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				April 12th, 2004, 01:34 AM
			
			
			
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				 resource percentages 
 Is there any way to control what the resource percentages will be on planets when the map is generated?  Is it possible to lower or raise a particular resource or eliminate one completely?
 Slick.
 
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				April 12th, 2004, 01:39 AM
			
			
			
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				 Re: resource percentages 
 Nope. There is only the global min and max settings. No settings for individual planets at all.    |  
	
		
	
	
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				April 12th, 2004, 01:40 AM
			
			
			
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				 Re: resource percentages 
 Darn it!  I was thinking of a great mod idea.  Oh well, thanks anyway.
 Slick.
 
 [ April 12, 2004, 00:41: Message edited by: Slick ]
 
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				April 12th, 2004, 07:25 PM
			
			
			
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				 Re: resource percentages 
 Can't you set them in the map editor? 
				__________________Assume you have a 1kg squirrel
 E=mc^2
 E=1kg(3x10^8m/s)^2=9x10^16J
 which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
 Fear the squirrel.
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				April 12th, 2004, 09:26 PM
			
			
			
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				 Re: resource percentages 
 
	Sure can.Quote: 
	
		| Originally posted by Spoo: Can't you set them in the map editor?
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 If you're unemployed or like torture.
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				April 12th, 2004, 09:57 PM
			
			
			
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				 Re: resource percentages 
 Yes, but that does not work well at all for random maps.    |  
	
		
	
	
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				April 12th, 2004, 10:12 PM
			
			
			
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				 Re: resource percentages 
 Another way to look at it is to drastically change the cost of things for one particular resource.  What I was thinking is to make a mod where one resource, say organics, is extremely rare.  Either it would be rare across the board or non-existant on 95% of the planets and rich on the remaning 5%.  Competition for this rare resource would add another facet to the game.
 Then, if you decided to take a chance, you could build some extremely powerful components/facilities using this rare resource.  Or you could be safe by building normal components/facilities using other resources, but these would be far less powerful.
 
 The same effect could be achieved by making the new components/facilities and significantly raising the cost of organics on them.
 
 No, I don't want to manually edit a map for this effect.
 
 Just a thought.
 
 Slick.
 
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				April 12th, 2004, 10:13 PM
			
			
			
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				 Re: resource percentages 
 You could make organic facilities produce very little, rather than fiddling with tons of organic costs across the board. |  
	
		
	
	
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				April 12th, 2004, 10:16 PM
			
			
			
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				 Re: resource percentages 
 Hmmm.  Possibly, but I'd still have to remove the organic cost to regular components/facilities.  Not many of those, though.  I'll think about this some more.
 Slick.
 
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				April 12th, 2004, 10:22 PM
			
			
			
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				 Re: resource percentages 
 I'd imagine that radioactives would be the more exotic resource of the three...
 Reducing it's cost will act as a limiting agent moreso in ship design than organics since it is more important in higher tech components.
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