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-   -   Adamant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=8357)

Ed Kolis January 20th, 2004 11:33 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Not much... ships are practically useless for remote mining since they cost so much maintenance, so only bases and satellites are viable. The only advantage bases have is that you can get more out of each asteroid field, but with the plenitude of asteroid fields in Adamant, I doubt that will be much of a problem anyway. So satellites are probably the way to go... and you can only fit one miner on a satellite anyway! http://forum.shrapnelgames.com/images/icons/tongue.gif

Paul1980au January 20th, 2004 11:39 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Id say 300 racial points to implement the ability to fit more remote miners on satelites and ships. This offset might be enough for the gains - that said what about a rising maintence costs ie 10% after 20 miners, 20% after 40 miners to put a cap on the benefits gained from having the extra remote miners on board ?

Fyron January 20th, 2004 11:44 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I think you are misinterpreting the effects of plentiful asteroids... they mean that you can get 17 times as many resources from remote mining as you can in stock from mining the asteroids, and doing so does not decrease their value at all...

Fyron January 20th, 2004 11:47 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Quote:

Originally posted by Paul1980au:
Id say 300 racial points to implement the ability to fit more remote miners on satelites and ships. This offset might be enough for the gains - that said what about a rising maintence costs ie 10% after 20 miners, 20% after 40 miners to put a cap on the benefits gained from having the extra remote miners on board ?
<font size="2" face="sans-serif, arial, verdana">That would require using several different families of each component, with a 10 per vehicle restriction each. Then, you need one of those families have no maint. incrase, the other families to have 10% maint. increase. Now, you can add 10 of the first family for no increase in maint., then up to 10 of the second family for 10% increase, then up to 10 of the third for 20% maint. increase, and so on. It would get rather complicated...

Paul1980au January 20th, 2004 11:58 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Ok point taken - just putting out some ideas ignore them if they are no good - would like to see something with the racial points though. Take away the rising maintence costs with each new unit.

Seperate them and then see if they can be worked with.

narf poit chez BOOM January 21st, 2004 08:15 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Quote:

That would require using several different families of each component, with a 10 per vehicle restriction each. Then, you need one of those families have no maint. incrase, the other families to have 10% maint. increase. Now, you can add 10 of the first family for no increase in maint., then up to 10 of the second family for 10% increase, then up to 10 of the third for 20% maint. increase, and so on. It would get rather complicated...
<font size="2" face="sans-serif, arial, verdana">would take no more than an hour to set up and write out.

Combat Wombat January 21st, 2004 08:18 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Just finished playing my first PBW turn ever!

I took over the open space in Adamant 011 and I just finished my turn.

narf poit chez BOOM January 21st, 2004 08:32 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
it's nice, trying something new.

uh, unless you try to bang your head against the wall.

Fyron January 21st, 2004 06:14 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Quote:

Originally posted by narf poit chez BOOM:
would take no more than an hour to set up and write out.
<font size="2" face="sans-serif, arial, verdana">I was refering to extreme complication of use... it would probably take about 10 minutes at most to set up...

narf poit chez BOOM January 21st, 2004 09:16 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Quote:

I was refering to extreme complication of use... it would probably take about 10 minutes at most to set up...
<font size="2" face="sans-serif, arial, verdana">i don't have that usefull thing known as a 'sense of time'.

don't think it would be that complicated. only problem i can see is it would clutter up the list of comps.


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