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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

GidMod Concept: Industry...

Submitted by Gideon on Thu, 2007-11-29 18:20. SE:V MODs

I've been trying to figure out a way to represent a race's industrial capacity. Just because a race has an abundance of resources and the capacity to get them, does NOT mean it can make use of those resources quickly (or efficiently, for that matter). I am limited in what I can do, as I cannot modify the rate at which planets construct Facilities or Units. I can however do the following:

Facility Maintenance Cost Modifier ----- This ability modifies the maintenance cost for facilities.
Ship Maintenance Cost Modifier ----- This ability modifies the maintenance cost for a vehicle.
Unit Maintenance Cost Modifier ----- This ability modifies the maintenance cost for units in this sector.
Space Yard Rate Modifier ----- This ability modifies the rate at which space yards can construct.

I would have to rebalance spaceyard default construction rates, to take this in to account. I would like to make these facilities be empire wide, to better represent the industrial might of an entire empire. These facilities would add their bonuses together (these are Sum abilities, not Max).

I am considering the following ability as well:

Planet Conditions Change ----- This ability will improve or reduce the conditions on a planet over time.

To represent pollution. However, this would require a bit more work, as I would have to devise a system where this reduces a planets Conditions, without causing it to continually degrade to nothing. Perhaps it is something I would have to do through pure scripting, rather than a standard ability.

I am also considering making these larger (occupy more space) than normal facilities. As well, they would be expensive, and so would have a costly upkeep (representing a draw of materials on your empire's economy).

I would like to modify Facility and Unit construction rates as well, but there seems to be no way to do this. At least, not through an Ability on a Facility.

Comments?

‹ Mod Processing Time... Setting Player Starting Locations to a Specific Planet? ›
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Re: GidMod Concept: Industry...

Submitted by Brad on Fri, 2007-11-30 04:42.

Gideon wrote:
I am considering the following ability as well:

Planet Conditions Change ----- This ability will improve or reduce the conditions on a planet over time.

To represent pollution.

A simple negative condition change doesn't work. The planet's conditions never get any lower. You'll probably need to do some sort of Event.

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Re: GidMod Concept: Industry...

Submitted by Gideon on Fri, 2007-11-30 12:22.

Hrm...well using that ability would be a sort of lazy way out anyways. If I work it in to an event, I can come up with a way to limit the damage it does to Conditions, so that it doesn't turn every planet in to a wasteland.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

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