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March 15th, 2002, 09:54 PM
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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
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March 15th, 2002, 10:14 PM
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Re: Colony ships, for sale cheap!
I wonder what that does in a infinite resources game?
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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March 15th, 2002, 10:32 PM
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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 ]
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March 15th, 2002, 10:35 PM
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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
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March 15th, 2002, 10:39 PM
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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
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March 15th, 2002, 11:07 PM
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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.
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March 16th, 2002, 02:01 AM
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Re: Colony ships, for sale cheap!
quote: Originally posted by geoschmo:
...
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 thought it was controlled by the AI planet building file, under the Homeworld entry - I was pretty sure that determined it.
As for preventing building cultural centers on colonies, I don't see why you'd want to, since they are about the same as colony cultural centers, and both of them are so costly that it's nearly impossible to actually build them, anway.
PvK
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