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October 4th, 2001, 11:06 PM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
Posts: 794
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Re: Some of my ideas and questions
Bone ships and bone stuff!!
Components
Stillsuit:for infantry its a quantem reactor.
Facilitys:
Transfer Booth Networlk:makes the pop happy
Capping facility:it makes the opulas happy and work harder,but it makes some populas unhappy so on real big planets it may cause a revolt.
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October 4th, 2001, 11:26 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Some of my ideas and questions
Stillsuit:for infantry its a quantem reactor.
Well, troops don't use supplies, so that is kinda useless.
quote: Capping facility:it makes the opulas happy and work harder,but it makes some populas unhappy so on real big planets it may cause a revolt.
How does it make people both happy and unhappy at the same time?
Or is it just a productivity boost at the cost of happiness, like in SE3?
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October 5th, 2001, 12:50 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Some of my ideas and questions
i never use troops vectorians are inept at ground combat so i personalley never bother
and yes its a productivity boost at the cost ofhappiness.
------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..
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October 6th, 2001, 06:45 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Some of my ideas and questions
In my experience, you cannot make facilities that lower population per turn (a negative replicant center) or that lower the population growth rate of a planet (a negative gestation vat). Also, happiness decreasing facilities do not work very well. I think that they lower the happiness to indifferent, but no lower.
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October 9th, 2001, 03:31 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
Posts: 794
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Re: Some of my ideas and questions
Components
Needle missles: they are fast nd strong,but expensive and somewhat cumbersome.not realy missles as they arent rops and dont home in.
SHips
(note ships with an * are subject to a name change and any ideas are accepted same for comps)
Bounty hunter cruiser*:a cruiser with an attack bonus as all mercanary ships have
Mining vessel:for everyone it is a built in remote mineral miner with mineral storage.
Fuel station: a sat with a built in quantem reacotr,no components alowed but a core
Agriculture vessel:for nomads only it has a built in organic generation
seedy Starbase*:the merc prouction hq
Stargate: a sat with built in wormhole open and closers,no extra space but for core.
------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..
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October 9th, 2001, 03:49 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Some of my ideas and questions
Mining Vessel:
You don't need mineral storage, since whatever is remote mined goes directly to the empire, just like all production. I'm not sure if the storage ability would even increase your empire-wide storage capacity.
Fuel Station:
I don't believe you can fleet with a sat. And sats already have infinite supplies, just like bases. This would make the fuelstation useless.
If you were to use a fighter hull, with no room for engines, you could get what you want.
Players will have to beware of launching fighters in the same sector, since they will all form a group with zero movement.
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October 9th, 2001, 11:14 PM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
Posts: 794
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Re: Some of my ideas and questions
ok i will make it a ship with 5 kt capacity.and since supplys are such an asset for my mod this will come in handy for sure
Ships
Supply depot:has built in cargo,supply storage ands minerals and all other stuff that needs storage
------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..
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