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April 12th, 2004, 01:34 AM
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Brigadier General
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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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Slick.
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April 12th, 2004, 01:39 AM
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Shrapnel Fanatic
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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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Brigadier General
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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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Slick.
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April 12th, 2004, 07:25 PM
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First Lieutenant
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Re: resource percentages
Can't you set them in the map editor?
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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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National Security Advisor
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Re: resource percentages
Quote:
Originally posted by Spoo:
Can't you set them in the map editor?
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Sure can.
If you're unemployed or like torture. 
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April 12th, 2004, 09:57 PM
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Shrapnel Fanatic
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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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Brigadier General
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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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Slick.
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April 12th, 2004, 10:13 PM
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Shrapnel Fanatic
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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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Brigadier General
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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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Slick.
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April 12th, 2004, 10:22 PM
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National Security Advisor
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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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