|
|
|
 |

May 15th, 2003, 06:16 AM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tech-Grid-Mod
Any other feedback on the Facilities ??????
Please send it this way....
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|

May 15th, 2003, 06:30 AM
|
Corporal
|
|
Join Date: May 2001
Posts: 175
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tech-Grid-Mod
Sorry if this is ground you've already covered, but with regards to facilities, would it be possible to, say, make the monolith facilities "upgraded" Versions of the regular mining facilities? Additionally, the same effect with the Temporal Shipyard from normal shipyards would be very nice. As of right now, it's highly annoying and time-consuming to make use of either of those facilites, making them virtually worthless (especially Monolith facilities).
__________________
L* GdY $? Fr? C--- S* T? Sf* Tcp- A++ M>M+ Mp!>Mp* RHP!>RV Pw Fq ND? Rp+ G++ AuO MM++
|

May 15th, 2003, 08:19 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Tech-Grid-Mod
Yes, it is possible to mod that, but it defeats part of the balance.
Monoliths and Temporal SYs are actually many, many times better than normal facilities, even with the inconvenience of having to scrap them and the higher build cost.
|

May 15th, 2003, 08:27 AM
|
Corporal
|
|
Join Date: May 2001
Posts: 175
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tech-Grid-Mod
I'm not suggesting that it take any less time to install them, but it's freaking annoying to have to go through each planet, stripping out the facilities one at a time to make room for the new ones.
I would imagine that you could easily raise the cost of the facilities such that upgrading them would take just as long in the game as it would ordinarily. The only difference is that you don't have to go and individually scrap and replace each and every facility when you want to upgrade, you can just hit the "upgrade facilities" button when you get the new tech.
Would take just as long as the other way in terms of turns and resources, but it would be much less of a headache in terms of all the micromanagement. We're talking about the difference between dozens, hundreds, and potentially even thousands of clicks, and hours spent doing boring, tedious clicking, versus one simple, easy click.
Is that so wrong?
[ May 15, 2003, 07:28: Message edited by: Hotfoot ]
__________________
L* GdY $? Fr? C--- S* T? Sf* Tcp- A++ M>M+ Mp!>Mp* RHP!>RV Pw Fq ND? Rp+ G++ AuO MM++
|

May 15th, 2003, 08:41 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tech-Grid-Mod
Well, for one it removes the possibility of upgrading to, say, Mineral Miner III from I if you have Monolith tech. And if the planet is 100/0/10, you don't really -want- a monolith.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

May 15th, 2003, 08:53 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Tech-Grid-Mod
A planet with no SY gets no racial SY bonuses (and some other SY bonuses) on it, so yes, it would be wrong making Temporal SYs be upgradeable from normal SYs, as the extra time becomes greatly diluted.
And upgrading everything to monoliths is indeed a very bad idea.
|

May 15th, 2003, 09:22 AM
|
Corporal
|
|
Join Date: May 2001
Posts: 175
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tech-Grid-Mod
Quote:
Originally posted by Phoenix-D:
Well, for one it removes the possibility of upgrading to, say, Mineral Miner III from I if you have Monolith tech. And if the planet is 100/0/10, you don't really -want- a monolith.
|
Ah, but you see, that's the beauty of it with the tech-grid mod. You could easily make monolith facilities unavailable for a specific mining facility until after reaching level 3 in that facility.
Allow me to explain further:
Rather than having just one monolith facility per tech level, you have four. One is the regular facility, the other three are the "upgrade" Versions for mineral, organic, and radioactive miners. Having normal monoliths means that you build them as per normal, but once you get level 3 resource production, you can begin upgrading to the appropriate monolith facilities (starting with level 1, of course).
Quote:
Originally posted by Imperator Fyron:
A planet with no SY gets no racial SY bonuses (and some other SY bonuses) on it, so yes, it would be wrong making Temporal SYs be upgradeable from normal SYs, as the extra time becomes greatly diluted.
|
*shrugs* This is true, but I think it is only a minor point. If you increase the cost enough, even racial SY bonuses will only be moderately effective.
EDIT: Besides which, if you're worried about racial bonuses applying to shipyard construction, why not consider advanced storage techniques as being potentially unbalancing in this regard, since a higher population will allow the temporal shipyard to build faster with or without a shipyard already in place. You could alter this number further through other racial traits as well, such as reproduction, environmental resistance, even happiness.
Quote:
And upgrading everything to monoliths is indeed a very bad idea.
|
Personally, I think it's a bad idea to be forced to spend hours doing something which should take mere seconds. The way I have described above would seem to work without becoming overpowered.
[ May 15, 2003, 08:28: Message edited by: Hotfoot ]
__________________
L* GdY $? Fr? C--- S* T? Sf* Tcp- A++ M>M+ Mp!>Mp* RHP!>RV Pw Fq ND? Rp+ G++ AuO MM++
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|