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April 25th, 2001, 12:07 AM
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Private
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Join Date: Dec 2000
Location: Cape Girardeau, MO
Posts: 8
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Re: Construction speed and population size
Assuming unmodified settings.txt file; the population affects every production aspect of a facility. This includes the ship yards, research/intell, and resource gathering systems. Basically, for every one of the (possible) 20 population modifiers you can change how much a bonus population gives in both ship yard rate and/or production of reasources (intell/research/min/org/rad).
If you want a flat rate; simply change the ship yard bonus to zero in the settings.txt for all the population bonus areas.
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April 25th, 2001, 12:12 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Construction speed and population size
BTW, you can have more than 20 population modifiers... I use 46!
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April 25th, 2001, 02:19 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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Re: Construction speed and population size
Trachmyr, I like the sounds of the mod you spoke of in your post:
In the mod I've got going, I 've fipped the plnet/population thing...
Is there any chance you could shed some light on the details of your mod? It sounds like one I'd like to use, but I have not had any time to explore any modding myself - besides, there is some great work being put out by others.
Maybe you could share your .txt files and / or the specific line-items? It would be very much appreciated by myself (and probably many others).
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April 25th, 2001, 07:14 PM
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Private
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Join Date: Apr 2001
Location: Denver, CO, USA
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Re: Construction speed and population size
quote: Maybe you could share your .txt files and / or the specific line-items? It would be very much appreciated by myself (and probably many others).
This sounds awesome. It seems like population is currently not enough of a factor. I played a lot of BOTF and didn't like the fact that population was SO important to a system, yet you couldn't move people around. In SE4 you can move people around but it doesn't seem to make much of a difference. I think you've combined the best of both worlds and I'd really like to see it, too.
I wonder how the AI will fare with this type of setup. They seem to have a lot of sparsely populated planets spread all over.
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April 25th, 2001, 07:59 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Construction speed and population size
What I don't like about the population modifiers is that they are almost exclusively positive. There isn't much penalty for to few or to many people.
46 modifiers seems to be a lot and could provide the needed variety. Maybe a planet at max population gets a production increase and a happiness decrease for example.
The population modifiers should be tied to a planets max population capacity tho I don't think this is the case right now.
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April 25th, 2001, 11:01 PM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Construction speed and population size
I can't post the mod yet, cause until MM gets "Custom Groups" working, the mod has some problems... I also have to work on the AI, if I finish that I might post a watered-down Version of my mod.
Neither can I post the system.txt, cause they wouldn't do you any good unless you also had my planetsize, sectortype, systemtype, quadranttype, and my planet pictures. Then due to stellar manip. you would have to have my componets.txt then vechiclesize, techarea.txt, then all new AI files, etc.
In otherwords, my settings.txt file only works with my mod, sorry.
As for the 46 modifiers, the first 26 are for planets... the other 20 are for ring/sphereworlds (they kick but!), When I first started I used a lot of negative modifiers... but this caused some real problems when the production level became negative (it would use up resources, not make them!)...
Hopefully, if the next patch activates Custom Groups, I'll post my mod soon after!
(Oh and yes, population can't affect happiness... sorry)
[This message has been edited by Trachmyr (edited 25 April 2001).]
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