly how it found it. Now we are even closer to free energy for no work on your part!

This does raise the need to clarify that manually turning buildings off is (obviously) more effective than leaving it to the mod. Since its preemptive (before you start stalling) you can prevent stalls rather than just making the most of them like this mod does. Likewise, this saves 100% of the energy, while the mod only saves around 90% since it needs to turn it on every so often to blink your intel. For best results, turn off the most power hogging structures manually and leave the little ones to the mod!

once again have fun everyone!
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Re: UI mod: [e] please

Postby JoonasTo » 11 Sep 2018, 18:06

I am dissapoint.

I came here expecting a mod that spams my allied chat with

And I got a mod that makes it unnecessary?
Feels bad mang
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