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Re: Coreworlds and Outposts Mod
10-20% per year isn't that bad.
it would still take 100-200 turns before your homeworld dies, which is more than enough time to establish a huge empire. |
Re: Coreworlds and Outposts Mod
Wow, where to start?
I went with drone mines because I just plain do not care for the way the stock game handles mines. http://forum.shrapnelgames.com/images/smilies/happy.gif You have it right, no strategic movement, combat movement only, and no drone supply usage per turn. When first researched mines are just warheads with thrusters but as you research higher levels you are able to put weapons and other combat equipment on them. I like the strategic options this gives a player. Sats are done the same way but on fighter hulls so they still stack, although I am thinking of changing this. What I did for the homeworld facilities is create three different "city" facilities. The first one produces and builds with minerals, the second one produces and builds with organics, and the third one produces and builds with radioactives. Add to those resupply, spaceport, research, storage, and maintenace reduction abilities and the game fills a homeworld with these cities in almost the same ratio as it would with stock facities (it gives an extra rad facity for some reason.) I put the three value reduction abilities on the organic facility, 2% for each of the trhee resources. This way if a player decides to scrap the organic facility in order to get rid of the value reduction he can not build anything that requires organics. Every hull in the game has been changed to require some organics. http://forum.shrapnelgames.com/images/smilies/evil.gif Here is the entries from Facility.txt: <font class="small">Code:</font><hr /><pre>Name := HW Infrastructure (m) Description := . Facility Group := Infrastructure Facility Family := 55 Roman Numeral := 0 Restrictions := None Pic Num := 178 Cost Minerals := 5000000 Cost Organics := 1000000 Cost Radioactives := 2500000 Number of Tech Req := 1 Tech Area Req 1 := Cargo Tech Level Req 1 := 1 Number of Abilities := 10 Ability 1 Type := Spaceport Ability 1 Descr := Acts as a spaceport for this system. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Reduced Maintenance Cost - System Ability 2 Descr := A well-stocked and maintained Space Port reduces maintenance costs for all ships in the system by 10%. Ability 2 Val 1 := -10 Ability 2 Val 2 := 0 Ability 3 Type := Point Generation - Intelligence Ability 3 Descr := 100 Intelligence points are produced by heavy trade activity. Ability 3 Val 1 := 100 Ability 3 Val 2 := 0 Ability 4 Type := Resource Generation - Minerals Ability 4 Descr := Generates 500 minerals each turn. Ability 4 Val 1 := 500 Ability 4 Val 2 := 0 Ability 5 Type := Point Generation - Research Ability 5 Descr := Generates 400 Research points each turn. Ability 5 Val 1 := 400 Ability 5 Val 2 := 0 Ability 6 Type := Space Yard Ability 6 Descr := Can construct with 200 minerals each turn. Ability 6 Val 1 := 1 Ability 6 Val 2 := 150 Ability 7 Type := Supply Generation Ability 7 Descr := Functions as a resupply depot. Ability 7 Val 1 := 0 Ability 7 Val 2 := 0 Ability 8 Type := Resource Storage - Mineral Ability 8 Descr := Can store 2000 minerals for an empire. Ability 8 Val 1 := 2000 Ability 8 Val 2 := 0 Ability 9 Type := Resource Storage - Organics Ability 9 Descr := Can store 2000 organics for an empire. Ability 9 Val 1 := 2000 Ability 9 Val 2 := 0 Ability 10 Type := Resource Storage - Radioactives Ability 10 Descr := Can store 2000 radioactives for an empire. Ability 10 Val 1 := 2000 Ability 10 Val 2 := 0 Name := HW Infrastructure (o) Description := . Facility Group := Infrastructure Facility Family := 56 Roman Numeral := 0 Restrictions := None Pic Num := 178 Cost Minerals := 5000000 Cost Organics := 1000000 Cost Radioactives := 2500000 Number of Tech Req := 1 Tech Area Req 1 := Cargo Tech Level Req 1 := 1 Number of Abilities := 7 Ability 1 Type := Reduced Maintenance Cost - System Ability 1 Descr := A well-stocked and maintained Space Port reduces maintenance costs for all ships in the system by 10%. Ability 1 Val 1 := -10 Ability 1 Val 2 := 0 Ability 2 Type := Resource Generation - Organics Ability 2 Descr := Generates 1500 organics each turn. Ability 2 Val 1 := 1500 Ability 2 Val 2 := 0 Ability 3 Type := Space Yard Ability 3 Descr := Can construct with 1500 organicss each turn. Ability 3 Val 1 := 2 Ability 3 Val 2 := 1500 Ability 4 Type := Planet - Change Minerals Value Ability 4 Descr := Mineral value of the planet drops by 2% each year. Ability 4 Val 1 := -2 Ability 4 Val 2 := 0 Ability 5 Type := Planet - Change Organics Value Ability 5 Descr := Organic value of the planet drops by 2% each year. Ability 5 Val 1 := -2 Ability 5 Val 2 := 0 Ability 6 Type := Planet - Change Radioactives Value Ability 6 Descr := Radioactive value of the planet drops by 2% each year. Ability 6 Val 1 := -2 Ability 6 Val 2 := 0 Ability 7 Type := Component Repair Ability 7 Descr := Can repair 1 component each turn. Ability 7 Val 1 := 1 Ability 7 Val 2 := 0 Name := HW Infrastructure (r) Description := . Facility Group := Infrastructure Facility Family := 56 Roman Numeral := 0 Restrictions := None Pic Num := 178 Cost Minerals := 5000000 Cost Organics := 1000000 Cost Radioactives := 2500000 Number of Tech Req := 1 Tech Area Req 1 := Cargo Tech Level Req 1 := 1 Number of Abilities := 4 Ability 1 Type := Reduced Maintenance Cost - System Ability 1 Descr := A well-stocked and maintained Space Port reduces maintenance costs for all ships in the system by 10%. Ability 1 Val 1 := -10 Ability 1 Val 2 := 0 Ability 2 Type := Resource Generation - Radioactives Ability 2 Descr := Generates 1500 radioactives each turn. Ability 2 Val 1 := 1500 Ability 2 Val 2 := 0 Ability 3 Type := Space Yard Ability 3 Descr := Can construct with 1750 radioactives each turn. Ability 3 Val 1 := 3 Ability 3 Val 2 := 1750 Ability 4 Type := Component Repair Ability 4 Descr := Can repair 1 component each turn. Ability 4 Val 1 := 1 Ability 4 Val 2 := 0 </pre><hr /> |
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