![]() Rewards have been generally balanced against what the stock contracts would pay you, but there may be some hiccups. I can safely say, if it works on that one, it will probably work on almost any planet pack. Fully Planet Pack compatible - The screenshot above is from Galileos Planet Pack, as that's what I'm playing at the moment.Obviously this will disable the stock Exploration Contracts In addition, if you miss any of the "minor milestones" (returning, planting flags etc) you'll get a follow up mission to finish it off. Even if you are dragging your heels on that mission, the other contracts will still generate. No more "must perform a rendezvous/docking around x body before you move on" - You will be asked to demonstrate your skills once around the homeworld and then we assume you know what you are doing. This pack only uses contract level rewards, so if you are using Monthly Budgets the budgeting system will work better. ![]() The stock exploration contracts make heavy use of parameter level rewards, which my Monthly Budgets mod doesn't like, as it can't intercept the rewards. The moment you perform a flyby of a body, the mod will encourage you to push to the next one, while offering follow up contracts for the body you just reached. Multiple exploration contracts at a time.Do I really need to prove that I can rendezvous or dock around every body before I can move on? Aren't the skills transferrable? I also feel like your progression can get bogged down, as you only have one of these contacts at a time. So, I really like the new Exploration contracts introduced in 1.2, but they aren't without their problems. Ladies and Gentlemen, presenting for your entertainment and delight, Exploration Plus - an overhaul of the stock Exploration Contracts.
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