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-   -   The Spice must flow (http://forum.shrapnelgames.com/showthread.php?t=3431)

Lord Kodos June 18th, 2001 02:09 AM

The Spice must flow
 
i was wondering is it possiblke to add new resources like could i give planets a spice value ala Dune?

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

raynor June 18th, 2001 02:50 AM

Re: The Spice must flow
 
No.

sunzoner June 18th, 2001 03:48 AM

Re: The Spice must flow
 
Can it be mod so that the universe produce no organic? Only one planet produce it....

Lord Kodos June 18th, 2001 05:09 AM

Re: The Spice must flow
 
oh well i geuss "the spice will not flow"

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Beck June 18th, 2001 05:12 AM

Re: The Spice must flow
 
Well you could use the map editor to create a galaxy in which only one or more planets produced organics by reducing the percentage of organics for each planet to zero. However each homeworld would produce organics as each start with percentages based on the Start game and not the percentages as indicated in the map editor. Further there would be an increase once research was advanced enough to allow resource converters and facilities that allow the increasing of the percentages of each of the resources but it would make organics a premium resouce.

DirectorTsaarx June 18th, 2001 07:18 PM

Re: The Spice must flow
 
You could also remove resource converters from the facility list to prevent using them to create organics. You'd probably also have to remove the Value Improvement Plants (or modify them so they don't increase Organics production).

Also, if you create starting planets in the map editor, can't you specify resource levels? I haven't upgraded to 1.35 yet because of the fighter bugs, so I haven't played with the map editor yet.

I'd also recommend allowing homeworlds to generate organics anyway, because otherwise it would be too difficult to build anything. The justification could be spice stockpiles and/or some rudimentary level of spice trade.

Beck June 18th, 2001 10:27 PM

Re: The Spice must flow
 
You can specify resource percentages in the map editor. However the setting used during the game setup overrides any levels preset on a map for the planets selected as homeworlds. You could set the limits to 250% and set the world as the one you want to start from. Start the game with average homeworlds and the percentages will reflect that average setting and you will get a homeworld with percentages of 103% instead of the 250% preset using the map editor.

DirectorTsaarx June 18th, 2001 10:28 PM

Re: The Spice must flow
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Beck:
You can specify resource percentages in the map editor. However the setting used during the game setup overrides any levels preset on a map for the planets selected as homeworlds. You could set the limits to 250% and set the world as the one you want to start from. Start the game with average homeworlds and the percentages will reflect that average setting and you will get a homeworld with percentages of 103% instead of the 250% preset using the map editor.<HR></BLOCKQUOTE>

That's a little painful. But I guess it prevents abuse (setting your own planets to 250% and everyone else to 0%).

Mark Walton June 19th, 2001 12:03 AM

Re: The Spice must flow
 
How I would do "spice" production:

Create a new racial tech for Spice

Make it allowable only to one particular AI race, a neutral which never creates colony ships (players would have to be told not to choose it)

Make facilities which can only be created with the spice tech tree (doing whatever you need, make it valuable)

NOW the only way for a player to get access to those facilities is to ally with the neutral or take them over, bomarding the world would be pointless (except to deny the failities to others)

Of course there is a sneaky exploit loophole with this, to create extra spice worlds, but I'm not telling what it is

My suggestions for facilities:

1. Increased Population rate
2. Increased physical fitness creating better combat abilities
3. Feeling of tyranical oppression, increasing population happiness
4. Increased value and conditions
5. Decreased population happiness causing increased chance of rebellion and splitting from empire, accompanied by rapid weight loss

These would of course be known as (in order) baby spice, sporty spice, scary spice, posh spice and ginger spice.

(Based on notes I had for my old Full Thrust campaign system)



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