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-   -   organic consumption (http://forum.shrapnelgames.com/showthread.php?t=7234)

Puke August 31st, 2002 01:56 AM

organic consumption
 
ever since i joined this forum, about three years ago now, people have been wishing i would shut up and leave. wait, thats not what i was going to talk about.

people have been wishing that populations would consume organics, or require food to operate facilities, or something vaguely like that. I think geoschmoe just hit on the perfect way to simulate this, without any sort of hard code changes to the game.

when talking about making supply facilities cost resources to operate, it came up that they CAN produce a negative number of resources, and that using this method, they would cost more on high resource worlds and less on low resource worlds (in an infinite resource game).

now lets take the example of the Porportions mod. in the current mod, cities and cultural centers produce organics. I suggest that we change them to produce all of the things they currently produce (minerals, rads, research, intel) EXCEPT for organics, and that they produce a NEGATIVE number of organics based on their size. on a higher 'vlaue' world where they produce more of the other resources, they will "eat" more organics because people are "working harder." or however you want to look at it.

these cities would then have to be paid for by organics farms, and by remote asteroid farming.

oleg August 31st, 2002 02:53 AM

Re: organic consumption
 
The problem is that you will start wit NEGATIVE production values and very soon run into debit insolvency unless you start building a lot of farms ASAP.

Acidently, it is easier to mod in Proportions: leave Cultural centers to produce organics but make all low level facilities, like mineral miners to consume organics - it will imitate shiping of food and supplies from Homeworld to colonies ! http://forum.shrapnelgames.com/images/icons/icon7.gif

BTW, is it possible to assign negative values to research or inteligience ? I am thinking that once Deeply Religious Race builds a Temple to some fearsome God of destructioun, the scientific research on that planet should suffer...

Puke August 31st, 2002 02:57 AM

Re: organic consumption
 
not at all, you just create a 'homeworld organic complex of great homworldly porportions' or something like that, that is on the same scale as the homeworld cultural center (and just as hard to reproduce) and every homeworld will start with one of them.

if thats not enough, then mod the AI design types so that homeworld class planets will call for two or three organic production facilities. that way, some of your homeworld is open space and senerey, and you are not just this giagantic industrial hiveworld.

see? works perfectly.

geoschmo August 31st, 2002 03:59 AM

Re: organic consumption
 
This doesn't have to be just in proportions does it? You could do the same thing for regular facilities.

You know, this may even get factored by the population bonuses, so it may even cost more on high population worlds, making even more sense.

The only thing you can't get around is the fact that facilities on low organic planets would cost less than those on high organic planets.

Krsqk August 31st, 2002 04:22 AM

Re: organic consumption
 
Again, solar resource generation would work, except in systems with 0/2+ stars, and you wouldn't get the population "bonus."

This is the time to bug MM for those Supply Generation Apart From Any Outside Factors and Resource Generation Apart From Any Outside Factors abilities modders have wanted for so long.

Puke August 31st, 2002 10:42 AM

Re: organic consumption
 
yeah, i just used porportions as an example, because it has cities. it would work with anything.

regarding low organic worlds, the people on those worlds probably learn to do with less. just as people on high organic worlds get used to opulance. in any event, it should balance out.


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