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July 13th, 2004, 10:32 PM
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Sergeant
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Join Date: May 2002
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Facilities with negative effects
I've been tossing around ideas about creating facilities with big benefits, but they also create some negative effects as tradeoffs, like contaminating a planet's environment, reducing the reproduction rate of a planet (ie: increasing death rate), or making people in the system unhappy.
But I've tried creating these and the negative effects dont seem to work.
Anyone have any ideas?
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July 13th, 2004, 10:41 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Facilities with negative effects
Some (all perhaps?) abilities should accept negative values. And another problem is that only the best value is taken into account for a planet/system for any ability.
For example, let's say you make an Intelligence Center that reduces happiness by 2% per turn in the whole system. If the player builds an Urban Pacification Center I (increasing happiness by 1% per turn in the system), the happiness hit from the Intelligence Center will not matter.
I am not sure if this will be suitable for your purposes. You may also want to add a negative resource generation ability on some facilities, forcing the player to pay for them. The "Point Generation" ability will probably not show up in the Empire balance though... (It doesn't if you put in on a component; I don't know if it is the same if you add this ability on a facility)
[ July 13, 2004, 22:01: Message edited by: Alneyan ]
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July 13th, 2004, 10:58 PM
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Shrapnel Fanatic
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Re: Facilities with negative effects
Most facility abilities do not accept negative values. Some, such as value improvement, do. But most do not.
[ July 13, 2004, 21:59: Message edited by: Imperator Fyron ]
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July 14th, 2004, 09:54 AM
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Lieutenant General
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Re: Facilities with negative effects
you can have negative point production. I modded this once so that most facilities consumed organics. farming planets were needed to feed the empire.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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July 14th, 2004, 02:14 PM
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First Lieutenant
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Re: Facilities with negative effects
Puke, wich ability you used to make the facilities use organics? Can you post an example?
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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July 14th, 2004, 02:24 PM
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General
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Re: Facilities with negative effects
The ability is the point generation ability introduced by the 1.91 patch. For example (as taken from the SJ mod):
Ability 3 Type := Generate Points Organics
Ability 3 Descr := Requires 100k Full-Time workers.
Ability 3 Val 1 := -100
Ability 3 Val 2 := 0
Ability 4 Type := Generate Points Radioactives
Ability 4 Descr := Consumes 100 Megawatts during operation.
Ability 4 Val 1 := -100
Ability 4 Val 2 := 0
This ability doesn't show on the Empire status screen though (nor does it show up on the planet production level). But you could use the Solar Resource Generation for the same purpose, if you removed all binary, trinary (and so on) systems.
[ July 14, 2004, 13:38: Message edited by: Alneyan ]
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