View Full Version : resource percentages
Slick
April 12th, 2004, 01:34 AM
Is there any way to control what the resource percentages will be on planets when the map is generated? Is it possible to lower or raise a particular resource or eliminate one completely?
Slick.
Fyron
April 12th, 2004, 01:39 AM
Nope. There is only the global min and max settings. No settings for individual planets at all. http://forum.shrapnelgames.com/images/icons/icon9.gif
Slick
April 12th, 2004, 01:40 AM
Darn it! I was thinking of a great mod idea. Oh well, thanks anyway.
Slick.
[ April 12, 2004, 00:41: Message edited by: Slick ]
Spoo
April 12th, 2004, 07:25 PM
Can't you set them in the map editor?
Captain Kwok
April 12th, 2004, 09:26 PM
Originally posted by Spoo:
Can't you set them in the map editor? <font size="2" face="sans-serif, arial, verdana">Sure can.
If you're unemployed or like torture. http://forum.shrapnelgames.com/images/icons/tongue.gif
Fyron
April 12th, 2004, 09:57 PM
Yes, but that does not work well at all for random maps. http://forum.shrapnelgames.com/images/icons/icon9.gif
Slick
April 12th, 2004, 10:12 PM
Another way to look at it is to drastically change the cost of things for one particular resource. What I was thinking is to make a mod where one resource, say organics, is extremely rare. Either it would be rare across the board or non-existant on 95% of the planets and rich on the remaning 5%. Competition for this rare resource would add another facet to the game.
Then, if you decided to take a chance, you could build some extremely powerful components/facilities using this rare resource. Or you could be safe by building normal components/facilities using other resources, but these would be far less powerful.
The same effect could be achieved by making the new components/facilities and significantly raising the cost of organics on them.
No, I don't want to manually edit a map for this effect.
Just a thought.
Slick.
Fyron
April 12th, 2004, 10:13 PM
You could make organic facilities produce very little, rather than fiddling with tons of organic costs across the board.
Slick
April 12th, 2004, 10:16 PM
Hmmm. Possibly, but I'd still have to remove the organic cost to regular components/facilities. Not many of those, though. I'll think about this some more.
Slick.
Captain Kwok
April 12th, 2004, 10:22 PM
I'd imagine that radioactives would be the more exotic resource of the three...
Reducing it's cost will act as a limiting agent moreso in ship design than organics since it is more important in higher tech components.
Suicide Junkie
April 13th, 2004, 04:06 PM
How about putting the ability on infantry-style troops?
You'd then ship cargo bays full of scientists, farmers and whatever off to your new colonies where there is room to work.
Spoo
April 13th, 2004, 06:37 PM
How about putting the ability on infantry-style troops?
<font size="2" face="sans-serif, arial, verdana">I don't think these abilities work on units in cargo.
Deathstalker
April 14th, 2004, 01:24 AM
Does the 'Points Generation' work on planets??
If so you could mod the files so could have random planets that generate a set amount of points (and even different levels).
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