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Old March 22nd, 2001, 01:24 PM

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Default Re: Suggestions for better AI resource management and better Ground combat

"-You'd hafta build the hull, engines, vehicle control components in order to get these storage bases/ship"

yep that's right, so it would make more sense to make it the same cost
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Old March 23rd, 2001, 02:12 AM
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Default Re: Suggestions for better AI resource management and better Ground combat

LemmyM you can create a component with an ability that is used for facilities and you can build a ship or base with this new component...

but...

the component will have no effect!

I learned this when I created a component that would reduce the chance of success of enemy intelligence operation in a system. It was very nice but had absolutly no effect. I am not 100% sure but I think generally abilities for facilities will not work in components and vice versa. It's a pity!
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Old March 22nd, 2001, 03:14 PM

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Default Re: Suggestions for better AI resource management and better Ground combat

doh!
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Old March 22nd, 2001, 05:07 PM
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Default Re: Suggestions for better AI resource management and better Ground combat

quote:
Originally posted by Q:
I learned this when I created a component that would reduce the chance of success of enemy intelligence operation in a system. It was very nice but had absolutly no effect. I am not 100% sure but I think generally abilities for facilities will not work in components and vice versa. It's a pity!


I thought some of the modders discovered that the "system-wide" abilities are supposed to work in components; just not the other abilities. Maybe it's only certain system-wide abilities? (In particular, I thought someone got a production bonus ability to work). Oh well...
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Old March 22nd, 2001, 05:18 PM
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Default Re: Suggestions for better AI resource management and better Ground combat

Note: If you think that I'm going to pay maintenance on a resource storage base for 100 turns, you're sadly mistaken.
Mothballed ships can still store stuff, so I'm just gonna have a pile of mothballed stations full of mineral storage!

The cost will be a one-time thing, just like the planetary facility, but it won't take up planet space, and will be more vulnerable to attack (maybe make 'em 50% armor, 40% storage 10% control?)
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Old March 22nd, 2001, 06:16 PM
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Default Re: Suggestions for better AI resource management and better Ground combat

How about a special base hull for the storage components? With a 100% maintenance reduction? Force the components to be 80% storage, maybe an 80% reduction in combat abilities (to prevent its use/abuse as a defense or attack base). If you could make it have negligible effect on score, that would be good too.
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Old March 22nd, 2001, 08:02 PM
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Default Re: Suggestions for better AI resource management and better Ground combat

Personally, I'm opposed to moving most planetary abilities to components. I think the limited facility space on planets is a big part of the strategic decision making involved in the game. Do you build more resource production facilities or do you build more storage facilities? With limited space on your planets, this is a decision you must make.

The counter-weight to this argument is the maintenance you would have to pay for any storage ships. If you have to pay the typical maintenance, you are probably still going to build most of your storage on planets. But, if you take away the maintenance? I think I would probably build a new storage base around my homeworld every couple of turns the entire game. IMHO, that would be the same as having unlimited storage, wouldn't it?
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