.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old April 9th, 2006, 12:27 PM
Wenin's Avatar

Wenin Wenin is offline
Corporal
 
Join Date: Feb 2006
Posts: 176
Thanks: 0
Thanked 0 Times in 0 Posts
Wenin is on a distinguished road
Default Reasonable upgrade, impossible to build a new one?

I've added a capital facility and designed it to be given to the players at the start of the game. I'm not wanting anyone to be able to build additional capitals, but I'm wanting to provide upgraded versions of the facility.

Anyone have a thought on how it could be possible?

Only thought I've had is making upgrades cheap via the "Upgrade Facility Cost Percent" setting. Though that would make ALL upgrades cheap.
Reply With Quote
  #2  
Old April 9th, 2006, 01:14 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Reasonable upgrade, impossible to build a new

Give them a spaceyard ability of 50 points or so.

That way, the player can't build one on any colony with a SY already.
And if they do build one, then the colony can't build anything else.
The cost of the upgraded facility can be dirt cheap, so it is easy to upgrade the homeworld facilities.
Reply With Quote
  #3  
Old April 9th, 2006, 01:15 PM

shinigami shinigami is offline
Corporal
 
Join Date: Mar 2006
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
shinigami is on a distinguished road
Default Re: Reasonable upgrade, impossible to build a new

If the resource costs in the rest of your mod are close to stock levels (high mins, low rads, extremely low orgs) one possible solution would be to add the shipyard ability to your capital facility but only give it the ability to build with organics. Then set the costs of your upgrades to a normal level except for organics. It is an ugly solution but it would work. The only real problem I can see with it is that if the mod also keeps a stock level of resource production you could easily wipeout all of your stockpiled organics and get the dreaded "Lack of Resources" message.

Does this make sense?

Edit: SJ's solution is much better than mine!
Reply With Quote
  #4  
Old April 9th, 2006, 01:53 PM
Wenin's Avatar

Wenin Wenin is offline
Corporal
 
Join Date: Feb 2006
Posts: 176
Thanks: 0
Thanked 0 Times in 0 Posts
Wenin is on a distinguished road
Default Re: Reasonable upgrade, impossible to build a new

The Capital is taking the slot of the Resupply Depot at the start of the game. If I give it the ship yard ability, then each empire would end up with two of these "capitals" at the start of the game.
Reply With Quote
  #5  
Old April 9th, 2006, 01:57 PM
Wenin's Avatar

Wenin Wenin is offline
Corporal
 
Join Date: Feb 2006
Posts: 176
Thanks: 0
Thanked 0 Times in 0 Posts
Wenin is on a distinguished road
Default Re: Reasonable upgrade, impossible to build a new

This is what I've created so far.

Name := Capital I
Description := The seat of government and center of trade for the entire Space Empire.
Facility Group := Planetary Support
Facility Family := 55
Roman Numeral := 1
Restrictions := None
Pic Num := 720
Cost Minerals := 12000
Cost Organics := 1000000
Cost Radioactives := 12000
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
Number of Abilities := 4
Ability 1 Type := Resource Conversion
Ability 1 Descr := Government able to trade materials at a 60% loss.
Ability 1 Val 1 := 60
Ability 1 Val 2 := 0
Ability 2 Type := Supply Generation
Ability 2 Descr := The abundent merchant traffic in this sector makes it easy to resupply government ships.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat Modifier - System
Ability 3 Descr := Fanatical defense of the government's capital will result in a 30% increase in combat accuracy and damage.
Ability 3 Val 1 := 30
Ability 3 Val 2 := 0
Ability 4 Type := Damage Modifier - System
Ability 4 Descr :=
Ability 4 Val 1 := 30
Ability 4 Val 2 := 0

The upgrades will only improve the Resource Conversion ability, but it's the Damage Modifier and Combat Modifier abilities that make it juicy and worthy of keeping. I'm trying to make home systems very defendable.

That reminds me, is there a way to make a facilty more easily destroyed when a planet is attacked?
Reply With Quote
  #6  
Old April 9th, 2006, 02:07 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Reasonable upgrade, impossible to build a new

Quote:
Wenin said:
The Capital is taking the slot of the Resupply Depot at the start of the game. If I give it the ship yard ability, then each empire would end up with two of these "capitals" at the start of the game.
Not if you arrange it properly.
Just switch the positions of the SY and the capital.
Reply With Quote
  #7  
Old April 9th, 2006, 03:22 PM
Wenin's Avatar

Wenin Wenin is offline
Corporal
 
Join Date: Feb 2006
Posts: 176
Thanks: 0
Thanked 0 Times in 0 Posts
Wenin is on a distinguished road
Default Re: Reasonable upgrade, impossible to build a new

sorry, forgot to mention that I want the Shipyards to have the resupply depot option as well.
Reply With Quote
  #8  
Old April 9th, 2006, 03:29 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Reasonable upgrade, impossible to build a new

If you make the upgrades to the capital cheap, you can then just build more capitals...

You only need one of them per system, so using the last slot on a tiny low value world would be a fine tradeoff for lack of a regular SY.

If you want them to be unbuildable, they are going to have to be unupgradable too.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #9  
Old April 9th, 2006, 07:00 PM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: Reasonable upgrade, impossible to build a new one?

yeah, i would suggest just cranking the price to something unfathomable. that would make them un-upgradeable, sadly. but you would limit them to one-per-empire.

giving them a low-spaceyard-rate would still let people build them on planets where they dont feel the need to have real spaceyards. Its not hard to come up with one planet or moon per system (or one per two systems) that does not need a SY.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:19 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.