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

Population based research?

Submitted by Lord Shleepy on Mon, 2008-04-14 21:33. SE:V MODs

Does anyone know a way to make research population based WITHOUT changing resource production as well? I know, it is simple enough to change the population modifiers in settings.txt ... but I have slightly different ideas for research and resources and would like to make them follow different trends. Anyone already try this? Ideas?

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Captain Kwok's picture
Mod Designer

Re: Population based research?

Submitted by Captain Kwok on Mon, 2008-04-14 21:44.

Unfortunately, they are tied in together when it comes to population modifiers.


Space Empires Depot | SE:V Balance Mod

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Re: Population based research?

Submitted by Lord Shleepy on Mon, 2008-04-14 21:54.

Wow...

Kwok...you live here don't you? Not that I mind...thanks for the reply. I was crossing my fingers and hoping for a miracle workaround. I guess I'll just try finding a compromise.

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Captain Kwok's picture
Mod Designer

Re: Population based research?

Submitted by Captain Kwok on Mon, 2008-04-14 21:58.

Actually it was my first visit here today and only second in the last few days.

Only construction and production are distinguished by the modifiers. I don't recall if there is any formula function available for components.txt that allows you to incorporate population amounts right into the ability formula, but it's worth looking into.


Space Empires Depot | SE:V Balance Mod

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Re: Population based research?

Submitted by marhawkman on Mon, 2008-04-14 22:30.

about that... What about ship based techs? Couls you set it up so that a ship will generate RP based on the number of people on board it?

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Captain Kwok's picture
Mod Designer

Re: Population based research?

Submitted by Captain Kwok on Mon, 2008-04-14 22:40.

I believe resource/research/intel generation abilities only work on ships if they are in orbit of a colony. Besides that, you can make components of that type dependent on the crew amount. For example, you might add a requirement for the component that it needs a vehicle with at least 500 crew before it can be added.


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Re: Population based research?

Submitted by marhawkman on Tue, 2008-04-15 07:53.

What about colonists in cargo holds?

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Captain Kwok's picture
Mod Designer

Re: Population based research?

Submitted by Captain Kwok on Tue, 2008-04-15 09:21.

The data file formulas cannot return what a space object has in cargo.


Space Empires Depot | SE:V Balance Mod

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Re: Population based research?

Submitted by marhawkman on Wed, 2008-04-16 02:44.

hmm... could it return the number of components of a certain type? Such as population storage?

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