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March 23rd, 2001, 02:12 AM
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Colonel
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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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March 22nd, 2001, 03:14 PM
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Second Lieutenant
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Re: Suggestions for better AI resource management and better Ground combat
doh!
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March 22nd, 2001, 05:07 PM
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Major
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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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March 22nd, 2001, 05:18 PM
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Shrapnel Fanatic
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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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March 22nd, 2001, 06:16 PM
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Major
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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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March 22nd, 2001, 08:02 PM
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Captain
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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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March 23rd, 2001, 04:33 AM
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General
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Re: Suggestions for better AI resource management and better Ground combat
quote: Originally posted by raynor:
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?
Actually, even if you don't have "Resource Storage" in the game as a component ability you are still storing resources by building bases over your space yard equipped planets and mothballing them. Make sure to research "Resource Manipulation" to get the Ultra-recycling Facilities before you go scrapping many of them, or you'll get less return on your investment that you could.
Additionally, I've added a "Total ConVersion" Facility as a Unique Ruins tech in my game. This is a 'Star Trek' type tech that lets you synthesize anything. It gives resource conVersion at zero loss and 100 percent recovery of the value of scrapped vehicles or units. When you get THIS you are really set. You can store with 100 percent efficiency!
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