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-   -   By will alone I set my mod in motion (Dune mod ideas) (http://forum.shrapnelgames.com/showthread.php?t=6293)

Andrés June 14th, 2002 05:39 AM

Re: By will alone I set my mod in motion (Dune mod ideas)
 
Most technology (especially but not only computers) was forbidden after the Bhutlerian (sp?) Jihad.
Ix is the only planet where some technology remanins, and Ixians sell their construction to everybody else, including all Hoses, the Empire and the Guild.

jimbob June 18th, 2002 02:47 AM

Re: By will alone I set my mod in motion (Dune mod ideas)
 
Batman said:
Quote:

That way the guild has to have a constant influx of resources to a) maintain warp point openers, and b) build new ones.
<font size="2" face="Verdana, Helvetica, sans-serif">I'd also suggest making the guild dependent upon the other houses by making the warp openners use a lot of supplies. This way, they must resupply before each jump... but they wouldn't necessarily have a base at which they can resupply... thus the need to dock at a resupply station of one of the houses.

I think it would be good for the warp closing devices to be cheap and not be 'destroyed upon use', but to need some spice to build.

Quote:

It also puts a nice lower bound on the cost of a warp jump (i.e. you have to at least supply value equal to the organics cost of the component)
<font size="2" face="Verdana, Helvetica, sans-serif">I'm not sure I understand.

Andres: For this I'd suggest the game maker produce a handful of neutral planets with highly efficient (non-researchable) research buildings on them. Maybe downgrade the normal research facilities by a notch or two. Then, in addition to fighting over the one spice world, everyone can fight over the two or three tech worlds too!


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