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April 27th, 2003, 11:47 AM
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Private
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Join Date: Mar 2003
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Re: minerals, a game design decision
I could see the logic behind including rads in tech research, but I'd think more minerals would be used rather than organics.
In regards to the imbalance tho, I really like that it's skewed, as later on in the game, especially if its been modded with the likes of Proportions because its more realistic that way, it tends to be more rad usage than mineral. I'm sure a bare bones spaceship wouldnt require THAT much rads to make, while one with a quatum generator and a cloaking field would be much more epxensive.
[ April 27, 2003, 10:48: Message edited by: Xiodos ]
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April 27th, 2003, 12:51 PM
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Brigadier General
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Re: minerals, a game design decision
Mineral planets are the best!
On a serious note, the more balanced the resource usage is, the more likely it is that the AI will get 'resource screwed', because it misses one resource and will be stalled for a time.
Rollo
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April 27th, 2003, 02:49 PM
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Shrapnel Fanatic
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Re: minerals, a game design decision
Slick:
Actually, P&N (and other mods) makes different types of weapons and components coist different types of resources, not jsut make them all equal. You have to make design decisions based off of available resources, not just techs.
Quote:
Originally posted by klausD:
Maybe a solution could be to mod several "normal" tech branches (not race related) which use rad and organics more than other type of resources
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Check out Adamant Mod. 
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April 27th, 2003, 03:24 PM
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Lieutenant Colonel
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Re: minerals, a game design decision
Slick: Not speaking of putting the same amount of resources for each components. This would be equal to having one resource.
I wondered why you dont have to make design / research decision based on the variable availability in the 3 resources, and not on the quantity of minerals you have at hand.
For example (I dont master the tech tree, so my examples wont be totally relevant to the SE IV tech tree) :
a player is not able to extract many radioactive. If choose to not develop say quantum reactors because they ask for much rad, and instead use solar sails and ramscoop engines.
A player possesses a lot of organic. He chooses to give a strong emphasize in troops and boarding partie ships.
Or you lack in the minerals department. You cease to build minerals hungry 'solid' missiles and build photon torpedoes.
just some thoughts. There is a whole new set of design decisions that could have come from this. As of now minerals rulez 
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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April 27th, 2003, 04:17 PM
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Lieutenant Colonel
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Re: minerals, a game design decision
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April 27th, 2003, 06:13 PM
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Corporal
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Re: minerals, a game design decision
Imp fyron,
thanks for the tip. Is it possible to play adamant mod SP and classic turn based? (I can remember I read somewhere that its just for MP or so)
klausD
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April 27th, 2003, 07:25 PM
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Sergeant
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Re: minerals, a game design decision
Remember too that this imbalance can be an advantage in itself, especially when it comes to organic races. Having much of your design based on organic components can cut a few turns off of your build time and that can make a big difference.
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I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
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