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  #1  
Old March 2nd, 2005, 05:40 PM

VaultDweller VaultDweller is offline
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Default Re: Pointer Mod

A side thought about technology...

Have you considered having the progression from cities upto orbital towers be upgradible?

It could help AI's who do build urban tech because when you get to the highest level city you must destroy the city in order to build an arcology, ect.

I'm not sure how much the tech tree would need to be changed, but I'd think that it would be easier for both people and the AI to take advantage of the tech that way.

Second question: What does the commercial shipping tech do?
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  #2  
Old March 2nd, 2005, 10:06 PM

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Default Re: Pointer Mod

Urendi

I'm playing/testing the new mod right now and I'm curious about Shipping Office I. As I understand it, it should be improving the value(mineral, organic, radiation) of all my planets in a system by 1% per turn. It doesn't look to be working right now.

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  #3  
Old March 2nd, 2005, 10:20 PM
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Default Re: Pointer Mod

It might be 1% every 10 turns or so.
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  #4  
Old March 2nd, 2005, 10:35 PM

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Default Re: Pointer Mod

Hmm...That does sound about right, I'll have to double check the description for how often the improvement occurs.

EDIT: Checked the description and it does say per turn, not per year.
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  #5  
Old March 3rd, 2005, 12:07 AM
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Default Re: Pointer Mod

Those abilities only take effect once per year (10 turns), not once per turn. Do they say once per turn in the mod files?
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  #6  
Old March 3rd, 2005, 03:42 PM

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Default Re: Pointer Mod

The description of the the facility states once per turn. I'm just going to run 10 turns by and check the planet values.

EDIT: Ran through the 10 turns after construction and it worked like a charm.

Thanks for letting me know that it takes 10 turns Ed and Atrocities.
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  #7  
Old March 3rd, 2005, 08:48 PM
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Default Re: Pointer Mod

I thought it was just once per turn like every other ability. I'll change the description to say "Once per year"

I am actually going to combine the families in v2.0 for a lot of things making them upgradeable. I'm combining all the reactors into one family as well as the engines. I'll do the same for the cities since Arcologies are on the high end of the Urban tech anyway and they do the same thing.
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  #8  
Old March 3rd, 2005, 10:46 PM

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Default Re: Pointer Mod

Urendi

I've been checking on the AI periodically to see how it's doing. The Abaddon seem to be making ships well and playing strongly. The Sergetti on the other hand are making ships with engines, but not reactors. The Praetorians seem to be up to the same foolishness. Another thing of note is that they are putting multiple navigational shields on their designs as well. I'm not sure if the benefits for the nav shield stack or it might be a good idea to find a way to make that component limited to 1 per ship.

By the way I'm enjoying the PBW game we've got going with the older mod.

Hope this stuff I find is usefull.

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  #9  
Old March 9th, 2005, 06:43 PM
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Default Re: Pointer Mod

Some of the races don't have the ai done yet, so they're building ships according to the stock data files, which means they don't build ships with reactors and use too many engines.

They're using multiple nav shields because that's the only shield component they have.
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