View Full Version : if facility were cities
Crimson
July 3rd, 2002, 08:53 PM
Hi there players,
I know this is never going to happen in this verison of the game, but I figure I would talk about it anyway.
See the way I see it mm should have make the facilities more like the WPs. This way they could have allow research, intel, and a with other things to be in a comp to start off. With this way of doing things, the cities/facilities would be closer to how real cities are and the facilities/comps would be like real builds. This would also allow player to configure the planet more, always a good thing. Lastly since the cities/facilities are like WP, now we would be able to just research lager cities to allow for more facilities/comps.
This is just me think here, But I like to hear what you guys take on it would be. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon6.gif
dmm
July 3rd, 2002, 10:26 PM
If SEIV allowed components to do research, intel, resource gen, etc. then one could do exactly what you want (with a mod). Would be really sweet if one could also somehow link production to the number of people in the city. And if you had to provide housing for the people in the cities, so you couldn't transport 100 million people to a brand-new base.
Spoo
July 3rd, 2002, 11:16 PM
Hmm... Can you put remote mining components on WP or troops? I know thew work on satellites, which implies they work on units in general.
DavidG
July 3rd, 2002, 11:21 PM
Although I only played it briefly it sounds a bit like what you get in the Proportions mod. Were you have settlements, minor and major cities etc.
capnq
July 3rd, 2002, 11:24 PM
Can you put remote mining components on WP or troops? I know thew work on satellites, which implies they work on units in general.
<font size="2" face="Verdana, Helvetica, sans-serif">Unmodded robominers can only be put on ships, bases and satellites.
Remote mining won't work on a colonized planet, and you can't put a WP or troop on an uncolonized planet.
I don't know if modded miners would work on fighters or drones.
Spoo
July 4th, 2002, 01:08 AM
Remote mining won't work on a colonized planet, and you can't put a WP or troop on an uncolonized planet. <font size="2" face="Verdana, Helvetica, sans-serif">What if the WP were on a moon and the planet was uncolonized (or vice versa)?
Also, can satellites in cargo bays remote mine? I'd imagine they can't.
Fyron
July 4th, 2002, 01:29 AM
Also, can satellites in cargo bays remote mine? I'd imagine they can't.
No.
ELN-Gustyboy
July 4th, 2002, 03:52 AM
for the remote mining i tried lot of things to understand how does it works...
and i understand that only one robominer mine in 1 sector...1 planet&1 satellite will only be mined by 1 satellite miner...
if you put 2 satellites miners in orbit around one planet,only one miner will gives you resources...
and robominers can only be construct on Ship/base/satellite...but if you put it on a satellite you haven't any maintenance cost to pay...
all that is in the unmodded Version of the game...
it s all i understood but i can make lots of mistakes...
cya
Spuzzum
July 5th, 2002, 12:16 AM
Yep, that's about right.
(Shameless plug: in my mod, I dropped the size of the remote miner components to 25kT (and likewise reduced their cost, effectiveness, etc.), so that you can fit them on the smallest satellite size. In vanilla SE4G, you have to develop the large satellites before you can use satellites to remote mine.)
You can only have one ship/base/sat remote mining per sector, but all remote mining components on that single vessel will work.
Lemmy
July 5th, 2002, 12:34 AM
while we're going off topic to remote mining, i got another question
in settings.txt there are these lines:
Planet Value Low Resources := 0
Planet Value High Resources := 500000
these are the values which indicate how many resources you can mine on each planet?
But with infite resources setting on, these values aren't used for facilities, right?
but they are still used for remote mining?
does the percentage values change with remote mining?
i never tried it, if it does, is it linear to the max and min resources?
for example, if there is 250k left, and min and max pct are 0 and 150, the pct value is 75%?
ok, ok, so i got 6 questions http://forum.shrapnelgames.com/images/icons/tongue.gif
[ July 04, 2002, 23:35: Message edited by: Lemmy ]
Suicide Junkie
July 5th, 2002, 03:13 PM
The remote miners decrease the value by 1% each turn.
If the planet has 2% value, it becomes 1%.
If the planet has 250% value, it becomes 249%.
This deduction only applies once per ship (not per miner component), and only to the resource(s) being mined.
So, Build miners with the maximum number of mining components, and specialize your miners into one type only.
Lemmy
July 5th, 2002, 03:54 PM
hmm, and i suppose you can't put the Planet - Change Minerals Value ability on a component, to keep the value stable at 100%?
geoschmo
July 5th, 2002, 04:23 PM
Originally posted by Lemmy:
hmm, and i suppose you can't put the Planet - Change Minerals Value ability on a component, to keep the value stable at 100%?<font size="2" face="Verdana, Helvetica, sans-serif">Nope, that ability only works for facilities, not components.
Geoschmo
capnq
July 6th, 2002, 12:25 AM
i suppose you can't put the Planet - Change Minerals Value ability on a component, to keep the value stable at 100% <font size="2" face="Verdana, Helvetica, sans-serif">But there is an entry in Settings.txt to turn off the depletion.
Lord Kodos
July 14th, 2002, 11:17 PM
Hmm a little OT but perhaps rather then make other things cities why not Facilities Cities?
i imagine we would designate them like this:
City
Military Base
Intel Base
Fleetyards
Capital
So whaddaya think?
PvK
July 15th, 2002, 01:06 AM
See Proportions mod (http://www.latibulum.com/pvk/proportions) for city facilities of various descriptions and other facilities that combine various amounts and types of abilities in one facility, for a considerable price, time to build, and with research requirements.
PvK
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