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April 6th, 2006, 04:38 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Eliminating Resupply Depots... =)
Homeworlds will grab a spaceport ability, a resupply ability, a SY ability, and the various resource abilities.
If you want it to look nicer than having two spaceports, what you can do is have some "Legacy City" type facilities, which do everything, but are so expensive that they can't be built while the game is going.
That way, you get a SY, and lots of Cities on the homeworld... everywhere else you will be building from scratch, so it should be fine.
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April 6th, 2006, 07:16 PM
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Corporal
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Re: Eliminating Resupply Depots... =)
Shang,
My thinking is that if a Shipyard can build endless ships, fighters, and drones fully fueled they should be able to resupply ships as well. Also if you're a Natural Merchant, you'd start off with no Resupply Depot on your home planet, since you wouldn't be given a Spaceport.
I'm guessing if you give just the spaceport the resupply feature and delete the resupply depot, the start of the game will give you two starports as it reserves the first three slots for a Spaceport, Resupply Depot, and Ship Yard.
SJ,
I built a facility that had Starport, Resupply and Ship Yard. When I started the game, I had two of these facilities on the homeworld.
Is this what you were suggesting?
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April 6th, 2006, 07:26 PM
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Corporal
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Re: Eliminating Resupply Depots... =)
If I give it just Starport/Resupply, everything works great if the race is a Natural merchant. If they aren't a natural merchant, they get two of these Legacy Cities.
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April 6th, 2006, 07:29 PM
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National Security Advisor
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Join Date: Oct 2001
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Re: Eliminating Resupply Depots... =)
I think by eliminating resupply depots you also eliminate some of the strategy.
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April 6th, 2006, 07:52 PM
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Corporal
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Re: Eliminating Resupply Depots... =)
This is in preperation of eliminating the evil Quantum Reactor. =)
Trying to make a game that allows players and especially the AIs to play defensively more easily.
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April 6th, 2006, 08:14 PM
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Shrapnel Fanatic
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Re: Eliminating Resupply Depots... =)
Quote:
Wenin said:
I built a facility that had Starport, Resupply and Ship Yard. When I started the game, I had two of these facilities on the homeworld.
Is this what you were suggesting?
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No. What he meant was that the cities would also produce resources and research (and possibly intel), in addition to the space port and resupply depot abilities. This way, the HW will be filled with them. Making them also SYs will mean you get a bunch of stacking SYs on the HW, which could be a good or bad thing depending on how you set them up and the flavor of the mod.
You may want to familiarize yourself with how SE4 determines the facilities to place on a HW:
http://se4modding.spaceempires.net/M....html#Chapter6
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April 6th, 2006, 10:18 PM
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Corporal
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Re: Eliminating Resupply Depots... =)
Ok this is what I've decided.
Standard Starport
Space Yard with Resupply
Empire Capital with Resupply ability and Resource Conversion at 60% loss.
Natural merchants start with a Space Yard and Empire Capital, otherwise the starport is added.
Problem I have is that the benefit of the Capital is the resource conversion which becomes obsolete with the first level of resource conversion. So I need to add a third ability that will keep a player from just scrapping their capital once they get resource manipulation.
Something that's fairly unique.....
Edit Got it..... change Resource Manipulation into a Economic Technology. The Ultra Recycler... allows better selling of spare parts. The Resource Converter will translate into Upgrades of the Capital... allowing better trades at the capital's stock exchange. =)
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