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				November 15th, 2003, 09:55 PM
			
			
			
		  
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				Re: Sweet Mod 2.1
	
			 
             
			
		
		
		
		A related question:  what's the best way to balance the amount of resources an empire makes from its homeworlds?  For example, what's the best way to give a homeworld an extra 2k Organics and Rads each turn? 
 
I tried the minimum income thing in settings.txt, but that didn't seem to do anything.  And I didn't see a way to change the distribution of resource gathering facilities.  If I make a special homeworld only facility (like a super-expensive spaceport that generates 2k organics and 2k rads), how do I prevent the ai from trying to build those spaceports all over the place? 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 15th, 2003, 09:58 PM
			
			
			
		  
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				Re: Sweet Mod 2.1
			 
             
			
		
		
		
		Make the HW facilities come first in the file, and make the normal miners more "advanced" (ie: require more tech levels, even if many of those levels are redundant, such as two entries for Minerals Extraction 1). 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 16th, 2003, 02:23 AM
			
			
			
		  
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				Re: Sweet Mod 2.1
			 
             
			
		
		
		
		
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				Originally posted by tesco samoa: 
3) Added .  All ships, bases now have cost in all 3 resources as follows.  Organics is 10% of mineral.  Rads are 20% of mineral.  This is an experiment to see if it adds to resource balance in the game.
			
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 I don't think that will make much of a difference... even a Baseship hull only costs 1500 minerals, so what's another 150 organics and 300 radioactives compared to the cost of the components?      
 
 
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				4) changed -  Solar sails bonus movements are now 2 , 4 , 6
			
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 Back to 2/4/6? I thought you changed them to 1/2/3 at my suggestion... remember, with QNP, it can take a whole lot more than 20kT of engines to get those movement points!    
		
	
		
		
		
		
		
		
			
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				November 16th, 2003, 06:34 AM
			
			
			
		  
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				Re: Sweet Mod 2.1
			 
             
			
		
		
		
		
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				I tried the minimum income thing in settings.txt, but that didn't seem to do anything.
			
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 If you generate 1 resource, you do not get the minimum empire generation. You only get that if you make absolutely no resources (on your own, not from trade treaties). 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 16th, 2003, 06:54 PM
			
			
			
		  
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				Re: Sweet Mod 2.1
			 
             
			
		
		
		
		Nodachi it seems i found another bug in the 1.74 david g modder... 
 
It removed the Shields := line from the text file. 
		
	
		
		
		
		
		
		
			
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He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly 
			  
		
		
		
		
		
		
	
		
		
	
	
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				November 16th, 2003, 11:29 PM
			
			
			
		  
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				Re: Sweet Mod 2.1
			 
             
			
		
		
		
		Ah, an outside source caused the error! 
I figured it was either that or a 3am modding session!     
		
	
		
		
		
		
		
		
			
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				November 17th, 2003, 02:01 AM
			
			
			
		  
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				Re: Sweet Mod 2.1
			 
             
			
		
		
		
		
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				 quote:
  
4) changed -  Solar sails bonus movements are now 2 , 4 , 6[/qb]
			
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 Back to 2/4/6? I thought you changed them to 1/2/3 at my suggestion... remember, with QNP, it can take a whole lot more than 20kT of engines to get those movement points!         Personally, I reccommend having the sails produce standard movement. 
Less speed per KT than normal engines, but they would use up zero supplies and be fairly inexpensive. 
 
Makes for an alternate and compatible propulsion paradigm.  Most useful for infinite-range scouts and local freighters on repeat orders, while warships that need peak efficiency speed generators can use regular engines. 
  
 [ November 17, 2003, 00:01: Message edited by: Suicide Junkie ] 
		
	
		
		
		
		
		
		
			
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