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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
FYI
Magic/max tech (for example): ============================= Base 1000 kt +AC5 2000/5000/4000 - 960 kt free + 2 RL3 = 5200/5000/4000 ----------------------------- Base 3000 kt + AC5 4000/13000/4000 - 2960 kt free + 7RL3 = 15200/13000/4000 ----------------------------- Base 5000 kt +AC5 6000/21000/4000 - 4960 kt free + 12 RL3 = 25200/21000/4000 ----------------------------- Large HW (12B/12B) + SC3 = 5250/*/*/turn ======================================== Base 1000 kt: Empty: 1 turn + 2 RL3: 1 turn ------------------------- Base 3000 kt: Empty: 3 turn + 7 RL3: 3 turn ------------------------- Base 5000 kt: Empty: 4 turn + 12 RL3: 5 turn ------------------------- \* AC5 - Autonomous Costruct V \* RL3 - Research Lab III So as you see, in this case building time for RLs (apart from bases) is 0 (+1 turn for 5000 kt base) which is wrong in my opinion. In Last case you get 4800 research in 5 turns, which is far better that 5 Research Labs V (2500) without system improvements and racial modifiers, and this is wrong too. Imho, orbital research shouldn't be so much superiour compared to planetary labs. These weird calculations are made for full-tech case, but I belive they're true for other ingame situations. My humble suggestion http://forum.shrapnelgames.com/images/icons/icon7.gif is: Name := Research Lab I Description := High-Tech space-borne researching facility which develops new technology for a society. Pic Num := 885 Tonnage Space Taken := 400 Tonnage Structure := 200 Cost Minerals := 1600 Cost Organics := 1600 Cost Radioactives := 1600 Vehicle Type := Base Supply Amount Used := 0 Restrictions := Five Per Ship General Group := Research Family := 7216 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Applied Research Tech Level Req 1 := 1 Number of Abilities := 1 Ability 1 Type := Generate Points Research Ability 1 Descr := Generates 200 research points each turn, unmodified by racial traits. Ability 1 Val 1 := 200 Ability 1 Val 2 := 0 Weapon Type := None *duh* Name := Research Lab V Description := High-Tech space-borne researching facility which develops new technology for a society. Pic Num := 885 Tonnage Space Taken := 800 Tonnage Structure := 200 Cost Minerals := 1600 Cost Organics := 1600 Cost Radioactives := 1600 Vehicle Type := Base Supply Amount Used := 0 Restrictions := None (or Ten Per Ship - restriction amount is increasing with comp advancement) General Group := Research Family := 7216 Roman Numeral := 5 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Applied Research Tech Level Req 1 := 5 Number of Abilities := 1 Ability 1 Type := Generate Points Research Ability 1 Descr := Generates 400 research points each turn, unmodified by racial traits. Ability 1 Val 1 := 400 Ability 1 Val 2 := 0 Weapon Type := None edit: typos, typos... [ August 06, 2004, 11:30: Message edited by: aiken ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Man I have to say that for the first time in the history of my time with SEIV, I am lost. I am utterly completely and totally lost. I guess it is the side effect of being to tired to realy be able to comprehend what it is you just posted. Or it could just be that it is 4:26 am on 8-04, and all the numbers you just posted coupled with my numbers, and I just messed me right the hell up.
Something really needs to be done about this "Just One More Click" addiction that comes with SE IV. Seriously. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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WARNING: this game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about SEIV strategys while operating heavy machinery. Do not begin learning SEIV without first making arrangments for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immeadiately (Do NOT show him the game!) |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Out of the options of Fyrons earlier post with “research from resource expenditure” - I also chose the most costly (1 from 4); however, from 12+ is wise indeed. We need to look for the possibilities of Tech-ing out before the game is even near completion - if research returns are too great. Moreover, will the need then arise to compensate with mundane and/or even more over redundant techs to fill excessive research accumulations. I have no doubts in Fyrons creativity for fresh and crisp new Tech generations http://forum.shrapnelgames.com/images/icons/icon12.gif so *more* may be very interesting http://forum.shrapnelgames.com/images/icons/icon6.gif [ August 06, 2004, 16:31: Message edited by: JLS ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Like research facilities, I would prefer to keep them costing only the primary resource. Also, I don't want them to be variable size with tech level (certainly not increasing), as that makes upgrading designs a hassle. I could make them cost 3200 minerals. That would both increase the build time and halve the research they make per resource...
Also, keep in mind that using them on larger bases is not really much more efficient, as you spend about the same amount of resources on Command & Control components per kiloton of base anyways. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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According to this, Magical and Physical RLs should cost 3200 minerals, but Organic RLs should cost 3200 organics. Quote:
And you still should consider limitation of RL's number per base: 2 massive bases filled with RLs have same research income as fully developed large scientifical planet (1 SY + 19 RC V). It's a research cheat, imho. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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[ August 06, 2004, 17:30: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Sorry, I'm especially dumb today, but anyway I can't understand a sense of this:
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Do you still think research labs are too productive, given their maintenance costs? [ August 06, 2004, 17:57: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Small Astral Base + 1B+5LS+2CQ+2RL: 7850/4675/700 + 400 research Massive Astral Base + 1 AC + 12 RL: 38400/21000/4000 + 4800 research ------------------------------------- MassiveBase/SmallBase = 4.89/4.49/5.71 + x6 research. It's always (well most time) more profitable to have big freaking base than small. Quote:
It's means that orbital research is a viable alternative to planet-based research! Now it will possible to reduce Intelligence to 50 for 2100 free RP, hmm. Do you think it worths to try? [ August 06, 2004, 18:14: Message edited by: aiken ] |
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