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August 18th, 2003, 03:28 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Bio-Psych Mod v1.16
What about facilities that lower environmental conditions or happiness?
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August 18th, 2003, 03:31 PM
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Corporal
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Join Date: Jun 2003
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Re: Bio-Psych Mod v1.16
Good point. I didn't try those. No existing facilities that I've seen have negatives, so maybe they don't work either. I'll see if I can test it tonight.
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August 18th, 2003, 04:49 PM
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Corporal
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Re: Bio-Psych Mod v1.16
Bio-Psych Mod v1.1
Text 1061218097.txt
Data 1061218046.zip
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August 18th, 2003, 07:06 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Bio-Psych Mod v1.16
Negative conditions modifiers will work (as well as negative values); and they should stack with positive facilities. This is because multiple facilities of this type add together.
Negative system happiness abilities are ignored. However, negative planet happiness abilities do work. But, if any positive happiness facility exists (planet or system IIRC), then the positive takes effect, and the negative is ignored. This is because only the best happiness facility can affect a planet; extras have no effect.
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August 18th, 2003, 07:18 PM
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Corporal
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Join Date: Jun 2003
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Re: Bio-Psych Mod v1.16
So a Secret Police HQ could give + to Intel and minus to Happiness on a planet. Would the penalty to happiness counteract the bonus to Intel?
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August 18th, 2003, 07:26 PM
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Shrapnel Fanatic
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Re: Bio-Psych Mod v1.16
Maybe. That depends on the sizes of the bonuses, and if the happiness penalty is enough to drop the happiness level below jubilant. Some troops on the planet would counteract it, or just a UPC in the system would replace it.
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August 20th, 2003, 05:23 PM
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Corporal
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Join Date: Jun 2003
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Re: Bio-Psych Mod v1.16
Bio-Psych Mod v1.15-now using Image Modpack!
Text 1061392859.txt
Data 1061392902.zip
[ August 20, 2003, 16:24: Message edited by: KnidVermicious ]
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