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-   -   Resource generation by units in cargo (http://forum.shrapnelgames.com/showthread.php?t=11421)

Spoo February 23rd, 2004 09:29 PM

Resource generation by units in cargo
 
In the upcoming patch, it will supposedly be possible to make components that generate minerals, research, etc. I assume that these components will work on untis in space, since remote miners work on sats. My question is, will these new abilities work in cargo? In other words, can I mod "weapons platforms" that generate research points and use them on my planets? Would they also work in the cargo bay of a transport? I think that the idea of portable cities that work just as well on a planet as in a base would be pretty nifty.

narf poit chez BOOM February 23rd, 2004 09:36 PM

Re: Resource generation by units in cargo
 
use cargo space instead of facility space...different sizes of facility's...

geoschmo February 23rd, 2004 09:40 PM

Re: Resource generation by units in cargo
 
Quote:

Originally posted by narf poit chez BOOM:
use cargo space instead of facility space...different sizes of facility's...
<font size="2" face="sans-serif, arial, verdana">Ooooooooo. Interesting idea.

Loser February 23rd, 2004 09:50 PM

Re: Resource generation by units in cargo
 
Quote:

Originally posted by narf poit chez BOOM:
use cargo space instead of facility space...different sizes of facility's...
<font size="2" face="sans-serif, arial, verdana">If this is possible, Facility space can be conserved for a few special things that your non-Weapon Platforms can't do, like Space Yard, Space Port, Traning Facilities, Extra Cargo, Resource Storage... well, not all that 'few'.

Anyway, in such a mod you could restrict the number of facilities that will fit on a planet, in order to foce the player to take advantage of the few slots they have. Since they won't need those slots for Mineral Miners, Research Centers and Intellegence whatever-they-ares (which is for what, empire wide, what most facility slots are used), they won't need so many.

narf poit chez BOOM February 23rd, 2004 09:54 PM

Re: Resource generation by units in cargo
 
Quote:

Originally posted by geoschmo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by narf poit chez BOOM:
use cargo space instead of facility space...different sizes of facility's...

<font size="2" face="sans-serif, arial, verdana">Ooooooooo. Interesting idea. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">it's one i've had for a while. allows more diversety.

however, if unit resource production is fixed instead of working of the planet values, it could introduce some lack of variation. which may not be all bad. assuming it's possible in the first place.

Deathstalker February 23rd, 2004 10:22 PM

Re: Resource generation by units in cargo
 
hmmmmm....could we then have troops that could be 'farmers', 'scientists' etc and generate points....could be interesting.

Loser February 23rd, 2004 10:31 PM

Re: Resource generation by units in cargo
 
Can we get an answer from a beta tester?

Will the resource-generating attribute work on Units?

Will it work on Units while in cargo?

Puke February 23rd, 2004 10:39 PM

Re: Resource generation by units in cargo
 
im guessing that this wont work. mainly because of how sats work - if you have hyper optics on a sat, it wont show you anything while its in ship or planetary cargo. but when its deployed in space, it shows you cloaked ships.

I would immagine that other things are the same way. maybe you could make research generating sats, and launch them into space. I wonder if they would pickup % bonuses for planets or asteroids that they are over, without reducing them because of remote mining?

Paul1980au February 24th, 2004 12:59 AM

Re: Resource generation by units in cargo
 
Perhaps low orbit research and intel facilities ? interesting perhaps a penalty on those planets where they are in orbit.

Perhaps a cap could be placed on the amount of research and or intel projects could be placed in each empires territory or even in individual systems.

Also perhaps a higher maintence cost for such components. Its interesting or just allowing them on bases only. ?

dogscoff February 24th, 2004 10:07 AM

Re: Resource generation by units in cargo
 
Or allow modders to attach production modifiers to map objects, so that for a ship-borne research facility to be really effective it needs to be in orbit around an interesting star/ in a black hole system etc.

Or ship-borne intel gets a bonus when in orbit above an enemy planet, leading to cloaked recon ships...


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