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Old August 4th, 2004, 12:39 AM
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Default Re: PBW PvK Proportions Game #2

Quote:
* Added an unhappiness effect to Replicant Centers.
What sort of unhappiness effect? Build a UPC with ability 1, and it completely cancels out a negative happiness ability in the system... EDIT: Ok scratch that... upon testing, it seems as the abilities are working correctly in 1.91. Been a while since I played around with them... They (two facilities with planet happiness ability) even seem to be stacking now! Just make sure to note that a negative value for Planet - Change Population Happiness decreases anger levels and a postive value increases anger levels, which is exactly opposite of the system happiness ability.

Quote:
* Increased organics costs of colony modules from 2000 to 6000. This
doesn't change their construction rate much except on the new ship-based
spaceyards. This makes it impractical to use space-yard ships to
build colony ships at or near their destinations, instead of having
to send colony ships long distances under their own power.
Ah...

[ August 04, 2004, 00:33: Message edited by: Imperator Fyron ]
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Old August 4th, 2004, 12:40 AM

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Default Re: PBW PvK Proportions Game #2

That all sounds sensible to me. Did you come to a decision on the space-borne resource generation ideas?
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Old August 4th, 2004, 01:46 AM
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Default Re: PBW PvK Proportions Game #2

Thanks for the tip about the backwards happiness values, Fyron!

AlarikF, no, I have a sketch for the extraplanetary generators, but I haven't gotten to them yet. I figure I should do what I need to for a good stable Version to start the proposed game with, or else I'll be adding stuff for a long time without starting the game.

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Old August 4th, 2004, 02:09 AM
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Default Re: PBW PvK Proportions Game #2

Further info. A negative value for the ability Change Population Happiness - System never works. Only the planet one can cause anger to rise.
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Old August 4th, 2004, 02:44 AM

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Default Re: PBW PvK Proportions Game #2

yeah, I agree that for a change that could have far-reaching consequences, stability & testing are important...yet they remain an intriguing idea, and one that would likely not be viable until one reaches moderate levels of tech. Might I humbly suggest then that you have whatever placeholders you need to allow the players in the game to upgrade to a new Proportions mod that has them implemented once they are stable and tested sufficiently? Ie: players probably won't have them available for a while *anyways* so make the game "upgradeable" so the mod with the extraplanetary generators and the game can dovetail? Did that make sense? (and, I hope this doesn't sound like "preaching" - heck, I wouldn't know my ar** end around modding, and nobody likes a smarta**, so please do take this as a suggestion from an ardent fan of the mod...)

Meeps!

Alarik

Quote:
Originally posted by PvK:
AlarikF, no, I have a sketch for the extraplanetary generators, but I haven't gotten to them yet. I figure I should do what I need to for a good stable Version to start the proposed game with, or else I'll be adding stuff for a long time without starting the game.

PvK
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Old August 4th, 2004, 07:23 AM
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Default Re: PBW PvK Proportions Game #2

Thanks again Fyron, and yeah, sigh, ah well, at least one of the two values works backwards. I think maybe I tested that way back when I put the planet unhappiness on the system fac in the older Version, and then like so many details, I forgot it. Of course, lots of little things changed with each Version of the game, so it's really nice to have a current report about it.

AlarikF, yes, it will be possible to add some things as the game goes on, as long as the players agree to add them.

PvK
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Old August 5th, 2004, 11:49 AM

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Default Re: PBW PvK Proportions Game #2

I might be interested in joining...
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