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October 30th, 2001, 06:19 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: System wide abilities
quote: Originally posted by CombatSquirrel:
Baron Munchausen,
You've made some great suggestions, seem very knowledgeable, and have often made reference to the changes you've made in your custom mod... any chance of letting the rest of us have a little peek at it?
I've been 'planning' to release a copy for a long time. Unfortunately, I'm having too much fun experimenting to make anything like a 'product' with balance and sense of completion. It's never 'finished' so it won't be like the other mods that you plug in and use, it'll be more like a comparing of notes with other modders.  I've got to try to write something about why I made the changes that I did, at least the ones that I remember. Weapons, armor and shields, tech areas... The game is so huge that I don't think I could possibly remember all the changes I've made. I've been tinkering with the wording of component and facility descriptions since day one, for example. No way to catalog all of the changes I've made. Perhaps someone else could. 
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October 30th, 2001, 08:51 AM
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Lieutenant General
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Join Date: Dec 2000
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Re: System wide abilities
quote: Originally posted by Baron Munchausen:
Value improvement plants, a seperate one for each resource! Renamed to something that sounds pseudo-technically capable of doing what it's doing, of course. Yes, I removed the "all three resources" improvement plant in the planetary improvement techs and left just the atmosphere facilities
does that have a 1 per system limit or per planet limit? does it work with one of each type of facility, or will only one function at a time?
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"...the green, sticky spawn of the stars"
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October 30th, 2001, 11:39 AM
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Colonel
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Re: System wide abilities
Another possibility to make the higher research levels of resource production interesting would be the increase of the effect of the specific facilities like mineral scanners above the effect of robotoid factories. As it is now each facility has 10%, 20%, 30% bonus for level I,II,III facility. If you increase this to 15%, 30% and 45% for the mineral scanners (both planetary and systemic), you will have to chose if you prefer the lower benefit of the robotoid factories, which are easier to research and increase all resource production, or if you favour the more extensive reasearch costs for the specific facilities like mineral scanners, which give you more benefit.
[This message has been edited by Q (edited 30 October 2001).]
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October 30th, 2001, 03:10 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: System wide abilities
quote: The game is so huge that I don't think I could possibly remember all the changes I've made.
What I did when I needed to produce a history of changes, was to load up the earliest Version I'd archived. For each file, scroll down, and comment on each family of objects that have been altered. Commenting on a whole family of components at once keeps the time down, while scrolling though the files keeps it thorough.
A cut and paste adds the newer Version's changelist to that.
quote: does that have a 1 per system limit or per planet limit? does it work with one of each type of facility, or will only one function at a time?
Value improvement facilities stack fully.
Three V.I.1's = one V.I.3.
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October 30th, 2001, 06:47 PM
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Corporal
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Join Date: Dec 2000
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Re: System wide abilities
I believe the Value 2 field controls how many system wide abilities will work toghether. If set to 0 then none will work together, i.e., only 1, the greater of the values will work. During my testing, I believe that if I set the value 2 to 1 instead of 0, I can get 2 system facilities to work. I think a value 2 of 1 means the facility will work with 1 other system facility. Unfortunately, this also enables you to cheat by building 2 of the same system facility. I may be wrong, but early indications of testing show that value 2 controls how many system abilities of the same type will work together. Maybe other people could test to confirm or deny my guess.
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October 31st, 2001, 02:16 AM
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General
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Re: System wide abilities
My understanding was that no system ability could be 'stacked' like this. It was only certain component abilities that used the second number as an identifier (extra movement generation, for example). If this does in fact work it opens all sorts of possibilities for modders. We do need to verify if this works or not.
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October 31st, 2001, 02:36 AM
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Captain
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Join Date: Oct 2001
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Re: System wide abilities
Just thought I'd mention that I did a test game and found out that the System resource facilites and the System Robotoid Factories are not infact, cumunitive as many people have said. That really sucks. That means I've wasted a lot of research and resources. Damn.
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"You don't know the Power of the Dark Side. I must obey my Master"
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