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-   -   Facilities (http://forum.shrapnelgames.com/showthread.php?t=4793)

geoschmo December 18th, 2001 07:47 PM

Re: Facilities
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Taqwus:
And for some REALLY rambling ideas, perhaps more efficient construction yards (e.g. reduce actual building cost -- say, takes computers and space yards... and maybe resource manipulation?) would be nifty. Right now, all we can do is influence the production side of things; we can't ever lower actual resource costs.<hr></blockquote>

True from the facility side we can't affect the production cost. That would be a nice ability.

You can do this in a roundabout way from the component side by extending the tech tree and adding higher level components that are cheaper, but have the same abilites. Already done in the stock game with engines. No reason other than extra complexity the same thing couldne't be done with other components.

Geoschmo

Mark Walton December 18th, 2001 07:56 PM

Re: Facilities
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by geoschmo:

You can do this in a roundabout way from the component side by extending the tech tree and adding higher level components that are cheaper, but have the same abilites. Already done in the stock game with engines. No reason other than extra complexity the same thing couldne't be done with other components.

Geoschmo
<hr></blockquote>

This is one reason why I put on my wishlist, a tech requirement for "CompEnhancements".
Imagine being able to create an "Construction Efficiency" tech which allows a compenhancement entry giving a % reduction in costs (amng all the other possible benefits such a system could bring)

Andrés December 18th, 2001 10:57 PM

Re: Facilities
 
About creating new pictures for components and facilities used in mods.
I didn't see modders as interested as I expected.
If some modders such as s_j, the starter of this thread, would post a list of pictures required by their mods I'd like to help with a some pictures. And I'm sure other artists would do the same until all custom components and facilities in his mod have good custom pics.

There are some comments about a new mod with some interesting variations of standard techs instead of new tech trees.
There's potential to make a great mod here. And the idea of spicing it with more variation in graphics is good.
Again when someone starts actually working on this mod he can request artists the pics he needs.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Speaking of facilities, it occurred to me that perhaps radioactives production should be negatively correlated with climate / colony survivability. Unless we're positing radiation-immune races, or some "clean" method of living on, say, a 180%-rad planet. It'd might be rather difficult to implement reasonably without a whole Stars!-like system of environmental preferences, 'tho.<hr></blockquote>There're planet conditions in se 4. Even if they only affect reproduction and ground combat (never verified that one).
It shouldn't be too difficult to make high rad value planets have poor conditions.

Trek transporters are scientifically impossible. So what? I already knew that. They are sill cool. FTL travel and shields are also impossible. Are you going to say that all standard technologies in se iv are scientifically realistic??
Some theories about transporters suggest that they don't transform energy into matter, but do some limited manipulation of matter at a molecular level. (you cannot replicate latinum, and even some complex organic proteins are difficult to replicate, however they can be easily transported...)
Who cares? Their main use, if they are ever included in se iv should be as its name indicates TRANSPORT.

capnq December 20th, 2001 01:44 AM

Re: Facilities
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Unless we're positing radiation-immune races<hr></blockquote>I'm reminded of a short story I read a long time ago (long enough to not recall the title or author) in an SF mag, which involved a radiation-dependant race that would die in an environment without enough background radiation.

Fyron December 24th, 2001 12:41 AM

Re: Facilities
 
Here is a zip file with 76 facility pictures taken from BOTF:

BOTF Facilities.zip

Some of the mini pictures look weird, but oh well.

[ 23 December 2001: Message edited by: Imperator Fyron ]</p>

PvK December 28th, 2001 06:26 AM

Re: Facilities
 
Ya, that's nice. It'd take a while to come up with facils to use all of those. Though, it'd be annoying to get hassled by the BOTF lawyers.


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