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When facing a deficiency, the original values for the resource drops are more than enough to save you and give you a bit more time to come closer to solving the deficiency on your own. They're not meant to permanently solve your shortage.
With the values in this mod, however, you can permanently solve shortages for all crucial resources, trivializing the game. Imo, the challenge from facing shortages is what makes the game engaging, it gives you problems to solve. These kinds of overwhelming increases in permit rewards go beyond making them "useful", it permanently prevents a lot of resource-related problems to ever reappear.
To each their own
This mod aims to make resource permits actually useful but as a side effect things are going to be easier yes because most things are stronger
Q1: you would have to modify the xml files for each respective mod
Q2: Read the FAQ
Q2 : Does it work on 1.5?
thanks
I didn't think about that so im pretty sure it only overwrites the english description
are you using any mods that might touch permits too?
also yes antigrain is only for VFE Empire
- Both medic permits cooldowns 60 -> 45
- Both medic permits aid duration 1 -> 1.5
Was planning to add VAE scrubs etc but I was having some weird issues with VAE when attempting to make the patch so that's postponed till i can figure out the problem
Medics:
- 3 Pawns
- Skill range 8-11
- Mask + shirt and pants made out of synthread
Trauma surgeon:
- 1 Pawn
- Skill range 17-20
- Mask + shirt and pants made out of hyperweave
Both stay for 1 day
Checking this makes me realize I forgot to buff them after testing lol
Its not that great for a 60 day cooldown
- No longer requires VFE - Empire
Untested but like the faq says I don't see why it wouldn't work
The doctors use un-modified vanilla gear and then I just modify the resource drop amounts for permits