|
|
|
 |

May 15th, 2003, 08:41 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tech-Grid-Mod
Well, for one it removes the possibility of upgrading to, say, Mineral Miner III from I if you have Monolith tech. And if the planet is 100/0/10, you don't really -want- a monolith.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

May 15th, 2003, 08:53 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Tech-Grid-Mod
A planet with no SY gets no racial SY bonuses (and some other SY bonuses) on it, so yes, it would be wrong making Temporal SYs be upgradeable from normal SYs, as the extra time becomes greatly diluted.
And upgrading everything to monoliths is indeed a very bad idea.
|

May 15th, 2003, 09:22 AM
|
Corporal
|
|
Join Date: May 2001
Posts: 175
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tech-Grid-Mod
Quote:
Originally posted by Phoenix-D:
Well, for one it removes the possibility of upgrading to, say, Mineral Miner III from I if you have Monolith tech. And if the planet is 100/0/10, you don't really -want- a monolith.
|
Ah, but you see, that's the beauty of it with the tech-grid mod. You could easily make monolith facilities unavailable for a specific mining facility until after reaching level 3 in that facility.
Allow me to explain further:
Rather than having just one monolith facility per tech level, you have four. One is the regular facility, the other three are the "upgrade" Versions for mineral, organic, and radioactive miners. Having normal monoliths means that you build them as per normal, but once you get level 3 resource production, you can begin upgrading to the appropriate monolith facilities (starting with level 1, of course).
Quote:
Originally posted by Imperator Fyron:
A planet with no SY gets no racial SY bonuses (and some other SY bonuses) on it, so yes, it would be wrong making Temporal SYs be upgradeable from normal SYs, as the extra time becomes greatly diluted.
|
*shrugs* This is true, but I think it is only a minor point. If you increase the cost enough, even racial SY bonuses will only be moderately effective.
EDIT: Besides which, if you're worried about racial bonuses applying to shipyard construction, why not consider advanced storage techniques as being potentially unbalancing in this regard, since a higher population will allow the temporal shipyard to build faster with or without a shipyard already in place. You could alter this number further through other racial traits as well, such as reproduction, environmental resistance, even happiness.
Quote:
And upgrading everything to monoliths is indeed a very bad idea.
|
Personally, I think it's a bad idea to be forced to spend hours doing something which should take mere seconds. The way I have described above would seem to work without becoming overpowered.
[ May 15, 2003, 08:28: Message edited by: Hotfoot ]
__________________
L* GdY $? Fr? C--- S* T? Sf* Tcp- A++ M>M+ Mp!>Mp* RHP!>RV Pw Fq ND? Rp+ G++ AuO MM++
|

May 15th, 2003, 09:40 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Tech-Grid-Mod
Quote:
*shrugs* This is true, but I think it is only a minor point. If you increase the cost enough, even racial SY bonuses will only be moderately effective.
|
No, the more expensive you make it, the more of an effect racial SY bonuses have (ie: they more expensive it is, the more time you get to save with a bonus).
Quote:
Personally, I think it's a bad idea to be forced to spend hours doing something which should take mere seconds. The way I have described above would seem to work without becoming overpowered.
|
There are many, many instances in which one would not want to upgrade a facility to a monolith, because it would do no good, and waste a huge amount of resources. 100/0/10 value planets DO NOT need monoliths on them, and it would infact be a very bad idea to build them on such planets (as would upgrading to them).
|

May 15th, 2003, 09:43 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: Tech-Grid-Mod
value improvement plants. i put them everywhere. well, one planet at a time at first.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|

May 15th, 2003, 09:55 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Tech-Grid-Mod
Value improvement plants take a while to have a large effect, and it is still a bad idea to upgrade to monoliths on those planets until much improvement has been done. You will lose a lot of production in the mean time if you switch to monoliths on 100/0/10 planets.
|

May 15th, 2003, 10:17 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: Tech-Grid-Mod
but...but...i want to maximize!
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|