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Starting Resources
I think I'm missing something.
When you start a new game, if you set the starting resources to 100,000, as far as I can tell you still only have storage for 50,000. After the first turn you lose all but 50,000 of each. This looks like either a bug, a stupid feature, or something I'm missing. Is there any way to keep the starting resources?? |
Re: Starting Resources
It's not exactly the most well thought out game option is it? http://forum.shrapnelgames.com/images/icons/icon12.gif
It makes more sense, and I have only seen it used for, games with ten starting planets. There at least you have a chance of using a large portion of the resources before they go away. Also you can ignore the resources and just think of it as a way to get a bigger boost to research at the game start, since you get the same number of those ponts as the other. I think that's probably what was intended for anyway. But you can modify the settings.txt if you'd like and increase everyone's storage limit. </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Minimum Empire Point Storage := 50000</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Just change that to 100k, or whatever you want. Geoschmo [ July 08, 2002, 18:23: Message edited by: geoschmo ] |
Re: Starting Resources
out of curriosity do you get 100k intel points (that could be stored in a bunch of lvl 1) for posterity?
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Re: Starting Resources
Quote:
Suggestion for SE V: have separate settings for starting resources and research points. |
Re: Starting Resources
You cannot start Intelligence Projects until you meet another empire, no matter how many you generate.
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Re: Starting Resources
You DO get bonus Intel points on your first turn. But Unless another empire starts in-system with you, you can't use them. As was pointed out, you must be in contact with another race to run any intel project. That includes counter-intel.
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