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  #51  
Old May 16th, 2003, 06:51 PM

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Default Re: Tech-Grid-Mod

Quote:
Originally posted by tesco samoa:
Hotfoot.

There is currently 9 levels of production for each resource.

And 3 levels of monoliths.

The monoliths are not as powerful as they are in the stock game, and almost get outproduced on a 3 to 1 scale for minerals and 2 to 1 for organics and rad's

I like your idea.

check out the facilities file further on down... and see if you think it could work in this mod.

Right now there is 10 familes that can gather resources for the common facilities.

Perhaps your idea could be worked into an advanced trait, for the resources. For the Ship yards I will have to think about that one.

Yep I think it could ( he says to himself )
Well, how about this idea then:
Instead of replacing them with monoliths, as you get monolith tech, and reach the upper echelons of other various resource techs, you unlock quasi-monolith facilities? The normal production rate for the original resource remains the same (or somewhat higher), but it also is capable of harvesting the other two resources, just at a much lower rate.

For example:
Mineral Monolith Facility 1
Extracts 1,000 Minerals per turn
Extracts 100 Organics per turn
Extracts 100 Radioactives per turn

Mineral Monolith Facility 2
Extracts 1,100 Minerals per turn
Extracts 200 Organics per turn
Extracts 200 Radioactives per turn

Mineral Monolith Facility 3
Extracts 1,200 Minerals per turn
Extracts 300 Organics per turn
Extracts 300 Radioactives per turn

Wheras the normal monolith facilities would top out at maybe 600 resources per turn each or something. I'm just pulling numbers out of a hat, so if they seem off, just adjust them to something you think would be more reasonable.

The shipyards are rather minor in comparison. You don't have to do nearly as much mindless clicking to upgrade them.
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  #52  
Old May 17th, 2003, 05:26 AM

tesco samoa tesco samoa is offline
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Default Re: Tech-Grid-Mod

i have something like that called an urban centre... 18 levels

ends up with this

Name := Urban Centre XVIII
Description := Urban Centre's are major metropolitian centres in the Interphased Fission Era. They generate all resources for an empire.
Facility Group := Urban Infrastructure
Facility Family := 54
Roman Numeral := 18
Restrictions := None
Pic Num := 178
Cost Minerals := 57000
Cost Organics := 57000
Cost Radioactives := 57000
Number of Tech Req := 6
Tech Area Req 1 := Applied Science
Tech Level Req 1 := 1
Tech Area Req 2 := Planetary Infrastructure
Tech Level Req 2 := 18
Tech Area Req 3 := Interphased Fission Science
Tech Level Req 3 := 5
Tech Area Req 4 := Industry
Tech Level Req 4 := 6
Tech Area Req 5 := Astro Biology
Tech Level Req 5 := 1
Tech Area Req 6 := Macro Economics
Tech Level Req 6 := 5
Number of Abilities := 23
Ability 1 Type := Resource Generation - Minerals
Ability 1 Descr := Mines 2100 minerals each turn
Ability 1 Val 1 := 2100
Ability 1 Val 2 := 0
Ability 2 Type := Resource Generation - Organics
Ability 2 Descr := Grows 1100 organics each turn.
Ability 2 Val 1 := 1100
Ability 2 Val 2 := 0
Ability 3 Type := Resource Generation - Radioactives
Ability 3 Descr := Extracts 1100 radioactives each turn
Ability 3 Val 1 := 1100
Ability 3 Val 2 := 0
Ability 4 Type := Point Generation - Research
Ability 4 Descr := Generates 1600 research points each turn.
Ability 4 Val 1 := 1600
Ability 4 Val 2 := 0
Ability 5 Type := Point Generation - Intelligence
Ability 5 Descr := Generates 500 intelligence points each turn.
Ability 5 Val 1 := 500
Ability 5 Val 2 := 0
Ability 6 Type := Cargo Storage
Ability 6 Descr := Provides an additional 4000 Cargo Space
Ability 6 Val 1 := 4000
Ability 6 Val 2 := 0
Ability 7 Type := Resource Storage - Mineral
Ability 7 Descr := Can store 50000 minerals for an empire.
Ability 7 Val 1 := 50000
Ability 7 Val 2 := 0
Ability 8 Type := Resource Storage - Organics
Ability 8 Descr := Can store 50000 organics for an empire.
Ability 8 Val 1 := 50000
Ability 8 Val 2 := 0
Ability 9 Type := Resource Storage - Radioactives
Ability 9 Descr := Can store 50000 radioactives for an empire.
Ability 9 Val 1 := 50000
Ability 9 Val 2 := 0
Ability 10 Type := Phased Shield Generation
Ability 10 Descr := Generates 2000 Phased Shield Points
Ability 10 Val 1 := 2000
Ability 10 Val 2 := 0
Ability 11 Type := Phased Shield Generation
Ability 11 Descr := Regenerates 50 Phased shield points per turn.
Ability 11 Val 1 := 50
Ability 11 Val 2 := 0
Ability 12 Type := Spaceport
Ability 12 Descr := Acts as a spaceport for this system.
Ability 12 Val 1 := 0
Ability 12 Val 2 := 0
Ability 13 Type := Supply Generation
Ability 13 Descr := Can generate unlimited supplies each turn for ships.
Ability 13 Val 1 := 0
Ability 13 Val 2 := 0
Ability 14 Type := Modify Reproduction - System
Ability 14 Descr := Populations in this system will reproduce 5% faster (only 1 facility per system effective)
Ability 14 Val 1 := 5
Ability 14 Val 2 := 0
Ability 15 Type := Change Population Happiness - System
Ability 15 Descr := Improves the happiness of the populations who live in this system 5% (only 1 facility per system effective).
Ability 15 Val 1 := 5
Ability 15 Val 2 := 0
Ability 16 Type := Resource Gen Modifier System - Minerals
Ability 16 Descr := Increase mineral production in a system by 15% (only 1 facility per planet effective)
Ability 16 Val 1 := 15
Ability 16 Val 2 := 0
Ability 17 Type := Resource Gen Modifier System - Organics
Ability 17 Descr := Increase organics production in a system by 15% (only 1 facility per planet effective).
Ability 17 Val 1 := 15
Ability 17 Val 2 := 0
Ability 18 Type := Resource Gen Modifier System - Radioactives
Ability 18 Descr := Increase radioactive production in a system by 15% (only 1 facility per planet effective).
Ability 18 Val 1 := 15
Ability 18 Val 2 := 0
Ability 19 Type := Planet - Change Minerals Value
Ability 19 Descr := Improves the mineral value of the planet by 1% each year
Ability 19 Val 1 := 1
Ability 19 Val 2 := 0
Ability 20 Type := Planet - Change Organics Value
Ability 20 Descr := Improves the organic value of the planet by 1% each year.
Ability 20 Val 1 := 1
Ability 20 Val 2 := 0
Ability 21 Type := Planet - Change Radioactives Value
Ability 21 Descr := Improves the radioactive value of the planet by 1% each year.
Ability 21 Val 1 := 1
Ability 21 Val 2 := 0
Ability 22 Type := System Point Generation Modifier - Research
Ability 22 Descr := Increase all research in a system by 15% (only 1 facility per system effective).
Ability 22 Val 1 := 15
Ability 22 Val 2 := 0
Ability 23 Type := System Point Generation Modifier - Intelligence
Ability 23 Descr := Increase all intelligence generation in a system by 15% (only 1 facility per system effective).
Ability 23 Val 1 := 15
Ability 23 Val 2 := 0
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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #53  
Old May 17th, 2003, 11:33 AM
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Default Re: Tech-Grid-Mod

That is too many ability descriptions Tesco. Half of them will be cut off in the in-game display.
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  #54  
Old May 17th, 2003, 03:24 PM

tesco samoa tesco samoa is offline
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Default Re: Tech-Grid-Mod

Ed I have not tested it yet... but Will be soon.
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Hey GUTB where did you go...???

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  #55  
Old May 17th, 2003, 03:27 PM

tesco samoa tesco samoa is offline
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Default Re: Tech-Grid-Mod

Thanks for the Tip Ed on the descriptions.

I will fix that up as well...
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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #56  
Old May 17th, 2003, 11:38 PM
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Default Re: Tech-Grid-Mod

Make sure there is no space after the := for the descriptions you want blank. If there is a space, SE4 will display a single blank next to a bullet in the ability descriptions.
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  #57  
Old May 18th, 2003, 01:06 AM

tesco samoa tesco samoa is offline
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Default Re: Tech-Grid-Mod

see i always just right clicked on the stuff and it shows it all.

I never thought of how they look in the help section.
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  #58  
Old May 18th, 2003, 01:09 AM
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Default Re: Tech-Grid-Mod

You could consolidate some of them - e.g. make the description for Minerals Extraction say "Generates 2200 minerals, 1100 organics, and 1100 radioactives per turn" and leave the other two blank; there won't be any blank lines - also, your shield regeneration ability is really phased shield generation! (Can you have shield regeneration on planets? That would be cool... planetary shield regenerator facilities that regenerate 500 shields per turn... can't hit the planet unless you have a decent sized fleet or bombs!)
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