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  #181  
Old July 27th, 2004, 12:08 AM
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Default Re: New SJ mod

Cool I D/Led 105 now to see how it runs
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  #182  
Old July 28th, 2004, 02:58 PM
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Default Re: New SJ mod

Cool so far running 3 Emp's and guess what!!!! I start right next to one
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  #183  
Old July 28th, 2004, 03:33 PM
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Default Re: New SJ mod

Yeah, its really wierd...
The Last few 2-player games I tried, we started right beside each other despite the "evenly spread" option being turned on.
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  #184  
Old July 31st, 2004, 08:19 PM
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Default Re: New SJ mod

With the help of the Map Analyser, I've now got a fair quadrant setup.
http://imagemodserver.mine.nu/other/...Mods/GritEcon/

code:
Type of Race    ||  Advantage/Disadvantage
----------------++----------------------
Gas Giant || Fewest Colony ships needed
|| Lowest Construction Rates
|| Highest Resource Rates
----------------++----------------------
Rock || ~225% more colonies needed
|| ~170% construction rate
|| ~85% resource rate
----------------++----------------------
Ice || ~300% more colonies needed
|| ~200% construction rate
|| ~80% resource rate
----------------++----------------------
"None" breather || Increased Construction Rate
(Any Surface) || Decreased Resource Rate
---------------------------------------



[ July 31, 2004, 19:23: Message edited by: Suicide Junkie ]
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  #185  
Old September 5th, 2004, 12:42 AM
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Default Re: New SJ mod

How do you get that output???

In GritEcon, there is a typo in the Planetary Volcanic Inductor facility:

Quote:
Ability 2 Type := Planet - Change Organics Value
Ability 2 Descr := Decreases the local standard of living by 2% per year.
Ability 2 Val 1 := -1
Ability 2 Val 2 := 0

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  #186  
Old September 5th, 2004, 02:00 PM
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Default Re: New SJ mod

Ratios of the number of colonies per system and production rates.
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  #187  
Old September 5th, 2004, 02:59 PM
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Default Re: New SJ mod

Can you make the program do that on it's own?
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  #188  
Old September 5th, 2004, 10:31 PM
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Default Re: New SJ mod

There are zillions of numbers on the screen there...
If I were to display ratios of all the numbers, it would be incredibly cluttered and mostly useless.

Just pick the values of interest for your particular mod, and post them.
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  #189  
Old September 5th, 2004, 10:52 PM
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Default Re: New SJ mod

I didn't mean display them all... have some export options to export various Groups of statistical info to a text file.
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  #190  
Old October 29th, 2004, 12:28 PM
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Default Re: New SJ mod

Even if they say "No news is good news"... *Bumps the thread back to first page* I do not intend to pester you SJ, but has the mod evolved since your Last Posts? Or has the baneful school prevented you from working on it?
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