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Home » news » forums » Space Empires V » Space Empires V FAQs

Cristaline, organic an normal hulls

Submitted by Dark-newkie on Wed, 2007-04-25 17:55. Space Empires V FAQs

Hey people, which is the difference between oganic, critaline, and normal hull? any of the had more armor? resistence against damage? or just cost?

‹ Two more noob questions Alliance Woes ›
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Re: Cristaline, organic an normal hulls

Submitted by Dark-newkie on Wed, 2007-04-25 17:56.

...

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ColonialAdmiral's picture
Mod Designer

Re: Cristaline, organic an normal hulls

Submitted by ColonialAdmiral on Wed, 2007-04-25 18:54.

Well cost for organics and minerals are switched for organic hulls...And I think crystiline hulls reduce maintinance...

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Re: Cristaline, organic an normal hulls

Submitted by SpaceAndy on Thu, 2007-04-26 13:18.

Frigate: 200 minerals,  50 organics,  50 radioactives
Organic:  50 minerals, 200 organics,  50 radioactives
Crystal:  50 minerals,  50 organics, 200 radioactives

They just have the the biggest cost on an other ressource, so you can ease the
pressure on your overburdened mineral budget by building organic or
crystal ships, because they need less minerals.

No other differences other than the required techs.

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BlueTemplar's picture

Re: Cristaline, organic an normal hulls

Submitted by BlueTemplar on Tue, 2007-05-01 12:19.

At least in stock...

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Kingside_Bishop's picture

Re: Cristaline, organic an normal hulls

Submitted by Kingside_Bishop on Mon, 2007-05-07 09:00.

In the Balance Mod, in addition to the above, both organic and crystalline hull types get a 10% reduction in maintenace costs. Crystalline ships also receive 5% less damage from beam weapons, while organic hulls regenerate the health of organic armor at a slow rate.

It's... pretty cool.

~ Kingside_Bishop

[/communication]

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Rilo57's picture

Re: Cristaline, organic an normal hulls

Submitted by Rilo57 on Mon, 2007-05-07 09:29.

Is that organic armor regeneration stacking with the organic armors own recharge rate?

SEV, more than a feeling.

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Re: Cristaline, organic an normal hulls

Submitted by Chen H on Mon, 2007-05-07 10:01.

I was wondering if there is anyway that you can make it so the cost of minerals and organics are entirely flipped because the base cost of each hull getting flipped barely makes a difference. Like say a regular frigate cost 3000minerals, 1000 organics and 1000 radioactives, would there be any way to make the organic version of it cost 1000minerals, 3000organics, 1000 radioactives?

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Kingside_Bishop's picture

Re: Cristaline, organic an normal hulls

Submitted by Kingside_Bishop on Tue, 2007-05-08 10:33.

Rilo57 wrote:
Is that organic armor regeneration stacking with the organic armors own recharge rate?

SEV, more than a feeling.

Probably, but I don't really know. I don't usually get involved with the code much, aside from the occasional tweak. But I don't see why it wouldn't.

Chen H wrote:
I was wondering if there is anyway that you can make it so the cost of minerals and organics are entirely flipped because the base cost of each hull getting flipped barely makes a difference. Like say a regular frigate cost 3000minerals, 1000 organics and 1000 radioactives, would there be any way to make the organic version of it cost 1000minerals, 3000organics, 1000 radioactives?
I don't think so. You could make a mod that added organic (and crystalline) components to the game that would be identical in every way, but have their costs reversed, pretty easily, but it would be kind of bulky.

Actually, maybe not... If you created a new technology field, tied all of the standard techs to that, forced all players to start with Level 1 in that field, and applied a -1 modifier to that tech field for races that started with Organic or Crystalline traits, that would eliminate the presence of "normal" hulls for organic and crystalline races.

Of course, it would come with a whole host of other problems: starting organic and crystalline races wouldn't have any hull sizes or components (you'd have to give them level 1 in organics/crystalline for free), their starting planet would have a bunch of mineral miner facilities that they didn't need (I don't have any idea how you'd tweak that with a racial trait), plus any number of things I'm not thinking of.

This is why I'm not a modder. Smiling

~ Kingside_Bishop

[/communication]

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Re: Cristaline, organic an normal hulls

Submitted by Nevyn on Tue, 2007-05-08 10:50.

Chen H wrote:
I was wondering if there is anyway that you can make it so the cost of minerals and organics are entirely flipped because the base cost of each hull getting flipped barely makes a difference. Like say a regular frigate cost 3000minerals, 1000 organics and 1000 radioactives, would there be any way to make the organic version of it cost 1000minerals, 3000organics, 1000 radioactives?

While the base cost makes barely any difference (and personally I would like to see the base cost of a ship far bigger and of components less) you also gain access to special organic/crystaline components and weapons.
Which tend to use a far higher propotion of the associated resource rather than minerals in their cost also.
So what you more normally end up with if you have say... organic tech, is a ship that costs a bit less in minerals, and about the same in Organics, and a lot less in Radioactives. It spreads the cost out overall.

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