|
|
|
 |

December 5th, 2002, 10:39 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Proportions 2.5.2 mini-patch feature preview
Quote:
Originally posted by Imperator Fyron:
I think PvK missed my post...
|
Yes, we were composing at the same time.
|

December 5th, 2002, 10:54 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Proportions 2.5.2 mini-patch feature preview
I.F. makes a very good point about the retrofit loophole, I think. You guys talked me out of doing that change for 2.5.3 anyway, because of the existing PBW games that are so far along, so that change won't appear till 3.0.
However, I do have a solution, I think. Move all the high organic construction base abilities to vehicle abilities of a new type of base: the Major Construction Yard (better names, anyone?). Since you cannot change vehicle when retrofitting, you'll have to build it, and of course it will have a fairly large organics cost. I'll tinker with the other organics costs for 3.0 too, so for instance, you won't be able to built large amounts of infantry without one of these, and so on.
PvK
|

December 6th, 2002, 04:09 PM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions 2.5.2 mini-patch feature preview
Quote:
Originally posted by PvK:
I.F. makes a very good point about the retrofit loophole, I think. You guys talked me out of doing that change for 2.5.3 anyway, because of the existing PBW games that are so far along, so that change won't appear till 3.0.
However, I do have a solution, I think. Move all the high organic construction base abilities to vehicle abilities of a new type of base: the Major Construction Yard (better names, anyone?). Since you cannot change vehicle when retrofitting, you'll have to build it, and of course it will have a fairly large organics cost. I'll tinker with the other organics costs for 3.0 too, so for instance, you won't be able to built large amounts of infantry without one of these, and so on.
PvK
|
Why not make high-organic producing/high organic cost SY base only component and low-organic SY ship only component ? Then you can not use retrofit trick.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

December 6th, 2002, 08:30 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Proportions 2.5.2 mini-patch feature preview
But then you can't build remote BSYs.
|

December 6th, 2002, 08:53 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Proportions 2.5.2 mini-patch feature preview
Quote:
Originally posted by Imperator Fyron:
But then you can't build remote BSYs.
|
With Oleg's suggestion of "low" organic rates on the ship-only components, it seems to me you could still build remote BSY's, but it would always take a long time to build the first one in a given sector. There would also be no BSY's with the low organic build rates.
PvK
|

December 6th, 2002, 08:54 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Proportions 2.5.2 mini-patch feature preview
Ok... you can't effeciently build BSYs. Trying to solve one problem is creating another (IMO, worse) problem.
|

December 6th, 2002, 10:53 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Proportions 2.5.2 mini-patch feature preview
You can efficiently build them once you have one, or once you have a planetary shipyard. That's the whole idea. What's the problem?
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|