.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old March 15th, 2002, 09:05 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Colony ships, for sale cheap!

quote:
I'm spending alot of time layin out miner sats(dropped robos from 100t to 50t to make this possible without extreme research) and am furiously working towards solar collectors. I think they are Crystal tech so i may have to change that to make them accessible to others too.
I heard that solar resource generation ability depleted your finite resources. I don't know if it has been fixed, so test that to be sure.

Also, in finite resources, the Value improvement is an actual percent multiplier, not just +x%.
If you have 500 KT of resources, and a VI 3, you get 515 KT of resources at the end of the year.
This also means that if you have depleted the resources on a planet, it will NEVER get any more resources EVER AGAIN.
What you can do, is change settings.txt, so that when a colony is destroyed, it adds resource value.
-OR-
you can try creating a facility that produces a negative amount of resource, thus "seeding" the planet with organics/minerals/radioactives.
Perhaps only organic seeding would be appropriate; and along with a resource converter, you'd have all you need.

Value improvement also only happens on integer year months (2401.0, 2412.0, 1500.0 etc)
Reply With Quote
  #2  
Old March 15th, 2002, 09:54 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Colony ships, for sale cheap!

quote:
Originally posted by Suicide Junkie:
<snip>-OR-
you can try creating a facility that produces a negative amount of resource, thus "seeding" the planet with organics/minerals/radioactives.
<snip>



I started to post that this wasn't possible, then I thought, maybe I'll test it first.

It actually works. I depleted the resources from a planet, then built on of our research facility/negative mineral facilities from earlier in the thread. The values comes out of your empires coffers and go directly into the planetary value.

Cool!

Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #3  
Old March 15th, 2002, 10:14 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Colony ships, for sale cheap!

I wonder what that does in a infinite resources game?

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #4  
Old March 15th, 2002, 10:32 PM

Rlaney Rlaney is offline
Private
 
Join Date: Jan 2002
Location: Kansas
Posts: 44
Thanks: 0
Thanked 0 Times in 0 Posts
Rlaney is on a distinguished road
Default Re: Colony ships, for sale cheap!

Yeah, after further testing negative production values put the resources into the planet apparently. So much for maintenance cost on buildings that way. Also there is a twenty abilities limit on buildings, 21 is ignored. On the cultural centers I just changed the big one. I wanted to set it so that it can't be built but just exists on the homeworld. May have to make it associated with a tech that is unattainable. What file controls what buildings are on the homeworld at the start anyway? I may adjust the culture centers to be more powerful as solar resource gatherers and remove the mining abilities. Just a thought... don't mean to go messin up your mod.

[ 15 March 2002: Message edited by: Rlaney ]

Reply With Quote
  #5  
Old March 15th, 2002, 10:35 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Colony ships, for sale cheap!

quote:
Originally posted by Phoenix-D:
I wonder what that does in a infinite resources game?

Phoenix-D


Well, I haven't tested that, but I would guess the same thing standard resource facilities do in a infinite resource game. It would subtract the resources from the empire total, but not change the planet's value.

And the amount of resources subtracted would be factored by the value of the planet. That part is a little wierd, but I'm not sure how you would get around it. Basically a research facility would cost less to operate on a mineral poor planet than on a mineral rich one. Kind of the opposite of what you would think really. Something to keep in mind, but the effect should be small I would think.

Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #6  
Old March 15th, 2002, 10:39 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Colony ships, for sale cheap!

quote:
Originally posted by Rlaney:
On the cultural centers I just changed the big one. I wanted to set it so that it can't be built but just exists on the homeworld. May have to make it associated with a tech that is unattainable. What file controls what buildings are on the homeworld at the start anyway?
The only way to do that I think would be have a different set of data files for the game startup and then change to play the game. If the tech is unatainable, then noone will ahve it by default and wont be able to have one on theri homeworld, I believe.

No file controls the starting facs. It's hardcoded. But you can play around with it by changin the abilities of the various facilities so the game chosses them.

Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #7  
Old March 15th, 2002, 11:07 PM

Rlaney Rlaney is offline
Private
 
Join Date: Jan 2002
Location: Kansas
Posts: 44
Thanks: 0
Thanked 0 Times in 0 Posts
Rlaney is on a distinguished road
Default Re: Colony ships, for sale cheap!

Yeah, for finite resources I may have to tone down cultural centers a bit. My purpose for trying to add maintenance to research and intel is to prevent larger empires from overwhleming smaller ones with sheer research ability. Kind of make a smaller empire a more viable option in the game. There is a restrictions line in the facilities.txt but it is supposedly not used. That must be hardcoded too.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:34 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.