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Re: Facilities with negative effects
now i only need a roleplay escuse for workers on planets with low organics percentages to consume less "food"....
and iŽll create new facilities for crystalline races so they consume rads instead of organics.... i think iŽll mod it on top of devnull mod (devnull have a lot of nice things to play with)... talking about devnull, no one thought about modding in the space monsters hulls the production of research, intel and resources? while the "monster homeplanet" would still produce a little quantity of all resources so the monters can get started, the strenght of the space monsters would be directly proportional to the number of monsters roaming the quadrant.... is this feasible? |
Re: Facilities with negative effects
The excuse would go as follow: when you have little in your planet, you have to use these resources very carefully. On the other hand, if you have more minerals on your planet than you know what to do with, you have no incentive to spare them, and so you will likely waste some of them.
It should be possible to mod the resource generation directly on the monsters (either on the hull, or on the components themselves; it should work on the hull, but I haven't tested it). The problem may be with balance however, as it may make the monsters too powerful. I am by no means an expert on the Space Monsters though, so don't quote me on that. It can certainly be done, but do you want to? http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Facilities with negative effects
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Re: Facilities with negative effects
So I was reading THIS post
http://www.invirtuo.cc/se4/viewtopic.php?t=2998 about 'core' mining facilities, and was relating them to the borehole miners in SMAC, and got an idea. Since value improvement plants stack and can take negative values, maybe condition modifiers stack the same way? We could mod a massive planetary core tapping mining facility that would steadily worsen the conditions of the planet. A planet full of such facilities would soon hit the lowest condition possible, which i think will even start to cause negative population growth. You would have to ship people in from other parts of the empire to work on your hellish mining planet! isnt it great? well, if it works. |
Re: Facilities with negative effects
Reproduction dosen't go negative...
But you could have very common people-killing events... That way the hellish mining world will lose people that can't be replaced naturally. Every other planet except tiny brand-new colonies will shake off the minor losses. |
Re: Facilities with negative effects
How common can you make an event?
I have planned on using condition and happiness degradation on the Facilities of the Undead in my own mod, and then taking their population growth away and making them emotionless anyway. |
Re: Facilities with negative effects
You can not have more than one event occur per turn.
Negative system happiness ability does not work. Negative planet happiness ability does work, but there is a catch. Any other hapiness facility affecting the planet, be it planetary or system-wide, makes it stop working. Happiness abilities are the only ones that are not completely separated in function between the planet and system affecting abilities. The "higher" number will be in effect if you have 2 facilities with negative amounts. So, with facilities of -1 and -2, the planet will have only the -1 affect it. |
Re: Facilities with negative effects
Speaking of Planetary Happiness: are you sure it is working Fyron? The Temple District seems to be causing unhappiness very quickly in Adamant, even where nothing else happens (a barren homeworld, with no other event happening and a peaceful happiness type). I believe I dropped to Angry in ten turns with the Temple District III, whereas the Theater District (system wide) allows me to go back to Jubilant without too much problem.
Since the value for the Temple District is indeed positive, it looks like there is a glitch with the planetary happiness type, besides the other one you mentioned (both may be linked, if the reason is that the planetary happiness change is broken). And if you happen to give a negative value to this ability, it actually improves happiness. In short, if you want to make a given planet become angry as time goes by, do put the Planet Change Happiness ability. If the value is high enough, the system wide change will not be enough, and your planet will require troops to prevent rioting. [ July 15, 2004, 18:34: Message edited by: Alneyan ] |
Re: Facilities with negative effects
Wait, are you saying that a positive number in the Planet Change Happiness makes a planet less happy?
Or is the Planet Change Happiness for the Temple District a negative number? |
Re: Facilities with negative effects
I am indeed saying that a positive number in *Planet* Happiness Change makes people less happy, and that you need a negative number to make them more happy. It goes the other way around for the *System* Happiness Change (such as UPC).
I do not know if a higher Planet Happiness ability (such as 6, which means +6 angry people per turn) counters, say, a +3 System Happiness Change (which would be UPC III). The planet should still go down in happiness, but at a lesser rate. Incidentally, you do not want to use the Solar Resource Generation for making your facilities cost something to run. Otherwise, if a player happens to put Ringworlds a bit everywhere in his systems, all facilities in a system with a Ringworld will suddenly cost no maintenance at all. [ July 16, 2004, 11:45: Message edited by: Alneyan ] |
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