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				October 26th, 2003, 03:26 AM
			
			
			
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				 Devnull and Retrofitting 
 This can't be right!
 I had some tech research completing in the next couple turns so I designed some ships with spaces left open for these improvements.  Specifically, solar sail III, combat sensors III and ECM III.
 
 When these became available I retrofitted to the new design.  Now, this is a very simple retrofit: no components to remove, just the three to add.  But something about the price to retrofit seemed wrong....
 
 The costs for these components are:
 Solar Sail III                  400 mins   100 rads
 Combat Sensors III    400 mins
 ECM III                           400 mins
 
 Total                             1200 mins  100 rads
 
 Cost to retrofit               840 mins    70 rads    !!!!!!
 
 WTF!
 
 So I checked settings.txt
 
 SEIV default:
 
 Retrofit Cost Percent For Comps                                               := 120
 Retrofit Cost Percent For Comp Removal                                := 30
 
 Devnull:
 
 Retrofit Cost Percent For Comps                                               := 70
 Retrofit Cost Percent For Comp Removal                                := 10
 
 Sho' nuf!  It is cheaper to retrofit in Devnull than to build from scratch!
 
 Think about what this means.  Resources are tight?  Why, just retro build your ships; you'll save up to 30%!   .... And build more ships faster!
 
 This must be an oversight by the Devnull creators.  I defy anyone to give me a rational reason for this oddity.
 
 [ October 26, 2003, 01:38: Message edited by: Grandpa Kim ]
 
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				October 26th, 2003, 05:52 AM
			
			
			
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				 Re: Devnull and Retrofitting 
 Hmm... that is odd. |  
	
		
	
	
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				October 26th, 2003, 05:48 PM
			
			
			
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				 Re: Devnull and Retrofitting 
 I guess whoever set that option forgot that when you retrofit, you're not necessarily upgrading a component to a more advanced Version of the same component... hey, think about it, if you have an Anti-Proton Beam III, it should only take installation of a newer model flux capacitor and a higher powered containment magnet to make it functionally equivalent to an Anti-Proton Beam IV, right? You don't have to scrap the whole component!      
edit: scrap, huh? even if you did, you normally get 30% back from scrapping... 100% - 30% = 70%... that might explain it!
 
 [ October 26, 2003, 15:49: Message edited by: Ed Kolis ]
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				October 26th, 2003, 07:24 PM
			
			
			
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				 Re: Devnull and Retrofitting 
 Ed, you make good points... but they are real world points.  My concern is with game balance and playability.  It now appears the cheapest way to build in Devnull is retro-series, despite the extra costs for more repair ships and bases.  Add in the known advantages of retro-series building and standard construction is thrown out the window.
 Now, I'm the micro-manager type, but the thought of full time retro series building makes my teeth ache.  The majority of players try to minimize micro management and they simply will not do it!  That gives a significant advantage to those who will.
 
 For the good of the mod, I would like to see Geoschmo and Rollo change this back  to SEIV defaults.
 
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				October 28th, 2003, 12:33 PM
			
			
			
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 Brigadier General |  | 
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				 Re: Devnull and Retrofitting 
 hmm, I never knew these values were changed. You are right Grandpa Kim, this makes little sense.I will raise the values in the next Version of DNM. Not sure about default, though. It seems the intention of the original authors to make retrofit cheaper. So I am likely to follow the spirit of the mod and offer a discount for retrofits as well.
 Speaking of retrofits, how about raising the 'Retrofit Max Percent Difference in Cost'?
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				October 28th, 2003, 06:57 PM
			
			
			
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				 Re: Devnull and Retrofitting 
 
	If you want to make retrofitting cheaper than stock, but not make a loophole that can be exploited as much, the minimum settings I'd use are these:Quote: 
	
		| Originally posted by Rollo: I will raise the values in the next Version of DNM. Not sure about default, though. It seems the intention of the original authors to make retrofit cheaper. So I am likely to follow the spirit of the mod and offer a discount for retrofits as well.
 Speaking of retrofits, how about raising the 'Retrofit Max Percent Difference in Cost'?
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 Retrofit Cost Percent For Comps:  100
 Retrofit Cost Percent For Comp Removal:  0
 Retrofit Max Percent Difference in Cost: 50
 
 I wouldn't make the Max Percent Diff larger - you'd lose a big part of the balancing factor (time).
 
 [ October 28, 2003, 16:59: Message edited by: spoon ]
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				October 28th, 2003, 09:41 PM
			
			
			
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				 Re: Devnull and Retrofitting 
 
	Rollo, I know I see (or told about) changes in the Data after released that I never really recall consciously making, I think it is the family cat walking across the key board.Quote: 
	
		| Originally posted by Rollo: hmm, I never knew these values were changed. You are right Grandpa Kim, this makes little sense.
 I will raise the values in the next Version of DNM. Not sure about default, though. It seems the intention of the original authors to make retrofit cheaper. So I am likely to follow the spirit of the mod and offer a discount for retrofits as well.
 Speaking of retrofits, how about raising the 'Retrofit Max Percent Difference in Cost'?
 |    
 Think it happens to all of us.
 
 [ October 28, 2003, 20:07: Message edited by: JLS ]
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				October 29th, 2003, 12:45 AM
			
			
			
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				 Re: Devnull and Retrofitting 
 
	If you want to make retrofitting cheaper than stock, but not make a loophole that can be exploited as much, the minimum settings I'd use are these:Quote: 
	
		| Originally posted by spoon: 
 quote:Originally posted by Rollo:
 I will raise the values in the next Version of DNM. Not sure about default, though. It seems the intention of the original authors to make retrofit cheaper. So I am likely to follow the spirit of the mod and offer a discount for retrofits as well.
 Speaking of retrofits, how about raising the 'Retrofit Max Percent Difference in Cost'?
 |  
 Retrofit Cost Percent For Comps:  100
 Retrofit Cost Percent For Comp Removal:  0
 Retrofit Max Percent Difference in Cost: 50
 
 I wouldn't make the Max Percent Diff larger - you'd lose a big part of the balancing factor (time).
 Rollo, spoon, in general I like this idea, but I think there should be some sort of cost penalty to retrofit.  Either "Retrofit Cost Percent For Comps:  110" or "Retrofit Cost Percent For Comp Removal 10".
 
 On the other hand, this whole thing   may  be a "cat"astrophe.
   
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				October 29th, 2003, 12:59 PM
			
			
			
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				 Re: Devnull and Retrofitting 
 
	Well, it is a bit different. I didn't create the mod in the first place. I just did the update for SE4 Gold together with Geoschmo and now doing the maintenance. So, I am not really aware of all the changes in DNM.Quote: 
	
		| Originally posted by JLS: Rollo, I know I see (or told about) changes in the Data after released that I never really recall consciously making, I think it is the family cat walking across the key board.
   
 Think it happens to all of us.
 |  Very likely there will be more easter eggs for me and others to discover
  . 
 Rollo
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				October 29th, 2003, 01:08 PM
			
			
			
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				 Re: Devnull and Retrofitting 
 
	Quote: 
	
		| Originally posted by spoon: If you want to make retrofitting cheaper than stock, but not make a loophole that can be exploited as much, the minimum settings I'd use are these:
 
 Retrofit Cost Percent For Comps:  100
 Retrofit Cost Percent For Comp Removal:  0
 ...
 |  
	yeah, something like that. I was thinking 110/15 perhaps.Quote: 
	
		| Originally posted by Grandpa Kim: Rollo, spoon, in general I like this idea, but I think there should be some sort of cost penalty to retrofit.  Either "Retrofit Cost Percent For Comps:  110" or "Retrofit Cost Percent For Comp Removal 10"...
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