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  #21  
Old June 8th, 2001, 12:24 PM
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Default Re: Technology Research Suggestions

Should all be moddable. In fact th hardest part would be altring the galaxy creation, which would in fact be very similar to the current "ancient" setting.

I'v nvr playd finit resourcs but can imagine it being very stressful.

Something just occurred to me - if I conqur a planet with resource storage facilities, does my enemy lose resources? Do I gain them?

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  #22  
Old June 8th, 2001, 12:36 PM

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Default Re: Technology Research Suggestions

I remember seeing a mod which had different options for Galaxy creation, allowing fewer planets for each system. I think it's DevNullMod's mod.
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  #23  
Old June 8th, 2001, 04:02 PM
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Default Re: Technology Research Suggestions

quote:
Something just occurred to me - if I conqur a planet with resource storage facilities, does my enemy lose resources? Do I gain them?
I'm pretty sure that where resources are physically located isn't tracked. Taking a planet with storage facilities will only increase your capacity, not give you any "plunder". The previous owner of the planet will lose resources, though, but only if you've knocked his capacity below what he had in storage.

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  #24  
Old June 8th, 2001, 04:36 PM
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Default Re: Technology Research Suggestions

This would be a nice touch for MM to implement one day. It would make invasions that little bit more interesting/ important, especially in finite resource games.

The game wouldn't have to track the locations of resources, just assume that if the entire empire's stored resources are at (for example) 40% of maximum storage capacity, then each storage facility is 40% full.

I believe each empire has a certain default amount of storage capacity without any need for facilities. This could easily be factored into the equation.

Something like...

T=empire's total stored mineral resources
M=empire's maximum mineral storage capacity
f=mineral storage capacity of captured facility
d=Empire's "Non-facility" default mineral storage capacity.
X=amount to be transferred to conqueror per captured facility

X=f*((T-d)/(M-d))


...I think. Obviously substitute "minerals" with organics/rads as necessary.

(Dogscoff ducks under desk to await criticism of dodgy maths)

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  #25  
Old June 9th, 2001, 04:07 AM

Sinapus Sinapus is offline
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Default Re: Technology Research Suggestions

quote:
Originally posted by suicide_junkie:
And I considered that extending the shield to cover phased weapons spreads it thinner, so the phased levels have only a minor improvement in strength over the previous, normal level. "Normal shield" improvements cause the big jumps in strength.[/b]


Argh. Well, so much for toying with Massive Planetary Shield generators. The shield uses the ability Planet - Shield Generation and there is no Planet - Phased Shield Generation ability in abilities.txt. Foo.
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  #26  
Old June 9th, 2001, 09:09 AM

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Default Re: Technology Research Suggestions

quote:
Originally posted by capnq:
Quote:
Something just occurred to me - if I conqur a planet with resource storage facilities, does my enemy lose resources? Do I gain them?
I'm pretty sure that where resources are physically located isn't tracked. Taking a planet with storage facilities will only increase your capacity, not give you any "plunder". The previous owner of the planet will lose resources, though, but only if you've knocked his capacity below what he had in storage.
As an essential component of my blitz strategy I depend upon getting resources from surrendered enemy empires. It keeps me out of bankruptcy in organics/radioactives. It helps to reduce the huge deficit I have in minerals. I am not sure about whether you would get anything from troops landing and taking a planet with storage. But I am POSITIVE that you get all the remaining resources in storage of a surrendered empire.
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