quote:
Originally posted by geoschmo:
Ooo, I just thought of an easier way. You edit the facilities.txt file so that research facilities produce an obcene amount of research points at the start of the game. Then after X turns you swith back to normal data files. Start with one planet as normal. But those 5 research facilities on it could be pumpong out 20K or even more per turn each. Whatever you want.
Geoschmo
I actually considered this and rejected it, because it gives more initial techs to those with advanced storage techniques (extra research facilities). Where as normally they'd only get a little extra in rate. [Actually I haven't verified this. Are the extra faicilites research or mineral? ]
However I have had no problem modifying the intial resource allocation in early verions of SEIV (haven't tried it in a while).
From what I understand the only code change required, would be to allow unused research points to accumulate. (Say for the first 5-10 turns, or with a 5% depreciation throughout the game). This should be a very minor code change and I've submitted it, but have not gotten a reply.
[ 04 January 2002: Message edited by: Lastseer ]
[ 04 January 2002: Message edited by: Lastseer ]