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-   -   Mining mounts and making resources different (http://forum.shrapnelgames.com/showthread.php?t=9928)

Taera July 15th, 2003 02:58 AM

Re: Mining mounts and making resources different
 
neither is it affected by the planetary value or racial bonuses -- right?

Loser July 15th, 2003 04:55 AM

Re: Mining mounts and making resources different
 
Quote:

Originally posted by civ2buf:
If we could have build costs different from maintenance costs, I could make organics primarily a maintenance cost, but we can't.
<font size="2" face="Verdana, Helvetica, sans-serif">Actually you can but, well, this is going to be complicated.</font>
  1. <font size="2" face="Verdana, Helvetica, sans-serif">Space Yards build with only Minerals</font>
  2. <font size="2" face="Verdana, Helvetica, sans-serif">Space Yards build hollow husks of ships and put them in orbit</font>
  3. <font size="2" face="Verdana, Helvetica, sans-serif">Retrofit allows conVersions of Minerally expensive hulls to Organically expensive Working Ships.</font>
<font size="2" face="Verdana, Helvetica, sans-serif">Now Ships cost Minerals to build and Organics to maintain. Note that this will not work for Units.

Ares July 15th, 2003 06:09 AM

Re: Mining mounts and making resources different
 
Quote:

Originally posted by Loser:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by civ2buf:
If we could have build costs different from maintenance costs, I could make organics primarily a maintenance cost, but we can't.

<font size="2" face="Verdana, Helvetica, sans-serif">Actually you can but, well, this is going to be complicated.</font>
  1. <font size="2" face="Verdana, Helvetica, sans-serif">Space Yards build hollow husks of ships and put them in orbit</font>
  2. <font size="2" face="Verdana, Helvetica, sans-serif">Retrofit allows conVersions of Minerally expensive hulls to Organically expensive Working Ships.</font>
<font size="2" face="Verdana, Helvetica, sans-serif">Now Ships cost Minerals to build and Organics to maintain. Note that this will not work for Units.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">This shouldn't be a problem for units because:
1. Units don't take maintainence to begin with
2. Planets can inherently build with 2000 organics. More if you mod it.

I agree that rads should be solar generated. Not too sure about organics, though. They depend greatly on the fertility of the land, and are therefore subject to it's organic value. What if you give them both solar generation and normal? Will the planet value affect it then, or, at least, the amount generated normally?

civ2buf July 15th, 2003 11:52 AM

Re: Mining mounts and making resources different
 
If Organics are normal then planetary conditions would matter primarily for them.

Then you have remote mining for minerals

Planetary standard mining for organics (so based on soil conditions and such built into the Organics %)

And solar gathering for rads(energy)

That could work.

Then, this way, an empire uses exclusively energy weapons would go extremely heavy on rads.

Whereas someone using lots of missiles and particle cannons would go heavy on minerals.

Maybe Organic racial trait should get an extra way to harvest organics then.

It would also be neat to have racial traits for each resouce.

Minerals experts and Rads experts.

Taera July 15th, 2003 11:53 AM

Re: Mining mounts and making resources different
 
crystallurg is for Mineral experts. what about rads?? http://forum.shrapnelgames.com/image...s/confused.gif

civ2buf July 15th, 2003 12:02 PM

Re: Mining mounts and making resources different
 
Hyperphysics experts.

Or something like that.


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