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April 3rd, 2001, 06:46 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Nomadic Resource Problem Solved!!!
SJ has done it again!
I have now designed a base that actually generates resources every turn!
Basically, it works on negative maintenance in V1.27
Good-bye planets, hello life among the stars.
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April 3rd, 2001, 06:53 PM
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Private
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Re: Nomadic Resource Problem Solved!!!
Winner! Please post the text of your mod.
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April 3rd, 2001, 07:33 PM
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Corporal
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Re: Nomadic Resource Problem Solved!!!
Also does this require v1.27 or a change to the settings.txt file to a negative number? When I tested for negative maintaince in 1.30 I did not see a postive amount of resources. I changed settings.txt from 25 to 15 and upped racial points and merchant trait to get a negative modifer. It capped out at 0.
(This may be a stupid question). Do you realize that you automatically under default settings, recieve 200 of each resource? you might have zero maintainence and are seeing this
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April 3rd, 2001, 07:40 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Nomadic Resource Problem Solved!!!
Looks like a breakthrough. Does it only work on the base you designed or on the entire races ships?
[This message has been edited by Nitram Draw (edited 03 April 2001).]
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April 3rd, 2001, 09:02 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Nomadic Resource Problem Solved!!!
There are only two vehicles that can generate resources.
There is a resource base, and a destroyer-size resource ship.
Both of these are really easy to hit and have little room left over for defences, so they have to protected very well, just like planets.
The ship will generate a little more than 200 resources per turn, which resource depends on what kind of plug-in module you have. The base can hold four or five plug-ins, and produces that much more.
That keeps the military & civilian sides separate, so the nomads don't grow exponentially They have to decide how much of the budget to put towards building more resources & how much to spend on military. The nomads will also tend to lag behind technologically with no research, so they're gonna have to steal tech.
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April 3rd, 2001, 09:31 PM
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First Lieutenant
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Join Date: Jan 2001
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Re: Nomadic Resource Problem Solved!!!
One nomad component/vehicle suggestion:
Oasis - small base 20kt. Would act as a supply source. Make it dirt cheap to build 100 minerals or so. Maybe give it repair function like your machine shop component, 1-2 per turn.
Component- mini master computer for Oasis. 20kt in size dirt cheap.
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April 4th, 2001, 03:14 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Nomadic Resource Problem Solved!!!
The Oasis could be simulated with a Space Station, cost you 2500 minerals + hullcost to build, 300 per turn to maintain. Not bad.
These things supply a whole system, too.
Still, a good idea. You may want to just quickly throw together a disposable resupply depot station
Consider it added.
[This message has been edited by suicide_junkie (edited 04 April 2001).]
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April 5th, 2001, 01:43 AM
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First Lieutenant
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Re: Nomadic Resource Problem Solved!!!
You could even make a new size space station and give it to the nomad race through the is a nomad trait. It could be as small and as cheap as you want, I think.
Nomads are the one race that should not have any colonies but that will put them at a big research disadvantage unless the get the benefits of the pirates and I don't think of nomads as a capturing type of people.
Maybe a base can be designed that generates research points?
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