.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old August 31st, 2002, 01:56 AM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default 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.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
  #2  
Old August 31st, 2002, 02:53 AM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default 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 !

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...
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #3  
Old August 31st, 2002, 02:57 AM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default 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.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
  #4  
Old August 31st, 2002, 03:59 AM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default 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.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #5  
Old August 31st, 2002, 04:22 AM
Krsqk's Avatar

Krsqk Krsqk is offline
Lieutenant Colonel
 
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
Krsqk is on a distinguished road
Default 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.
__________________
The Unpronounceable Krsqk

"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
Reply With Quote
  #6  
Old August 31st, 2002, 10:42 AM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default 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.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:23 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.