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  #1  
Old September 26th, 2007, 05:49 PM

Romulus68 Romulus68 is offline
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Default Re: Infinitech Mod Starting

I like the idea of the large Tech tree but that leads back to Stock and Balance Mod. Stock forced you to constantly upgrade and refit to a point that you never got anything done, but refitting. The BM addressed that by reducing the number of Tech levels, but making them gain more per Tech advance.

Be careful not to do what stock does and trap people in the constant refitting loop. Reduce the levels, increase the cost to research and improve the returns per level gained.
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  #2  
Old September 26th, 2007, 11:49 PM
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Default Re: Infinitech Mod Starting

Actually, I do plan on dealing with the constant refitting trap. That's where the idea of passive technology comes in.

The idea is, for example, that researching Projectile Weapons gives you bonuses to all of your Projectile-Type weapons onces they've been upgrades. However, within the damage code is bonuses from researching other technologies.

So, if you loaded your ships up with Slug Cannons, you could research Slug Shells for five levels and get a direct damage bonus to everything that fires Slug Shells. While, aside from that, other technologies give bonuses to range, to-hit chance, and all that fun stuff just by applying research. Should reduce refitting.
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  #3  
Old September 27th, 2007, 12:33 AM
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Default Re: Infinitech Mod Starting

Unfortunately that doesn't work.

The values are locked in when the ship is designed/built, and never recalculated.
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  #4  
Old September 27th, 2007, 03:06 AM
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Default Re: Infinitech Mod Starting

Holy crap. Well, that just sucks. I'll just need to take other measures then.

Aside from slowing the tech rate down, I imagine making the level to level increases less drastic would do it.
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  #5  
Old September 27th, 2007, 12:04 PM
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Default Re: Infinitech Mod Starting

Quote:
Suicide Junkie said:The values are locked in when the ship is designed/built, and never recalculated.
Crap. That's right. I had planned on doing the upgrades on the fly with my next mod, but it'd only be registered on re-loads or forced re-calcs.

I wonder if it might be possible to persuade Aaron to add a re-calc script function that could be used in the events script to force SE:V to update stats during turn processing.
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  #6  
Old October 2nd, 2007, 08:38 AM
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Default Re: Infinitech Mod Starting

Quote:
MrToxin said:
OK, Planet Maximum Population doesn't seem to work on facilities. Disappointing but we'll see what the next patch brings. If it doesn't get implemented, I'll stuff it in a future mod design or something. In the mean time, I'll make do.
Max pop, supply & ordnance storage should be working in the next patch! Yay!


To this end, I post for your consideration the following system:
1) Set all non-breathable planets to have a population maximum of 1M people.
2) Set breathable worlds to have a population maximum of 500M-2500M based on size.
3) Set the population modifier for less than 2M people to be -99.9% to build rate. (Modifiers for 2M or more people are normal)
4) Provide "Dome" facilities, which cost 1 mineral and give +50M population capacity.
5) Provide other facilities such as "open air city", which cost multiple thousands of resources, and have a requirement of <i>NO Dome facilities on the planet</i>

This means:
Breathable worlds are normal.
Non-breathable worlds MUST build a dome facility before they can build anything else. (Build rate of 2.0 per month until they get that second million people)

"Open air cities" and any other facility you wish to restrict to breathable worlds, will be restricted to breathable worlds via the "no domes" policy.

If you increase the effect of population bonuses (and/or penalties for low pop), cities and domes become important to build once population gets close to max.

Add arcologies and orbital habitats for long-term investments to keep planetary development rolling along into the mid and late game...
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  #7  
Old October 3rd, 2007, 01:03 AM
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Default Re: Infinitech Mod Starting

Quote:
Suicide Junkie said:
Quote:
MrToxin said:
OK, Planet Maximum Population doesn't seem to work on facilities. Disappointing but we'll see what the next patch brings. If it doesn't get implemented, I'll stuff it in a future mod design or something. In the mean time, I'll make do.
Max pop, supply & ordnance storage should be working in the next patch! Yay!


To this end, I post for your consideration the following system:
1) Set all non-breathable planets to have a population maximum of 1M people.
2) Set breathable worlds to have a population maximum of 500M-2500M based on size.
3) Set the population modifier for less than 2M people to be -99.9% to build rate. (Modifiers for 2M or more people are normal)
4) Provide "Dome" facilities, which cost 1 mineral and give +50M population capacity.
5) Provide other facilities such as "open air city", which cost multiple thousands of resources, and have a requirement of <i>NO Dome facilities on the planet</i>

This means:
Breathable worlds are normal.
Non-breathable worlds MUST build a dome facility before they can build anything else. (Build rate of 2.0 per month until they get that second million people)

"Open air cities" and any other facility you wish to restrict to breathable worlds, will be restricted to breathable worlds via the "no domes" policy.

If you increase the effect of population bonuses (and/or penalties for low pop), cities and domes become important to build once population gets close to max.

Add arcologies and orbital habitats for long-term investments to keep planetary development rolling along into the mid and late game...
Not a bad idea, but my assumption with colonists is that they'll build their own habitations, though they're inefficient at it. The colony ship itself gets torn down to make a very basic settlement that can be lived out of indefinitely, domed or not.

However, I do like the idea of non-breathable planets having a much, much lower initial maximum population. I'm also keeping Domed populations to lower amounts of facility space to have the effect of domed cities taking up more space and resources. I'll be tinkering with the specifics, obviously, but all things considered, the buildings in a domed and a normal city are about the same "size" and I think should transition easily when the planet is switched to a breathable atmosphere. Domed and free air cities not being compatible means there's a LOT of tearing stuff down when the atmosphere is altered.

Good ideas and I'll likely have some adaptation or another for them. Plus, with this stuff getting fixed in the next patch...well, now I have to finish this mod.
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  #8  
Old October 14th, 2007, 12:26 AM
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Default Re: Infinitech Mod Starting

Habitations aren't quite possible yet...

The population max ability works, but it doesn't stack.
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  #9  
Old October 14th, 2007, 01:22 AM

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Default Re: Infinitech Mod Starting

Please make better AI, too! I do not play online...
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