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Re: Tech-Grid-Mod
Quote:
Instead of replacing them with monoliths, as you get monolith tech, and reach the upper echelons of other various resource techs, you unlock quasi-monolith facilities? The normal production rate for the original resource remains the same (or somewhat higher), but it also is capable of harvesting the other two resources, just at a much lower rate. For example: Mineral Monolith Facility 1 Extracts 1,000 Minerals per turn Extracts 100 Organics per turn Extracts 100 Radioactives per turn Mineral Monolith Facility 2 Extracts 1,100 Minerals per turn Extracts 200 Organics per turn Extracts 200 Radioactives per turn Mineral Monolith Facility 3 Extracts 1,200 Minerals per turn Extracts 300 Organics per turn Extracts 300 Radioactives per turn Wheras the normal monolith facilities would top out at maybe 600 resources per turn each or something. I'm just pulling numbers out of a hat, so if they seem off, just adjust them to something you think would be more reasonable. http://forum.shrapnelgames.com/images/icons/icon7.gif The shipyards are rather minor in comparison. You don't have to do nearly as much mindless clicking to upgrade them. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Tech-Grid-Mod
i have something like that called an urban centre... 18 levels
ends up with this Name := Urban Centre XVIII Description := Urban Centre's are major metropolitian centres in the Interphased Fission Era. They generate all resources for an empire. Facility Group := Urban Infrastructure Facility Family := 54 Roman Numeral := 18 Restrictions := None Pic Num := 178 Cost Minerals := 57000 Cost Organics := 57000 Cost Radioactives := 57000 Number of Tech Req := 6 Tech Area Req 1 := Applied Science Tech Level Req 1 := 1 Tech Area Req 2 := Planetary Infrastructure Tech Level Req 2 := 18 Tech Area Req 3 := Interphased Fission Science Tech Level Req 3 := 5 Tech Area Req 4 := Industry Tech Level Req 4 := 6 Tech Area Req 5 := Astro Biology Tech Level Req 5 := 1 Tech Area Req 6 := Macro Economics Tech Level Req 6 := 5 Number of Abilities := 23 Ability 1 Type := Resource Generation - Minerals Ability 1 Descr := Mines 2100 minerals each turn Ability 1 Val 1 := 2100 Ability 1 Val 2 := 0 Ability 2 Type := Resource Generation - Organics Ability 2 Descr := Grows 1100 organics each turn. Ability 2 Val 1 := 1100 Ability 2 Val 2 := 0 Ability 3 Type := Resource Generation - Radioactives Ability 3 Descr := Extracts 1100 radioactives each turn Ability 3 Val 1 := 1100 Ability 3 Val 2 := 0 Ability 4 Type := Point Generation - Research Ability 4 Descr := Generates 1600 research points each turn. Ability 4 Val 1 := 1600 Ability 4 Val 2 := 0 Ability 5 Type := Point Generation - Intelligence Ability 5 Descr := Generates 500 intelligence points each turn. Ability 5 Val 1 := 500 Ability 5 Val 2 := 0 Ability 6 Type := Cargo Storage Ability 6 Descr := Provides an additional 4000 Cargo Space Ability 6 Val 1 := 4000 Ability 6 Val 2 := 0 Ability 7 Type := Resource Storage - Mineral Ability 7 Descr := Can store 50000 minerals for an empire. Ability 7 Val 1 := 50000 Ability 7 Val 2 := 0 Ability 8 Type := Resource Storage - Organics Ability 8 Descr := Can store 50000 organics for an empire. Ability 8 Val 1 := 50000 Ability 8 Val 2 := 0 Ability 9 Type := Resource Storage - Radioactives Ability 9 Descr := Can store 50000 radioactives for an empire. Ability 9 Val 1 := 50000 Ability 9 Val 2 := 0 Ability 10 Type := Phased Shield Generation Ability 10 Descr := Generates 2000 Phased Shield Points Ability 10 Val 1 := 2000 Ability 10 Val 2 := 0 Ability 11 Type := Phased Shield Generation Ability 11 Descr := Regenerates 50 Phased shield points per turn. Ability 11 Val 1 := 50 Ability 11 Val 2 := 0 Ability 12 Type := Spaceport Ability 12 Descr := Acts as a spaceport for this system. Ability 12 Val 1 := 0 Ability 12 Val 2 := 0 Ability 13 Type := Supply Generation Ability 13 Descr := Can generate unlimited supplies each turn for ships. Ability 13 Val 1 := 0 Ability 13 Val 2 := 0 Ability 14 Type := Modify Reproduction - System Ability 14 Descr := Populations in this system will reproduce 5% faster (only 1 facility per system effective) Ability 14 Val 1 := 5 Ability 14 Val 2 := 0 Ability 15 Type := Change Population Happiness - System Ability 15 Descr := Improves the happiness of the populations who live in this system 5% (only 1 facility per system effective). Ability 15 Val 1 := 5 Ability 15 Val 2 := 0 Ability 16 Type := Resource Gen Modifier System - Minerals Ability 16 Descr := Increase mineral production in a system by 15% (only 1 facility per planet effective) Ability 16 Val 1 := 15 Ability 16 Val 2 := 0 Ability 17 Type := Resource Gen Modifier System - Organics Ability 17 Descr := Increase organics production in a system by 15% (only 1 facility per planet effective). Ability 17 Val 1 := 15 Ability 17 Val 2 := 0 Ability 18 Type := Resource Gen Modifier System - Radioactives Ability 18 Descr := Increase radioactive production in a system by 15% (only 1 facility per planet effective). Ability 18 Val 1 := 15 Ability 18 Val 2 := 0 Ability 19 Type := Planet - Change Minerals Value Ability 19 Descr := Improves the mineral value of the planet by 1% each year Ability 19 Val 1 := 1 Ability 19 Val 2 := 0 Ability 20 Type := Planet - Change Organics Value Ability 20 Descr := Improves the organic value of the planet by 1% each year. Ability 20 Val 1 := 1 Ability 20 Val 2 := 0 Ability 21 Type := Planet - Change Radioactives Value Ability 21 Descr := Improves the radioactive value of the planet by 1% each year. Ability 21 Val 1 := 1 Ability 21 Val 2 := 0 Ability 22 Type := System Point Generation Modifier - Research Ability 22 Descr := Increase all research in a system by 15% (only 1 facility per system effective). Ability 22 Val 1 := 15 Ability 22 Val 2 := 0 Ability 23 Type := System Point Generation Modifier - Intelligence Ability 23 Descr := Increase all intelligence generation in a system by 15% (only 1 facility per system effective). Ability 23 Val 1 := 15 Ability 23 Val 2 := 0 |
Re: Tech-Grid-Mod
That is too many ability descriptions Tesco. Half of them will be cut off in the in-game display.
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Re: Tech-Grid-Mod
Ed I have not tested it yet... but Will be soon.
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Re: Tech-Grid-Mod
Thanks for the Tip Ed on the descriptions.
I will fix that up as well... |
Re: Tech-Grid-Mod
Make sure there is no space after the := for the descriptions you want blank. If there is a space, SE4 will display a single blank next to a bullet in the ability descriptions. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Tech-Grid-Mod
see i always just right clicked on the stuff and it shows it all.
I never thought of how they look in the help section. |
Re: Tech-Grid-Mod
You could consolidate some of them - e.g. make the description for Minerals Extraction say "Generates 2200 minerals, 1100 organics, and 1100 radioactives per turn" and leave the other two blank; there won't be any blank lines - also, your shield regeneration ability is really phased shield generation! (Can you have shield regeneration on planets? That would be cool... planetary shield regenerator facilities that regenerate 500 shields per turn... can't hit the planet unless you have a decent sized fleet or bombs!)
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