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resource percentages
Is there any way to control what the resource percentages will be on planets when the map is generated? Is it possible to lower or raise a particular resource or eliminate one completely?
Slick. |
Re: resource percentages
Nope. There is only the global min and max settings. No settings for individual planets at all. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: resource percentages
Darn it! I was thinking of a great mod idea. Oh well, thanks anyway.
Slick. [ April 12, 2004, 00:41: Message edited by: Slick ] |
Re: resource percentages
Can't you set them in the map editor?
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Re: resource percentages
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If you're unemployed or like torture. http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: resource percentages
Yes, but that does not work well at all for random maps. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: resource percentages
Another way to look at it is to drastically change the cost of things for one particular resource. What I was thinking is to make a mod where one resource, say organics, is extremely rare. Either it would be rare across the board or non-existant on 95% of the planets and rich on the remaning 5%. Competition for this rare resource would add another facet to the game.
Then, if you decided to take a chance, you could build some extremely powerful components/facilities using this rare resource. Or you could be safe by building normal components/facilities using other resources, but these would be far less powerful. The same effect could be achieved by making the new components/facilities and significantly raising the cost of organics on them. No, I don't want to manually edit a map for this effect. Just a thought. Slick. |
Re: resource percentages
You could make organic facilities produce very little, rather than fiddling with tons of organic costs across the board.
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Re: resource percentages
Hmmm. Possibly, but I'd still have to remove the organic cost to regular components/facilities. Not many of those, though. I'll think about this some more.
Slick. |
Re: resource percentages
I'd imagine that radioactives would be the more exotic resource of the three...
Reducing it's cost will act as a limiting agent moreso in ship design than organics since it is more important in higher tech components. |
Re: resource percentages
How about putting the ability on infantry-style troops?
You'd then ship cargo bays full of scientists, farmers and whatever off to your new colonies where there is room to work. |
Re: resource percentages
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Re: resource percentages
Does the 'Points Generation' work on planets??
If so you could mod the files so could have random planets that generate a set amount of points (and even different levels). |
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