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  #1  
Old July 14th, 2004, 02:24 PM
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Default 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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Old July 14th, 2004, 06:56 PM
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Default Re: Facilities with negative effects

the standard abilities for resources generation (the ones used in the facilities in the unmoded game) donŽt accept negative numbers?
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Old July 14th, 2004, 08:31 PM
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Default 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.
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Old July 14th, 2004, 08:39 PM
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Default 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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Old July 14th, 2004, 11:27 PM
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Default Re: Facilities with negative effects

Yes.
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Old July 15th, 2004, 12:21 PM
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Default Re: Facilities with negative effects

now i only need a roleplay escuse for workers on planets with low organics percentages to consume less "food"....

and iŽll create new facilities for crystalline races so they consume rads instead of organics....

i think iŽll mod it on top of devnull mod (devnull have a lot of nice things to play with)...

talking about devnull, no one thought about modding in the space monsters hulls the production of research, intel and resources? while the "monster homeplanet" would still produce a little quantity of all resources so the monters can get started, the strenght of the space monsters would be directly proportional to the number of monsters roaming the quadrant.... is this feasible?
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Old July 15th, 2004, 12:32 PM
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Default Re: Facilities with negative effects

The excuse would go as follow: when you have little in your planet, you have to use these resources very carefully. On the other hand, if you have more minerals on your planet than you know what to do with, you have no incentive to spare them, and so you will likely waste some of them.

It should be possible to mod the resource generation directly on the monsters (either on the hull, or on the components themselves; it should work on the hull, but I haven't tested it). The problem may be with balance however, as it may make the monsters too powerful. I am by no means an expert on the Space Monsters though, so don't quote me on that. It can certainly be done, but do you want to?
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