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  #11  
Old March 22nd, 2001, 12:47 PM

Lemmy Lemmy is offline
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Default Re: Suggestions for better AI resource management and better Ground combat

quote:
Originally posted by DirectorTsaarx:
Too bad a resource storage component requires a code change by MM. We've been asking for this (and for resource generation components) for a while now...


why is that, isn't it possible to add it in components.txt,
i'm not a experienced modder, but from what i've seen in the txt file it should be possible,
a component with a storage ability?

and another thing, while i was looking in the txt files i also took a look a the pictures, there are quite few that are never used in the game, i can remember one that is between the normal shield generator and the phased shield generator, does MM has plans for these pics, new components, there were also 6 engines and there are only 4 in the game.
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  #12  
Old March 22nd, 2001, 01:24 PM

Lemmy Lemmy is offline
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Default Re: Suggestions for better AI resource management and better Ground combat

"-You'd hafta build the hull, engines, vehicle control components in order to get these storage bases/ship"

yep that's right, so it would make more sense to make it the same cost
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  #13  
Old March 22nd, 2001, 03:14 PM

Lemmy Lemmy is offline
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Default Re: Suggestions for better AI resource management and better Ground combat

doh!
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  #14  
Old March 22nd, 2001, 05:07 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Suggestions for better AI resource management and better Ground combat

quote:
Originally posted by Q:
I learned this when I created a component that would reduce the chance of success of enemy intelligence operation in a system. It was very nice but had absolutly no effect. I am not 100% sure but I think generally abilities for facilities will not work in components and vice versa. It's a pity!


I thought some of the modders discovered that the "system-wide" abilities are supposed to work in components; just not the other abilities. Maybe it's only certain system-wide abilities? (In particular, I thought someone got a production bonus ability to work). Oh well...
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  #15  
Old March 22nd, 2001, 05:18 PM
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Default Re: Suggestions for better AI resource management and better Ground combat

Note: If you think that I'm going to pay maintenance on a resource storage base for 100 turns, you're sadly mistaken.
Mothballed ships can still store stuff, so I'm just gonna have a pile of mothballed stations full of mineral storage!

The cost will be a one-time thing, just like the planetary facility, but it won't take up planet space, and will be more vulnerable to attack (maybe make 'em 50% armor, 40% storage 10% control?)
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  #16  
Old March 22nd, 2001, 06:16 PM
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Default Re: Suggestions for better AI resource management and better Ground combat

How about a special base hull for the storage components? With a 100% maintenance reduction? Force the components to be 80% storage, maybe an 80% reduction in combat abilities (to prevent its use/abuse as a defense or attack base). If you could make it have negligible effect on score, that would be good too.
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  #17  
Old March 22nd, 2001, 08:02 PM
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Default Re: Suggestions for better AI resource management and better Ground combat

Personally, I'm opposed to moving most planetary abilities to components. I think the limited facility space on planets is a big part of the strategic decision making involved in the game. Do you build more resource production facilities or do you build more storage facilities? With limited space on your planets, this is a decision you must make.

The counter-weight to this argument is the maintenance you would have to pay for any storage ships. If you have to pay the typical maintenance, you are probably still going to build most of your storage on planets. But, if you take away the maintenance? I think I would probably build a new storage base around my homeworld every couple of turns the entire game. IMHO, that would be the same as having unlimited storage, wouldn't it?
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  #18  
Old March 23rd, 2001, 02:12 AM
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Default Re: Suggestions for better AI resource management and better Ground combat

LemmyM you can create a component with an ability that is used for facilities and you can build a ship or base with this new component...

but...

the component will have no effect!

I learned this when I created a component that would reduce the chance of success of enemy intelligence operation in a system. It was very nice but had absolutly no effect. I am not 100% sure but I think generally abilities for facilities will not work in components and vice versa. It's a pity!
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  #19  
Old March 23rd, 2001, 04:33 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Suggestions for better AI resource management and better Ground combat

quote:
Originally posted by raynor:
Personally, I'm opposed to moving most planetary abilities to components. I think the limited facility space on planets is a big part of the strategic decision making involved in the game. Do you build more resource production facilities or do you build more storage facilities? With limited space on your planets, this is a decision you must make.

The counter-weight to this argument is the maintenance you would have to pay for any storage ships. If you have to pay the typical maintenance, you are probably still going to build most of your storage on planets. But, if you take away the maintenance? I think I would probably build a new storage base around my homeworld every couple of turns the entire game. IMHO, that would be the same as having unlimited storage, wouldn't it?



Actually, even if you don't have "Resource Storage" in the game as a component ability you are still storing resources by building bases over your space yard equipped planets and mothballing them. Make sure to research "Resource Manipulation" to get the Ultra-recycling Facilities before you go scrapping many of them, or you'll get less return on your investment that you could.

Additionally, I've added a "Total ConVersion" Facility as a Unique Ruins tech in my game. This is a 'Star Trek' type tech that lets you synthesize anything. It gives resource conVersion at zero loss and 100 percent recovery of the value of scrapped vehicles or units. When you get THIS you are really set. You can store with 100 percent efficiency!
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  #20  
Old March 23rd, 2001, 09:06 AM

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Default Re: Suggestions for better AI resource management and better Ground combat

You know I acutally started this topic for ways to help the AI. Making new cool components is great, but it probably won't help the AI. I feel that if the AI builds storage, or gets storage by building other facilities, it would make the AI stronger in the middle and end games. Since the ground combat as been ignored, I started a separate topic with my thoughts on how to improve the ground combat engine in a zipped word document. Thanks for all the interest
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