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-   -   resource percentages (http://forum.shrapnelgames.com/showthread.php?t=11851)

Slick April 12th, 2004 01:34 AM

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.

Fyron April 12th, 2004 01:39 AM

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

Slick April 12th, 2004 01:40 AM

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 ]

Spoo April 12th, 2004 07:25 PM

Re: resource percentages
 
Can't you set them in the map editor?

Captain Kwok April 12th, 2004 09:26 PM

Re: resource percentages
 
Quote:

Originally posted by Spoo:
Can't you set them in the map editor?
<font size="2" face="sans-serif, arial, verdana">Sure can.

If you're unemployed or like torture. http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron April 12th, 2004 09:57 PM

Re: resource percentages
 
Yes, but that does not work well at all for random maps. http://forum.shrapnelgames.com/images/icons/icon9.gif

Slick April 12th, 2004 10:12 PM

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.

Fyron April 12th, 2004 10:13 PM

Re: resource percentages
 
You could make organic facilities produce very little, rather than fiddling with tons of organic costs across the board.

Slick April 12th, 2004 10:16 PM

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.

Captain Kwok April 12th, 2004 10:22 PM

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.


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