View Full Version : Tech-Grid-Mod
tesco samoa
July 13th, 2002, 03:24 PM
Hello Everyone. The Official Tech-Grid-Mod thread.
Mac and myself have begun the work on this mod.
It is as it sounds. A tech grid mod http://forum.shrapnelgames.com/images/icons/tongue.gif
Here is an example of how a item will look like in the upcoming pbw mod.
Name := Cruiser
Short Name := Cruiser
Description :=
Code := CR
Primary Bitmap Name := Cruiser
Alternate Bitmap Name := Cruiser
Vehicle Type := Ship
Tonnage := 500
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 5
Tech Area Req 2 := Industry
Tech Level Req 2 := 6
Tech Area Req 3 := Construction
Tech Level Req 3 := 6
Tech Area Req 4 := Space Yards
Tech Level Req 4 := 2
Number of Abilities := 0
More to come. And Updates will be posted here.
Captain Kwok
July 14th, 2002, 06:18 AM
I am assuming by Tech-Grid-Mod, you mean that items will require various levels in a variety of tech areas rather than one or two as is normal with SE:IV? At least it looks that way from your example.
Fyron
July 14th, 2002, 10:35 AM
I would assume that since that's what he's been talking about making for weeks in the IRC channel, that is what he means. http://forum.shrapnelgames.com/images/icons/icon12.gif
dumbluck
July 14th, 2002, 12:29 PM
Originally posted by tesco samoa:
Hello Everyone. The Official Tech-Grid-Mod thread.
Mac and myself have begun the work on this mod.
It is as it sounds. A tech grid mod http://forum.shrapnelgames.com/images/icons/tongue.gif
Here is an example of how a item will look like in the upcoming pbw mod.
Name := Cruiser
Short Name := Cruiser
Description :=
Code := CR
Primary Bitmap Name := Cruiser
Alternate Bitmap Name := Cruiser
Vehicle Type := Ship
Tonnage := 500
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 5
Tech Area Req 2 := Industry
Tech Level Req 2 := 6
Tech Area Req 3 := Construction
Tech Level Req 3 := 6
Tech Area Req 4 := Space Yards
Tech Level Req 4 := 2
Number of Abilities := 0
More to come. And Updates will be posted here.<font size="2" face="Verdana, Helvetica, sans-serif">Umm, not to be picky, but:
Number of Tech Req := 1
should be:
Number of Tech Req := 4
I think, anyway....
I had been toying with this idea myself for a while now. I would be willing to help out a little, if you like. I don't have much time to give, and no experience. But every little bit helps, right? http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
[ July 14, 2002, 11:30: Message edited by: dumbluck ]
Fyron
July 14th, 2002, 12:30 PM
It should be that, yes. But Tesco has some hidden plan that we don't know of yet. http://forum.shrapnelgames.com/images/icons/icon7.gif
dumbluck
July 14th, 2002, 12:32 PM
Wow, IF! between the time I hit post reply, edit, type a couple more lines, and post reply again, you've already replied to my initial post!!!
tesco samoa
July 14th, 2002, 08:27 PM
that was a typo. But just an example of what it will be like. I have not really got around to deigning the ships yet.
I have started with Industry 1 which gives you your basic mining, research and space yard. And I am currently expanding from that direction and doing a family at a time.
Mac will be helping.
Dumb luck that would be good if you want to help out.
I don't know what yet because the concept is just in the initial stages.
I think the hard part will be the weapons. Since there will be many different Version of each weapon, based on the different weapon and theory tree's that are researched. ( Yep Range, Power, size and speed ).
That is where I will need the help.
The overall concept of this mod is to place more emphasis on the theory of the research areas and an expected outcome. And to make the game's tech tree get to a point where it will become almost impossible to research everything.
THe other concept of this mod is to create a game where research stragety is linear for a short period of time. Then as the braches open up, short medium and long term goals must be measured against current events and situation.
This mod will not be designed for short and dirty games. But for long epic games.
Hope that helps.
[ July 14, 2002, 19:29: Message edited by: tesco samoa ]
Phoenix-D
July 14th, 2002, 09:16 PM
I can say right now that what you're planning is going to have a lot of grunt work; be careful with the initial values because going back later means changing 50+ entries (and that was just for a 2 tech area missile!)
Good luck!
Phoenix-D
Baron Munchausen
July 15th, 2002, 01:05 AM
I'm curious if you will be able to keep track of the real research cost of various techs as you add all these 'extra' requirements. Sure, it's fun to make up a bunch of extra sciences that have to be researched to get things, but when you have to actually play the game with all these complictaed requirements will it still be playable? I'll be interested to hear how it works out...
[ July 15, 2002, 00:10: Message edited by: Baron Munchausen ]
tesco samoa
July 15th, 2002, 04:10 AM
most of the sciences are there aready.
It will get hard with the weapons.
But with everything else it should be ok.
Those new mod helper programs make everything alittle easier.
But I will post here.
ANd talk about it on #se4.
Dumbluck your in for the whole thing if you want.
Send me a private message with your email.
and I will contact you.
3 people will be very good for the development of the mod.
Especially for voting on issues. and watching the cost vs production ratio's
dumbluck
July 15th, 2002, 10:49 AM
BM: It shouldn't be that different from Proportions where the population modifiers slow down production on everything (resources, intel, and research). This mod just lengthens the game in a different way. Now combining the two mods might be a bit over the top....
Fyron
July 17th, 2002, 10:29 AM
Dumbluck:
I was just reading the thread when you had replied. It was simply some "dumb luck" that I happened to reply while you were editing. http://forum.shrapnelgames.com/images/icons/icon12.gif
Taz-in-Space
July 17th, 2002, 09:10 PM
I think the hard part will be the weapons. Since there will be many different Version of each weapon, based on the different weapon and theory tree's that are researched. ( Yep Range, Power, size and speed ).
<font size="2" face="Verdana, Helvetica, sans-serif">You can install mounts for adjusting the range, power and size as well as the cost. However; I don't believe I've ever seen a mount adjust the speed.
Anyway mounts may be the way to go for the rest. http://forum.shrapnelgames.com/images/icons/icon7.gif
jimbob
July 18th, 2002, 04:56 AM
You should be able to some fun stuff with mounts once the new patch comes out. Perhaps all specialized mounts (large, planet-core, tiny, etc) should have technology requirements! (construction? industry? nanotech? Advanced Materials Science?)
Perhaps the tech area "Patent Laws" should be required for mounts like cheap, premium, etc (as in the P&N mods).
As to your mod.. my only concern is that it will be impossible to figure out what the prerequisities are for specific technologies. Imagine the frustrated player researching just about anything, trying to get to a tech that they know exists, but they just can't find all the prereqs!
Suicide Junkie
July 18th, 2002, 05:43 AM
Industry, I imagine.
-> Bulk production
-> Extreme precision machinery
tesco samoa
July 18th, 2002, 02:51 PM
the key is to kiss it.
The first mod will just be what is already available. Examples would be for mineral production you need industry and mineral production.
PPB you will need physics and PPB ( yes the physics will keep increasing as well ).
The goal is not to confuse,,, and some has created a program to show the tech outline.
Next week I will post a sampling of what I have created so far. I will try for Tuesday. ( Work is busy....so no fun time)
geoschmo
July 18th, 2002, 03:04 PM
Originally posted by tesco samoa:
PPB you will need physics and PPB ( yes the physics will keep increasing as well ).
<font size="2" face="Verdana, Helvetica, sans-serif">So to get PPB IV you will need level 4 in Phased energy weapons and level 4 in physics? http://forum.shrapnelgames.com/images/icons/shock.gif
tesco samoa
August 23rd, 2002, 04:52 PM
Some Updates...
Work on the Facilities is coming along nicely...
I will post the pre-Version of the facilities in the mod directory if some one wants to look at it.
I should have the Facility.txt done some time next week .... mind you life keeps getting in the way.... But there is work being done.
tesco samoa
April 18th, 2003, 07:08 AM
update http://forum.shrapnelgames.com/images/icons/icon10.gif
3 weeks then it will be ready for play testing
Fyron
April 18th, 2003, 07:10 AM
It better be!
tesco samoa
April 18th, 2003, 07:12 AM
well judging by my track record on mods... hey 3 are released... it should be 3 weeks plus the summer.... maybe the fall and def'n the winter...
Fyron
April 18th, 2003, 07:53 AM
3 weeks or else... http://forum.shrapnelgames.com/images/icons/icon6.gif
QuarianRex
April 18th, 2003, 10:03 PM
Back to what jimbob was saying, would it be an idea to mention in the tech description what other techs are required for the desired results?
For Example (from the sample you gave),
Name := Ship Construction
Description := The construction of starships and their support components. Requires research into Industry, Construction, and Space Yards for maximum results.
While the requirements may seem intuitive you must remember that we are used to the SE4 tech tree and that is the basis for our intuition (as far as this game goes). I just think that something like this could save some brain cells at three in the morning, especially for a mod like this.
tesco samoa
April 18th, 2003, 11:35 PM
good point.
I think i will add that..
narf poit chez BOOM
April 27th, 2003, 08:50 AM
side point: i have been thinking and doodling a bit with a tech-grid mod idea myself. just so everyone knows that if i actually make one, i'm not being a cheap copycat. and if i do make one, it won't be a cheap copy. http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
April 27th, 2003, 11:37 AM
Tesco, you have no excuse not to finish the mod now. Get SJ's Tech Grid Modder, and you can do lots of modding in no time flat. http://forum.shrapnelgames.com/images/icons/icon10.gif
tesco samoa
April 27th, 2003, 05:37 PM
ha ha... yea.... Later today i will post a sneak of the common facilities for everyone.
Later in the week I will post a sneak of the common components for everyone...
tesco samoa
April 27th, 2003, 11:45 PM
Here is the common facilities EDIT:Put an old file here before
1051536077.txt (http://forum.shrapnelgames.com/newuploads/1051536077.txt)
Remember this does not include all advanced race components.
This is Version 1 of common facilities.
If you have any suggestions/comments please post here
[ April 28, 2003, 14:21: Message edited by: tesco samoa ]
JLS
April 28th, 2003, 12:01 AM
Looks great Tesco.
If you want a beta tester, I'm in.
tesco samoa
April 28th, 2003, 01:03 AM
That will be starting in a few weeks when I am done.
Your in.
I will also be inviting the sweet crowd along and some other pbw regulars along to play test it.
JLS
April 28th, 2003, 01:24 AM
Thanks
tesco samoa
April 28th, 2003, 02:52 AM
JLS perhaps when it is complete you could design the basic ai files for the mod... http://forum.shrapnelgames.com/images/icons/icon7.gif
tesco samoa
April 29th, 2003, 12:16 AM
try the file now... had an old common components file on the link
JLS
April 29th, 2003, 01:38 AM
Originally posted by tesco samoa:
JLS perhaps when it is complete you could design the basic ai files for the mod... http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">I would like that opportunity, thanks.
I should be done with the remaining se4 races as well as porting Atrocities Star Trek Races to AIC in a few weeks.
http://forum.shrapnelgames.com/images/icons/icon7.gif
[ April 28, 2003, 12:54: Message edited by: JLS ]
tesco samoa
April 29th, 2003, 01:45 AM
Puke it is now located under the arrrrgghhh
hmm maybe not
http://forum.shrapnelgames.com/newuploads/1051536077.txt
[ April 29, 2003, 00:52: Message edited by: tesco samoa ]
Fyron
May 1st, 2003, 06:13 AM
Typoes:
Resource Converters:
Generates 300 Phasaed Shields per turn
The abiltiy desc. of Massive Planetary Shield Generator IV & V list the wrong shield values.
Climate Control Facility ability descriptions are wrong.
-=-
Also, you should move Atmospheric Modification Plants to the end, so that they are not in the middle of the value improvement plants. More of a stylistic comment than a typo. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ May 01, 2003, 05:16: Message edited by: Imperator Fyron ]
tesco samoa
May 1st, 2003, 06:16 PM
thank you... i will correct those
tesco samoa
May 15th, 2003, 06:03 AM
Common Componenets are almost complete.... Guess I will be missing the 3weeks http://forum.shrapnelgames.com/images/icons/icon10.gif
Fyron is going to be upset http://forum.shrapnelgames.com/images/icons/icon12.gif
Anyways...
I will get that up this weekend I hope.
This file will not include weapons.
That will be the next part of the common components.
tesco samoa
May 15th, 2003, 06:16 AM
Any other feedback on the Facilities ??????
Please send it this way....
Hotfoot
May 15th, 2003, 06:30 AM
Sorry if this is ground you've already covered, but with regards to facilities, would it be possible to, say, make the monolith facilities "upgraded" Versions of the regular mining facilities? Additionally, the same effect with the Temporal Shipyard from normal shipyards would be very nice. As of right now, it's highly annoying and time-consuming to make use of either of those facilites, making them virtually worthless (especially Monolith facilities).
Fyron
May 15th, 2003, 08:19 AM
Yes, it is possible to mod that, but it defeats part of the balance.
Monoliths and Temporal SYs are actually many, many times better than normal facilities, even with the inconvenience of having to scrap them and the higher build cost.
Hotfoot
May 15th, 2003, 08:27 AM
I'm not suggesting that it take any less time to install them, but it's freaking annoying to have to go through each planet, stripping out the facilities one at a time to make room for the new ones.
I would imagine that you could easily raise the cost of the facilities such that upgrading them would take just as long in the game as it would ordinarily. The only difference is that you don't have to go and individually scrap and replace each and every facility when you want to upgrade, you can just hit the "upgrade facilities" button when you get the new tech.
Would take just as long as the other way in terms of turns and resources, but it would be much less of a headache in terms of all the micromanagement. We're talking about the difference between dozens, hundreds, and potentially even thousands of clicks, and hours spent doing boring, tedious clicking, versus one simple, easy click.
Is that so wrong?
[ May 15, 2003, 07:28: Message edited by: Hotfoot ]
Phoenix-D
May 15th, 2003, 08:41 AM
Well, for one it removes the possibility of upgrading to, say, Mineral Miner III from I if you have Monolith tech. And if the planet is 100/0/10, you don't really -want- a monolith.
Fyron
May 15th, 2003, 08:53 AM
A planet with no SY gets no racial SY bonuses (and some other SY bonuses) on it, so yes, it would be wrong making Temporal SYs be upgradeable from normal SYs, as the extra time becomes greatly diluted.
And upgrading everything to monoliths is indeed a very bad idea.
Hotfoot
May 15th, 2003, 09:22 AM
Originally posted by Phoenix-D:
Well, for one it removes the possibility of upgrading to, say, Mineral Miner III from I if you have Monolith tech. And if the planet is 100/0/10, you don't really -want- a monolith.<font size="2" face="Verdana, Helvetica, sans-serif">Ah, but you see, that's the beauty of it with the tech-grid mod. You could easily make monolith facilities unavailable for a specific mining facility until after reaching level 3 in that facility.
Allow me to explain further:
Rather than having just one monolith facility per tech level, you have four. One is the regular facility, the other three are the "upgrade" Versions for mineral, organic, and radioactive miners. Having normal monoliths means that you build them as per normal, but once you get level 3 resource production, you can begin upgrading to the appropriate monolith facilities (starting with level 1, of course).
Originally posted by Imperator Fyron:
A planet with no SY gets no racial SY bonuses (and some other SY bonuses) on it, so yes, it would be wrong making Temporal SYs be upgradeable from normal SYs, as the extra time becomes greatly diluted.<font size="2" face="Verdana, Helvetica, sans-serif">*shrugs* This is true, but I think it is only a minor point. If you increase the cost enough, even racial SY bonuses will only be moderately effective.
EDIT: Besides which, if you're worried about racial bonuses applying to shipyard construction, why not consider advanced storage techniques as being potentially unbalancing in this regard, since a higher population will allow the temporal shipyard to build faster with or without a shipyard already in place. You could alter this number further through other racial traits as well, such as reproduction, environmental resistance, even happiness.
And upgrading everything to monoliths is indeed a very bad idea.<font size="2" face="Verdana, Helvetica, sans-serif">Personally, I think it's a bad idea to be forced to spend hours doing something which should take mere seconds. The way I have described above would seem to work without becoming overpowered.
[ May 15, 2003, 08:28: Message edited by: Hotfoot ]
Fyron
May 15th, 2003, 09:40 AM
*shrugs* This is true, but I think it is only a minor point. If you increase the cost enough, even racial SY bonuses will only be moderately effective.<font size="2" face="Verdana, Helvetica, sans-serif">No, the more expensive you make it, the more of an effect racial SY bonuses have (ie: they more expensive it is, the more time you get to save with a bonus).
Personally, I think it's a bad idea to be forced to spend hours doing something which should take mere seconds. The way I have described above would seem to work without becoming overpowered. <font size="2" face="Verdana, Helvetica, sans-serif">There are many, many instances in which one would not want to upgrade a facility to a monolith, because it would do no good, and waste a huge amount of resources. 100/0/10 value planets DO NOT need monoliths on them, and it would infact be a very bad idea to build them on such planets (as would upgrading to them).
narf poit chez BOOM
May 15th, 2003, 09:43 AM
value improvement plants. i put them everywhere. well, one planet at a time at first.
Fyron
May 15th, 2003, 09:55 AM
Value improvement plants take a while to have a large effect, and it is still a bad idea to upgrade to monoliths on those planets until much improvement has been done. You will lose a lot of production in the mean time if you switch to monoliths on 100/0/10 planets.
narf poit chez BOOM
May 15th, 2003, 10:17 AM
but...but...i want to maximize!
tesco samoa
May 16th, 2003, 01:29 AM
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 )
Hotfoot
May 16th, 2003, 06:51 PM
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 )<font size="2" face="Verdana, Helvetica, sans-serif">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. http://forum.shrapnelgames.com/images/icons/icon7.gif
The shipyards are rather minor in comparison. You don't have to do nearly as much mindless clicking to upgrade them. http://forum.shrapnelgames.com/images/icons/icon12.gif
tesco samoa
May 17th, 2003, 05:26 AM
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
Fyron
May 17th, 2003, 11:33 AM
That is too many ability descriptions Tesco. Half of them will be cut off in the in-game display.
tesco samoa
May 17th, 2003, 03:24 PM
Ed I have not tested it yet... but Will be soon.
tesco samoa
May 17th, 2003, 03:27 PM
Thanks for the Tip Ed on the descriptions.
I will fix that up as well...
Fyron
May 17th, 2003, 11:38 PM
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. http://forum.shrapnelgames.com/images/icons/icon12.gif
tesco samoa
May 18th, 2003, 01:06 AM
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.
Ed Kolis
May 18th, 2003, 01:09 AM
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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