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May 7th, 2001, 10:20 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Starting facs for homeworlds...
I see both sides.
Switching or mixing colonies give the human a distinct advantage over the AI. The AI follows rigid rules so I don't have any problem with the same rules for me.
In a hot seat game where everyone is tailoring the colonies to their style of play it is more enjoyable to have the flexibility.
Sorry to have gotten away from the original thread.
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May 7th, 2001, 11:26 PM
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Sergeant
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Join Date: Mar 2001
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Re: Starting facs for homeworlds...
Like I said it's an interesting idea, I'd prefer for it to be an option really or be able to design and load up my own facility queues. Better yet give the AI a little more flexibility in being able to pick planets and what facilities to construct.
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May 8th, 2001, 01:41 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Starting facs for homeworlds...
The other option is simply to add more population modifiers in setting.txt, since your big planets will eventually have more popualtion... if you base production/construction more on population instead of planet size, you can get the results your after. Currently I've modded it so all habitable planets have 25 facilities, this way the facilities just represent how you populations efforts are divided, but I have added numerous new lines of population modifiers... a huge world CAN but out ships twice as fast as large worlds... because huge worlds can have twice the population, and all my modifiers are linear in their bounus (although I gave a slight "increase for tiny and domed worlds, since the population would more likely be specialist than normal citizens)
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May 9th, 2001, 01:23 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Starting facs for homeworlds...
Unfortunately there doesn't seem to be much flexibility in the starting facilities.
Maybe this should be suggested for a patch/expansion pack.
I would like to be able to build a "ship building" colony with multiple shipyards, even if there were limits on how many could be placed per planet.
[This message has been edited by Nitram Draw (edited 08 May 2001).]
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May 9th, 2001, 10:31 PM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Starting facs for homeworlds...
The easiest solution to this is if MM would implement a new HOMEWORLD colony design for STARTING planets. Seems like it'd be fairly simple too.
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May 10th, 2001, 01:29 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: Starting facs for homeworlds...
That would be nice, espescially if you could designate the mix. Organic races may want more than one farm for example.
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May 10th, 2001, 09:40 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: Starting facs for homeworlds...
And primitive races would not want spaceyards or research facilities.
How about if each AI had txt file to specify what facilities they start with, and human players had an extra screen in the game setup? A default could be used for quick start / missing AI files.
[This message has been edited by dogscoff (edited 10 May 2001).]
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