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Home » news » forums » Space Empires V » Space Empires V General

Feature Suggestion: Planetary Projects

Thy Reaper's picture
Submitted by Thy Reaper on Tue, 2006-11-28 15:21. Space Empires V General

As many people have noticed over time, there is little difference between a core planet and a frontier planet after the frontier planet finishes construction. There does tend to be more defenses around core planets, the larger facilities that increase X by some percentage, etc, but all of these can be built relatively quickly.

I suggest that a new feature be added to the Space Empires Universe: Planetary Projects. These would take a long time to complete, and would be seperate from the facilities. Only one can be functional per planet at a time, but they last until the planet is evacuated, captured, destroyed, etc. They would increase some aspect of the planet by some amount, such as +10% Space Yard production speed, +10% Research, +10% Mineral production. I'm thinking that they should take 1 year per planet size (so a tiny planet = 1 year, a huge planet = 5 years) regardless of production rate, and could only be produced on non-domed colonies.

I'm also thinking that a special project, the "Homeworld" project, would add several bonuses at once but not be constructable, to stress the importance of the Homeworld, even in late game, over other worlds.

Comments? Suggestions? Pies you want to throw at me?

‹ Another AI Question: Re Changing the PlanetSize.txt Finite resources or not ›
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ekolis's picture
Mod Designer

I think you might be able to

Submitted by ekolis on Tue, 2006-11-28 15:34.

I think you might be able to mod in facilities with some special unused ability (such as "AI Tag 20"), then require for those facilities' construction that no other facility with that ability be present in order for the facility to be constructed... or do "one per" restrictions work only for components?

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

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Thy Reaper's picture
Mod Designer

Not quite

Submitted by Thy Reaper on Tue, 2006-11-28 17:48.

That's not what I want to be able to do. Abilities from facilities wouldn't be able to stack with other facilities of the same ability, as far as I know. That's why only one Computer Complex works. By seperating the projects from facilities, the abilities could be made to be able to stack quite easily. The build time is also variable. Planetary Projects would take the same time to build despite how fast you can do other things, so that it takes a large commitment to specialize a planet.

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Give me atmopshperic manipulation cannons, or give me death!

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Captain Kwok's picture
Mod Designer

Change starting facilities on HW?

Submitted by Captain Kwok on Tue, 2006-11-28 20:16.

Since you can specify facilities for homeworlds, you can come up with some 'legacy' facilties and populate the HW with it. That could make it unique. Sticking out tongue

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Space Empires Depot | SE:V Balance Mod

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Cool starting facilities in SEIV Mod - Adamant

Submitted by raynor on Tue, 2006-11-28 20:41.

The first time I started a game of the SEIV Mod Adamant, I was surprised to see completely different and unique facilities on the homeworld. Very, very cool. I highly recommend heading over to SpaceEmpires.Net and downloading this mod if you are interested in seeing what can be done.

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Thy Reaper's picture
Mod Designer

Let's see...

Submitted by Thy Reaper on Tue, 2006-11-28 21:15.

I don't want this to be a facility. That's the idea. I could get something similar with facilities, but not what I wanted. There's also no way to guarantee that it always takes a long time to build it, and its affects wouldn't stack with other facilities of a similar type. Please, don't keep telling me about something similar that can be done, since it has several disadvantages over this request.

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Give me atmopshperic manipulation cannons, or give me death!

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I think what people are

Submitted by Halikar on Tue, 2006-11-28 22:11.

I think what people are saying though is that it's already possible to do what you are suggesting without any modification to the game, if you remove your "can't be a facility" restriction. It's less of a drain on the developers that way. Smiling

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Captain Calhoun's picture

Unique facilities

Submitted by Captain Calhoun on Tue, 2006-11-28 22:26.

One of the better features of GalCiv II is the "unique" facilities that can be built - some are one per race, others are unique in the galaxy (i.e. once it's built, no other race can build one). Would it be possible to mod something like this?

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Gravity... it's not just a good idea, it's the law!

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Mod Designer

Looks like it

Submitted by Phoenix-D on Tue, 2006-11-28 22:42.

There are some things to that effect in the documentation, but the docs are way out of date so it may not have been implimented. I'll have to test it.

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