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  #1  
Old August 19th, 2001, 07:36 AM
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Default Subjugation Tech

I've been working on creating a very evil racial tech tree (tentatively entitled "Subjugation Tech). The idea is to give them strip-mining facilities, forced labor camps, and such. The idea is for a facility that produces a lot of resources, but lowers the planets value. The facility extracts all three resource types and has built-in storage so that you won't lose all of the "stolen" resources.

I also wanted to add things such as Forced Breeding Camps, which would be like Replicant Centers but lower happines by alot. I've tried to make facilities decrease happines by using an ability such as:

Ability 7 Type := Change Population Happiness - System
Ability 7 Descr := Populations will grow angrier in this system (only 1 facility per system effective).
Ability 7 Val 1 := -20
Ability 7 Val 2 := 1

This makes the planet's happiness drop to indifferent pretty quickly, but it doesn't make it any lower. Forced breeding programs should cause riots after a few months or so, but I can't figure out how to do it.

Another facility I want to add is an Inquisition (or something similar). It would purge all dissidents from a conquered planet, by increasing happiness by 10% or so and having a negative population growth ability. Un fortunately, I tried making a negative Replicant Center ability and a negative population growth percent modifier, and neither of them worked.

The facilities for a subjugating race are at the bottom of Facility.txt. Anybody wanna offer me any ideas on how I can more successfully implement my ideas, or have any other suggestions?
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Old August 19th, 2001, 07:56 AM
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Default Re: Subjugation Tech

"This makes the planet's happiness drop to indifferent pretty quickly, but it doesn't make it any lower."

Why does the happiness not go below indifferent?
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Old August 19th, 2001, 08:07 AM
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Default Re: Subjugation Tech

quote:
Originally posted by Q:
Why does the happiness not go below indifferent?


I have no idea why it doesn't go below indifferent. I changed the happiness modifier to -50 and I clicked end turn about 20 times when I was testing it and it never went below indifferent. Very strange.
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Old August 19th, 2001, 10:57 AM
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Default Re: Subjugation Tech

I've tried multiple "Anarchy Groups" missions against the same planet and the population there never went past angry, no riots.
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Old August 19th, 2001, 05:10 PM

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Default Re: Subjugation Tech

I notice that you have entered a non-zero value for the second value of the "Change Population Happiness - System" ability. I was about to post that this will not work in a system with any positive happiness modifiers because the game always chooses the "best" available modifier but I didn't know there was any ability to set different ability numbers like the movement generation ability. There is nothing in abilities.txt about this second value. Have you checked if this works when a UPC is in the system? If it does, this is an important change in the way this ability works and needs to be added to abilities.txt so people know it's there!

As for the apparent limits on how far it drops, there is a clear "amount of change per turn" limit in the happiness types. It might be that there is a typo or omission in the hard code somewhere that doesn't re-adjust this limit for facilities but only accounts for external events. So, it keeps comparing the value to the original value rather than what it has been changed to? Hmm.
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Old August 19th, 2001, 08:36 PM
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Default Re: Subjugation Tech

I've attached a more recent Version of my subjugation techs here.

quote:
Originally posted by Baron Munchausen:
[b]I notice that you have entered a non-zero value for the second value of the "Change Population Happiness - System" ability. I was about to post that this will not work in a system with any positive happiness modifiers because the game always chooses the "best" available modifier but I didn't know there was any ability to set different ability numbers like the movement generation ability. There is nothing in abilities.txt about this second value. Have you checked if this works when a UPC is in the system? If it does, this is an important change in the way this ability works and needs to be added to abilities.txt so people know it's there![b]


The non-zero number in the second value of the "Change Population Happiness - System" ability doesn't do anything. I was trying to see if it would change the rate (in turns) that happiness is changed. Instead of per turn, it could be per two turns or per year. I experimented with it and it always acted the same. The UPC nullifies the happiness penalties of the Labor Camps and Strip-Mining Facilities. I was hoping that the game added up the happiness modifiers for all of the facilities on a planet instead of simply using the "best" one. I'll have to make it so that Subjugators can't build UPC's and their kin. Oh well...

I also tried changing the second value of the abilities that modify planet values, but it didn't make a difference. I wanted to see if I could make the value drop per turn instead of per year, but I couldn't get it to work.

quote:
Originally posted by Baron Munchausen:
[b]I didn't know there was any ability to set different ability numbers like the movement generation ability.[b]


What exactly are you talking about? Do you mean that you can change the standard movement rate of an engine, thereby doubling or tripling its speed, or the different movement bonuses, or something else?

Also, I still can't get negative reproduction rates or negative Replicant Center abilities to work. This all puts quite a damper on my vision of the Subjugation Technology.
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Old August 19th, 2001, 10:55 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Subjugation Tech

The "Extra Movement Generation" ability checks the second number as an "identifier". If two components in the same ship have the same identifier, you only get the performance boost once. If the two components have different identifiers, you get the bonus for both components, added together. Dunno why he couldn't have just used component family like ECM/Sensor abilities do, but that's the way this ability works.

Now if only facilities would also work by "family" or have some sort of identifier for the ability. Then we could have UPC compensating negative modifiers in other facilities, the Time Shrine would stack with other production modifiers, and all sorts of interesting things could be done with infrastructure.
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Old August 20th, 2001, 01:19 AM

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Default Re: Subjugation Tech

Anyone ever managed to make a planet declare independence by using Anarchy Groups?
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Old August 20th, 2001, 06:56 AM
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Default Re: Subjugation Tech

quote:
Originally posted by Baron Munchausen:
Now if only facilities would also work by "family" or have some sort of identifier for the ability. Then we could have UPC compensating negative modifiers in other facilities, the Time Shrine would stack with other production modifiers, and all sorts of interesting things could be done with infrastructure.


Hmm... guess I'll have to wait awhile before I can finish my Subjugation Techs then. Where exactly would I send an email to request changes in the next patch?
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Old January 12th, 2002, 01:58 AM
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Default Re: Subjugation Tech

Ahh, one of my first Posts. Ahh, memories...

Anyways, back to the point: Will any of these ideas of mine work in SEIV Gold? I'd love to finally be able to mod forced labor camps, strip mining (in infinte resource games), etc.
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