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Re: Mining mounts and making resources different
neither is it affected by the planetary value or racial bonuses -- right?
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Re: Mining mounts and making resources different
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Re: Mining mounts and making resources different
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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? |
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. |
Re: Mining mounts and making resources different
crystallurg is for Mineral experts. what about rads?? http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Mining mounts and making resources different
Hyperphysics experts.
Or something like that. |
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