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January 18th, 2007, 02:00 PM
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Re: Bugs ?
I can tell its been a long time since you played. Crew from planets was cut in favor of streamlined rules. You just build and go now. They figured that since you must have a supporting population medium size or larger to build ships the crew you need will be there already.
SE5 Crew and Control are set by me. Take a look at SJ's GGMod. He has a very complex crew system. As for the crew/planet portion of your question I don't know of anyway to tie the two together outside of the fact you need to build facilities. Limiting the crew points to only the system they are produced in is not possible. SE5 will not restrict the ability the SpacePort uses. In other words I can't tell it to ship only organics and MCs but not personnel. In this case I won't need to rely on handwaveum to explain what is going on. This is an interstellar empire so populations and crews are going to be shipped about. Not by canon but if I was going by canon I would have to restrict the ShipYard Component to only planets with certain populations. That won't happen!
My ideas for a facility are "University" which produces trained personnel for crews. I was also thinking of "Military Academy" which would have half the production of the University, cost twice as much, but provide the training ability in conjunction to the resource production. I am thinking of taking out all the production ability though, with the conversion to MC land is no longer in shortage. If I can ever get this planet generation sorted that will change the land surplus some. But I still need to get the right ratios of available space to planet size sorted out.
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January 18th, 2007, 02:25 PM
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Resource Changes
Here is a capture of the change over to the MC system. Ok I know it isn't greatest but at least you can read the letters. I think they are a wee bit to large.

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January 18th, 2007, 02:56 PM
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Next Patch to SFTC
I didn't have plans to post what is on the next patch until I had it ready to go. However, considering the recent discussion over Retro-Construction I decided to post this:
2. Added -- Components may now be sorted by clicking “Filter Comps” in the “Create Design” Window. Options for sorting are “All Components”, “HT 1”, “HT 2”, so forth up to “HT 16”, and “Required” as in components that are required on most but not all designs.
That will make the design portion of normal and retro-construction much easier.
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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 18th, 2007, 04:09 PM
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Re: Next Patch to SFTC
I will need suggestions as to how many people would work in the following facilities:
Space Yard
Space Port
Resupply Depot
Industrial Complex
Organics Farm (I spelled Orgasmic first  ; glad I caught that one)
Research Center
Forward Supply Base
University
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 18th, 2007, 04:51 PM
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Re: Next Patch to SFTC
Organics Farm (I spelled Orgasmic first ; glad I caught that one
ya should have left it in
other then that why does se4 have up to lvl HT18 in it 
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January 18th, 2007, 06:26 PM
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Re: Next Patch to SFTC
Quote:
Ironmanbc said:other then that why does se4 have up to lvl HT18 in it
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I'm afraid you lost me here. SE4 has level HT18 what? The SFTC goes to level HT16 for hull sizes, industrial output, and tech area satisfaction for some components. The SFTC-Lite only goes to HT16 and that is for hull sizes and industrial output. Is that what you meant?
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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
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January 18th, 2007, 07:34 PM
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Re: Bugs ?
Well if you change Rads to Crew, then you will have to consider what creates crew on planets. So far I assume you mean facilities. But as it stands now planets can produce the three different resources, so you would have to change or remove the reference to Rads from all of the planet/system creation crap. Plus can the planetary 'resource percentage' boost the output of 'crew'? I mean it all sounds good in theory and on paper, but will it actually work in the end...I still think that Aaron needs to gives a bit more control on changing and implementing resources. If a modder wants one, or 10 it should be an option, and being able to change the name to whatever is appropriate would be nice as well...without having to go in and change Icons and pics and such...
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January 18th, 2007, 07:44 PM
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National Security Advisor
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Re: Bugs ?
How exactly do you propose to change the resource without changing the picture? It'd be a little odd to have a radiation symbol hanging around if radioactive have been replaced by something else.
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January 18th, 2007, 07:59 PM
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Shrapnel Fanatic
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Re: Bugs ?
Changing the symbol is easy.
The planetary value would involve how well the local people take to space work. Think combinations of local gravity, culture, tech utilization, etc. Universities could improve the value via education. Extraction/Recruitment centers would probably reduce the value, since they're skimming off officers.
Or if you want the resource to be more general "work", then the value would be the economic efficiency of the colony. Work storage facilities would be vacation centers and amusement parks (When not needed, people "take vacations" (filling storage), then later they "work overtime")
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January 18th, 2007, 08:55 PM
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Brigadier General
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Re: Bugs ?
Ya, what he said.  I know it won't model a resource "Personnel" efficiently. And while I agree with you Kana, that it would be nice to have that level of control over a new resource we don't. So I will have to use what I... have(?). Now as SJ said I am going to change the icon from rad. I discussed this in an earlier post. I also posted a pic of the change from Minerals to "MC". Changing the pic is really no challenge at all. Now if David can get me a nice pic to use. I don't plan on this resource being "crew" it will be more abstract like crew/workers. I have no plans to implement a complex system of entertainment centers, el etc. I prefer the simple and straightforward. Universities will produce the crew/workers. Storage is arbitrary as I can't set it to zero. Likewise there is no way to control the reduction in workers (Rads) when finite resources is on. If it is really that important to have an explanation as to why the resource is decreasing than say it is apathy. Over the years people grow more apathetic to work and want the machines to do it all while they sit in front of the Smell-O-Vision. It's just a game and there are limits. Some handwavium will be introduced into the system and most players won't care about the whys after a turn or two; if they ever did in the first place. As for the resource being affected by Rad/Personnel percentage so what? You can't say every city in your state produces the same number of graduates; between state-to-state maybe; how about country-to-country? No than how about from planet-to-planet.
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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