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July 14th, 2004, 06:56 PM
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First Lieutenant
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Re: Facilities with negative effects
the standard abilities for resources generation (the ones used in the facilities in the unmoded game) donŽt accept negative numbers?
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July 14th, 2004, 08:31 PM
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Lieutenant General
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Re: Facilities with negative effects
no no. the standard resource generation facilities in the stock game DO accept regular numbers. this worked pre 1.91
take a look at the organic farm facility. copy its ability (or any point generating facility) and replace the value with a negative number. and change the description.
This also works for happyness changes, if I remember.
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July 14th, 2004, 08:39 PM
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First Lieutenant
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Re: Facilities with negative effects
so, the only disvantage with using the standard resource generation facilities would be that in planets with small resource percentages the "maintenance" of the facilities would be smaller?
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July 14th, 2004, 11:27 PM
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National Security Advisor
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Re: Facilities with negative effects
Yes.
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July 15th, 2004, 12:21 PM
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First Lieutenant
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Re: Facilities with negative effects
now i only need a roleplay escuse for workers on planets with low organics percentages to consume less "food"....
and iŽll create new facilities for crystalline races so they consume rads instead of organics....
i think iŽll mod it on top of devnull mod (devnull have a lot of nice things to play with)...
talking about devnull, no one thought about modding in the space monsters hulls the production of research, intel and resources? while the "monster homeplanet" would still produce a little quantity of all resources so the monters can get started, the strenght of the space monsters would be directly proportional to the number of monsters roaming the quadrant.... is this feasible?
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Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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July 15th, 2004, 12:32 PM
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General
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Re: Facilities with negative effects
The excuse would go as follow: when you have little in your planet, you have to use these resources very carefully. On the other hand, if you have more minerals on your planet than you know what to do with, you have no incentive to spare them, and so you will likely waste some of them.
It should be possible to mod the resource generation directly on the monsters (either on the hull, or on the components themselves; it should work on the hull, but I haven't tested it). The problem may be with balance however, as it may make the monsters too powerful. I am by no means an expert on the Space Monsters though, so don't quote me on that. It can certainly be done, but do you want to? 
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July 15th, 2004, 05:40 PM
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Lieutenant General
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Re: Facilities with negative effects
Quote:
Originally posted by Alneyan:
The excuse would go as follow: when you have little in your planet, you have to use these resources very carefully. On the other hand, if you have more minerals on your planet than you know what to do with, you have no incentive to spare them, and so you will likely waste some of them.
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thats the excuse that I used.
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