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July 14th, 2004, 09:54 AM
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Lieutenant General
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Join Date: Dec 2000
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Re: Facilities with negative effects
you can have negative point production. I modded this once so that most facilities consumed organics. farming planets were needed to feed the empire.
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(with apologies to H.P.L.)
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July 14th, 2004, 02:14 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: Facilities with negative effects
Puke, wich ability you used to make the facilities use organics? Can you post an example?
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Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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July 14th, 2004, 02:24 PM
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General
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Re: Facilities with negative effects
The ability is the point generation ability introduced by the 1.91 patch. For example (as taken from the SJ mod):
Ability 3 Type := Generate Points Organics
Ability 3 Descr := Requires 100k Full-Time workers.
Ability 3 Val 1 := -100
Ability 3 Val 2 := 0
Ability 4 Type := Generate Points Radioactives
Ability 4 Descr := Consumes 100 Megawatts during operation.
Ability 4 Val 1 := -100
Ability 4 Val 2 := 0
This ability doesn't show on the Empire status screen though (nor does it show up on the planet production level). But you could use the Solar Resource Generation for the same purpose, if you removed all binary, trinary (and so on) systems.
[ July 14, 2004, 13:38: Message edited by: Alneyan ]
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July 14th, 2004, 06:56 PM
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First Lieutenant
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Re: Facilities with negative effects
the standard abilities for resources generation (the ones used in the facilities in the unmoded game) don´t accept negative numbers?
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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July 14th, 2004, 08:31 PM
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Lieutenant General
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Re: Facilities with negative effects
no no. the standard resource generation facilities in the stock game DO accept regular numbers. this worked pre 1.91
take a look at the organic farm facility. copy its ability (or any point generating facility) and replace the value with a negative number. and change the description.
This also works for happyness changes, if I remember.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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July 14th, 2004, 08:39 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: Facilities with negative effects
so, the only disvantage with using the standard resource generation facilities would be that in planets with small resource percentages the "maintenance" of the facilities would be smaller?
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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July 14th, 2004, 11:27 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Facilities with negative effects
Yes.
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