The preset expensive mode sets several settings together as you noticed, but you can set them separately: The thing that makes the cost of items higher is "recipe difficulty", which you want to leave on "normal", but you can set a "technology price multiplier" which just makes research more expensive.DOM78 wrote:- my researches are going too fast not have the time to master something when 20 new features are available...). I've seen a mod to increase the cost of technology but it does not work with the last version. I've seen an expensive mode available but it seems that all the costs are increased, not only technology. Is there a way to increase the cose of technology only ??
I might suggest that instead you just don't bother researching a new thing until you're ready for it, though. When you're getting used to the game it isn't important to have your labs going all the time.
About 12-20 labs seems to be common for a base whose goal is just to launch a rocket. Megabases doing infinite research might use many more. Near the start, if you can keep 8-10 labs fully supplied that's probably plenty of science.- perhaps I have too much lab (around 12 before being at the blue bottles), is it too much ? at the end of the game, how much of lab do you have when you are ready to close the rocket ?
Radar does two things:- I can't understant the purpose of the radar... what they are for ??
1) Each one permanently "lights up" the area around the radar on the map, which means you will see anything that happens in that area of the map as soon as it happens (e.g. you will see enemies coming as moving red dots. You usually want your entire base and a bit of area outside your base covered in this way, so that you can see enemies coming. In the latest version of the game, it's also possible to "zoom in" on any radar-covered area in the map and look at what's going on there in detail, and even place blueprints and order deconstruction once you have robots, so you can use it to "remote control" parts of your base in that way.
2) Each one also periodically "scans" a chunk of the map outside of the permanently lit up area, within a larger (not shown on the map) radius. This will add that chunk of the world to the map, with whatever was in it at the time it was scanned, but won't show you any updates in realtime (so, you will see where enemy bases *were*, for example, but when they make a new base you won't see it until that area of the map is scanned again).
The map is really really big. It's not technically infinite (there's a cap for game engine reasons) but you won't get to the edge in any reasonable amount of time. The reason your map looks small is because you only get to see parts of the map that your character has been to or that have been scanned by radar: if you walk up to the "edge" then it will just add more to the visible map, and if you build radars they will gradually expand the map around themselves up to their maximum scan radius.- is the map infinite ?? my map does not seem very large, I'm afraid to be limited at the end of the game, I didn't configured it at the begin of my game, not an issue ?
Not in the base game. There's a lot of mods which do this, either just "for free" or which add research that does this, but the base game doesn't provide any such thing. Later in the game when you have robots you will be using them for most construction (along with blueprints) and you won't really have to worry too much about your build reach.- is it possible to improve the action range of the character ? I always need to move him when I'm building something, it's very painfull
I'd suggest getting to the point where you understand most of the game mechanics and can launch a rocket before adding any mods, even small UI improvements. Being familiar with what works in the base game is pretty useful and you'll likely be able to decide for yourself what kinds of mods you'd think are interesting or useful. Also, right now many multiplayer servers don't use any mods (because there isn't currently a great mechanism for getting the same mod configuration as the server), so if you're used to a lot of UI mods and haven't played with the basic game that much then it can feel awkward playing on a multiplayer server (which is fun, and you should try it!) Also, having any mods enabled switches you over to a separate storage for achievements which don't sync with Steam/etc, if you care about that. (some of the trickier achievements can be quite fun to think about how to get, or can prompt you to play in a different way to usual)- which mod do you consider as necessary or very usefull for a first game ? (especially gameplay or little improvements, not big ones as bobs mod, that will be for a further game)