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Re: Babylon 5 Mod
Just to refresh your memory. This might be relevant to current discussion. http://forum.shrapnelgames.com/images/icons/tongue.gif
This is a list of the PF 1.8 Gold Mod Facilities and their build times relative to population quantities. All are jubilant. All times are number of turns. 10 turns are equal to 1 year.Game Time. _____________________Homeworld_Rock__Tiny-Domed__Domed .................................................. ...2000m....... 500m..........100m.........4m... Colony Hub I.....................................8........... .....52..............147.........191 Homeworld Hub...............................20.............. 148..............367..........477 Listening Post..................................2........... .......9...............25............33 Covert Ops Center............................3............... ..17..............47.............61 Manuf. Colony I................................6................ .35..............97............127 Military Outpost I.............................4..................2 7..............74.............96 Adv. Mil. OP I..................................7.............. ....41.............115...........150 Trading Port....................................2......... .........13...............35.............46 Recycling Center.............................3.............. ....16...............44.............57 Atmospheric Adjuster I.. http://forum.shrapnelgames.com/image...s/rolleyes.gif ........11.................. 69 ..............193...........250 .....( + 600 to convert i.e. 60 yrs) http://forum.shrapnelgames.com/image...s/rolleyes.gif Medical Center I..............................2.................. ..9................25.............33 Archaeology Site I...........................1....................7 .................9..............25.....( Educational Center I........................3...................17... ............47..............61 Mining Colony I...............................2................. ..10...............26..............34 Aggressive MC................................1............... .....5...............13..............17 Agricultural Colony...........................1................ ....6...............17..............22 Ship Yard I......................................4.......... .........25...............70.............91 Ship Yard II.....................................5.......... .........33...............93............121 Depot I...........................................7..... ..............43..............122............158 If playing PBW and one turn is taken per day then all the figures here represent the # days for construction of named facilities.It gets worse as the later levels appear. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif Yes I know.. sorry for the wonkey lines again.. didn't have time to test "code" key |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
Just to go off topic a moment: Heavy Bolter ; Medium Bolter ; and Light Bolter under General and Particle Weapons . These have no description in components file.
I take it that this is a Plasma Bolt firing weapon ??? I've come up with several descriptions that I tried to shoehorn into the components.txt file. However I'd like to be sure that I'm on the right track. Here are three Versions. I tend to go for the shorter but the longer might work for the first variant of each type? http://forum.shrapnelgames.com/images/icons/icon10.gif Fires self-contained bolts of plasma. Less range than beam weapons , slow delivery is countered by impressive damage even against a technologically advanced enemy. Incoming bolts are traceable with radar. (Bold may be removed to make even shorter) http://forum.shrapnelgames.com/images/icons/icon7.gif The mainstay weapon of low-tech fleets: Firing super charged bolts of plasma maintained by a self- generated containment field. Less range than beam weapons, slow delivery is countered by impressive damage even against a technologically advanced enemy. Incoming bolts are traceable with radar. http://forum.shrapnelgames.com/image...s/rolleyes.gif Fires super charged bolts of plasma maintained in their shape and density by a self- generated containment magnetic field. Less range in respect to the beam weapons, plus slow delivery are countered by impressive damage even against a technologically advanced enemy. Incoming plasma bolts are traceable with radar. Comments please: http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon6.gif [ June 14, 2004, 23:02: Message edited by: Nomor ] |
Re: Babylon 5 Mod
Back on topic: There's actually nothing wrong with most of the facilities for Single Player if they can be regarded as late tech for advanced /mature colonies.
With the exception of the Trading Port and Atmospheric Adjuster which I feel should be quick constructs. However we need Smaller, Quicker constructed facilities that are purpose built for fledgling Colonies. We need mining facilities that can be erected in 2 or three turns by >100m, that don't have to be hard to destroy and don' produce massive amounts or have multi purpose abilities. eg. Research Station; Mining Station; Organics Farm; Comms Relay Post; Gas Station.... etc. I'd also like Listening Posts to have ranged scanning abilities and for Asteroid fields to have a low level cloaking effect on ships that "park" in them, so that we have to place satellites or have ships close by to inspect Asteroid for hidden ships. Early on in the game this would allow you to hide if you had a bad reaction to your diplomatic fumblings, with Dutchman with Polish Girlfriend, or other such folk. http://forum.shrapnelgames.com/images/icons/tongue.gif .. I must be going mad did someone re-edit my edit?? http://forum.shrapnelgames.com/image...s/confused.gif [ June 17, 2004, 20:22: Message edited by: Nomor ] |
Re: Babylon 5 Mod
I talk to the trees... http://forum.shrapnelgames.com/images/icons/icon9.gif
A Question for the Mod guru's: How does one make troops have a maintenance cost of say 1kT organics per turn. I want to imply a requirement to feed and supply troop in the field. At present there is very little forcing one to have any need for organic production over what the homeworld provides. Each troop regardless of "rank" should require some sort of maintenance cost and this might as well be organics. http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Babylon 5 Mod
i dont think troops can be made into units that require maintaince. IMHO fighters, troops, mines, sats and weapon platform have no maintaince, which is hardcoded. I would be glad to here this is wrong though.
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Re: Babylon 5 Mod
How and where are the maintenance values for ships determined then?
I searched all the files I can think of but can't find any setting that could be manipulated... http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Babylon 5 Mod
The only way to simulate maintanence on units is to set negative value for Generate Points Organics ability on units. However I don't think it would work on units in cargo. It has been discussed a while ago and don't remember the exact result of this. Try to search for latest patch wishlist tread. It should be where.
The default maintanence is defined by the Empire Starting Percent Maint Cost := xx(25 in stock) string in the Settings.txt. You can adjust it directly on ship hull with Modified Maintenance Cost ability. [ June 17, 2004, 20:42: Message edited by: aiken ] |
Re: Babylon 5 Mod
What would one have to modify to cut the build time for facilities? Costs (as in minerals, organics, radioactives?)?
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Re: Babylon 5 Mod
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Empire Starting Percent Maint Cost |
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