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April 12th, 2004, 10:12 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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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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Join Date: Jul 2001
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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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Join Date: Apr 2002
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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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Join Date: Oct 2001
Location: Toronto, Canada
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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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April 14th, 2004, 01:24 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: resource percentages
Does the 'Points Generation' work on planets??
If so you could mod the files so could have random planets that generate a set amount of points (and even different levels).
__________________
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April 13th, 2004, 04:06 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: resource percentages
How about putting the ability on infantry-style troops?
You'd then ship cargo bays full of scientists, farmers and whatever off to your new colonies where there is room to work.
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April 13th, 2004, 06:37 PM
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First Lieutenant
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Join Date: Jan 2001
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Re: resource percentages
Quote:
How about putting the ability on infantry-style troops?
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I don't think these abilities work on units in cargo.
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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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