Re: Slow down exploration speed in AICampaign/PROPORTIONS
Thinking about the spaceyard component tweaks. I understand the restriction of organic output to let's assume 50% or maybe 25% to circumvent the 1turn colonizer builds. It should be harder to clone or replicate organic material in space anyway, but not too much because of the organic races (org. armor and such) should not be screwed up with it. Another possibility could be to increase the organic needs of a colony pod AND additionally decrease of SY organic output by 50%. I mean, a colony pod could use some more than 2000 org vs. 3500 min.
PvK, was it intended to use SY components on transporters (cargo capability in question), or is it a kind of compromise?
oleg, I am going to look into your ship designs and some AI usage out of the simulation test also, but I appreciate if you provide any comments regarding SY component usage of the AI.
After >60 years all of the WP opening races are lacking minerals, organic cargo is full (as expected). All right, SM ships are expensive. A soulHunter Planet creator has been built with a religious talisman (no weapons), 17K min maintenance costs.
[ March 05, 2003, 20:15: Message edited by: PsychoTechFreak ]
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