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-   -   Tech-Grid-Mod (http://forum.shrapnelgames.com/showthread.php?t=6641)

Fyron May 15th, 2003 08:19 AM

Re: Tech-Grid-Mod
 
Yes, it is possible to mod that, but it defeats part of the balance.

Monoliths and Temporal SYs are actually many, many times better than normal facilities, even with the inconvenience of having to scrap them and the higher build cost.

Hotfoot May 15th, 2003 08:27 AM

Re: Tech-Grid-Mod
 
I'm not suggesting that it take any less time to install them, but it's freaking annoying to have to go through each planet, stripping out the facilities one at a time to make room for the new ones.

I would imagine that you could easily raise the cost of the facilities such that upgrading them would take just as long in the game as it would ordinarily. The only difference is that you don't have to go and individually scrap and replace each and every facility when you want to upgrade, you can just hit the "upgrade facilities" button when you get the new tech.

Would take just as long as the other way in terms of turns and resources, but it would be much less of a headache in terms of all the micromanagement. We're talking about the difference between dozens, hundreds, and potentially even thousands of clicks, and hours spent doing boring, tedious clicking, versus one simple, easy click.

Is that so wrong?

[ May 15, 2003, 07:28: Message edited by: Hotfoot ]

Phoenix-D May 15th, 2003 08:41 AM

Re: Tech-Grid-Mod
 
Well, for one it removes the possibility of upgrading to, say, Mineral Miner III from I if you have Monolith tech. And if the planet is 100/0/10, you don't really -want- a monolith.

Fyron May 15th, 2003 08:53 AM

Re: Tech-Grid-Mod
 
A planet with no SY gets no racial SY bonuses (and some other SY bonuses) on it, so yes, it would be wrong making Temporal SYs be upgradeable from normal SYs, as the extra time becomes greatly diluted.

And upgrading everything to monoliths is indeed a very bad idea.

Hotfoot May 15th, 2003 09:22 AM

Re: Tech-Grid-Mod
 
Quote:

Originally posted by Phoenix-D:
Well, for one it removes the possibility of upgrading to, say, Mineral Miner III from I if you have Monolith tech. And if the planet is 100/0/10, you don't really -want- a monolith.
<font size="2" face="Verdana, Helvetica, sans-serif">Ah, but you see, that's the beauty of it with the tech-grid mod. You could easily make monolith facilities unavailable for a specific mining facility until after reaching level 3 in that facility.

Allow me to explain further:
Rather than having just one monolith facility per tech level, you have four. One is the regular facility, the other three are the "upgrade" Versions for mineral, organic, and radioactive miners. Having normal monoliths means that you build them as per normal, but once you get level 3 resource production, you can begin upgrading to the appropriate monolith facilities (starting with level 1, of course).

Quote:

Originally posted by Imperator Fyron:
A planet with no SY gets no racial SY bonuses (and some other SY bonuses) on it, so yes, it would be wrong making Temporal SYs be upgradeable from normal SYs, as the extra time becomes greatly diluted.
<font size="2" face="Verdana, Helvetica, sans-serif">*shrugs* This is true, but I think it is only a minor point. If you increase the cost enough, even racial SY bonuses will only be moderately effective.

EDIT: Besides which, if you're worried about racial bonuses applying to shipyard construction, why not consider advanced storage techniques as being potentially unbalancing in this regard, since a higher population will allow the temporal shipyard to build faster with or without a shipyard already in place. You could alter this number further through other racial traits as well, such as reproduction, environmental resistance, even happiness.

Quote:

And upgrading everything to monoliths is indeed a very bad idea.
<font size="2" face="Verdana, Helvetica, sans-serif">Personally, I think it's a bad idea to be forced to spend hours doing something which should take mere seconds. The way I have described above would seem to work without becoming overpowered.

[ May 15, 2003, 08:28: Message edited by: Hotfoot ]

Fyron May 15th, 2003 09:40 AM

Re: Tech-Grid-Mod
 
Quote:

*shrugs* This is true, but I think it is only a minor point. If you increase the cost enough, even racial SY bonuses will only be moderately effective.
<font size="2" face="Verdana, Helvetica, sans-serif">No, the more expensive you make it, the more of an effect racial SY bonuses have (ie: they more expensive it is, the more time you get to save with a bonus).

Quote:

Personally, I think it's a bad idea to be forced to spend hours doing something which should take mere seconds. The way I have described above would seem to work without becoming overpowered.
<font size="2" face="Verdana, Helvetica, sans-serif">There are many, many instances in which one would not want to upgrade a facility to a monolith, because it would do no good, and waste a huge amount of resources. 100/0/10 value planets DO NOT need monoliths on them, and it would infact be a very bad idea to build them on such planets (as would upgrading to them).

narf poit chez BOOM May 15th, 2003 09:43 AM

Re: Tech-Grid-Mod
 
value improvement plants. i put them everywhere. well, one planet at a time at first.

Fyron May 15th, 2003 09:55 AM

Re: Tech-Grid-Mod
 
Value improvement plants take a while to have a large effect, and it is still a bad idea to upgrade to monoliths on those planets until much improvement has been done. You will lose a lot of production in the mean time if you switch to monoliths on 100/0/10 planets.

narf poit chez BOOM May 15th, 2003 10:17 AM

Re: Tech-Grid-Mod
 
but...but...i want to maximize!

tesco samoa May 16th, 2003 01:29 AM

Re: Tech-Grid-Mod
 
Hotfoot.

There is currently 9 levels of production for each resource.

And 3 levels of monoliths.

The monoliths are not as powerful as they are in the stock game, and almost get outproduced on a 3 to 1 scale for minerals and 2 to 1 for organics and rad's

I like your idea.

check out the facilities file further on down... and see if you think it could work in this mod.

Right now there is 10 familes that can gather resources for the common facilities.

Perhaps your idea could be worked into an advanced trait, for the resources. For the Ship yards I will have to think about that one.

Yep I think it could ( he says to himself )


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