.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Adding maintenance to buildings (http://forum.shrapnelgames.com/showthread.php?t=2090)

raynor February 27th, 2001 03:19 PM

Re: Adding maintenance to buildings
 
Right now, only ships/bases pay maintenance. In order for maintenance to be required on facilities, this would require a fundamental alteration in the game engine by Malfador.

dmm February 27th, 2001 04:04 PM

Re: Adding maintenance to buildings
 
You could impose a requirement on yourself (and like-minded human players) that facilities be supported by ships. For example, every five facilities would require an escort filled with cargo bays. That would impose a maintenance cost.

But the AI won't oblige you.

Nitram Draw February 27th, 2001 10:14 PM

Re: Adding maintenance to buildings
 
Would it be possible to give a building the resource generation ability and have the number of resources generated be negative?

[This message has been edited by Nitram Draw (edited 27 February 2001).]

Puke February 27th, 2001 10:20 PM

Re: Adding maintenance to buildings
 
>Would it be possible to give a building the resource generation ability

yes.


>and have the number of resources generated be negative?


maybe, have to try it. if you CAN, then the maintnance for the building would be worse on a happy, high population, high resource percentile planet than it would be on a poor one. which would suck. also, your resource bonus from your race would work against you, and your maintnance bonus would have no effect. sort of lame.

Nitram Draw February 27th, 2001 11:33 PM

Re: Adding maintenance to buildings
 
Yes that is true you would pay more because it is a percentage modified by bonuses. I was thinking of small numbers that would add up over the course of time.
I look at it this way:
A happy planet is more wasteful, not to concerned with conservation, things are good.
A planet with low organic or radioactives has learned to operate efficiently, given they have to live on the planet with the low resources so they would pay less actual resources.
A planet with high resources has huge companies controlling the resources. I don't think the intergalactic Version of Exxon/Mobil will hose us any less than they do now.
Also, it would give me a reason to build organic farms. Don't seem to use much organics unless I pick the organic trait.

Nitram Draw February 28th, 2001 02:45 AM

Adding maintenance to buildings
 
Is it possible to assign a resource usage to a facility to cover the costs associated with operating the building? This would simulate the food for the workers, power usage etc.



All times are GMT -4. The time now is 05:45 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.