Accueil Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

Connexion utilisateur

  • Créer un nouveau compte
  • Demander un nouveau mot de passe

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • agrégateur de nouvelles

Rechercher

Qui est en ligne

Il y a actuellement 3 utilisateurs et 134 invités en ligne.

Utilisateurs en ligne

  • GambitUK
  • Shrike
  • Randallw

Languages

  • English English
  • French French

Parcourir les archives

« August 2008  
Mo Tu We Th Fr Sa Su
        1 2 3
4 5 6 7 8 9 10
11 12 13 14 15 16 17
18 19 20 21 22 23 24
25 26 27 28 29 30 31
Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Temporal Space Yards

Image de Rilo57
Soumis par Rilo57 le Lun, 2006-11-20 11:50 SE:V MODs

I am working on my Mod, fixing some things that irritate me. One is temporal space yards. You should be able to upgrade from a regular space yard to a temporal one. Correct me if I'm wrong, but currently you have to trash your regular space yard, then build a temporal one (but a drastically reduced rate).

In SEIV I changed the temporal SY ID code to match that of the regular SY, but with the new way SEV does upgrades (by formula), you can't upgrade that way...

My idea was to change the abilities of the temporal SY to the "Space Yard Rate Modifier" giving it something like 200% increase in build rate. I want to limit building to only one facility though.

Any ideas on how to limit the number that can be built on a planet?

‹ Racial Traits BM 1.10 ›
» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.
Image de Rilo57

stone age

Soumis par Rilo57 le Lun, 2006-11-20 18:58

This seems to work well. I will require continued research, in both temporal tech and space yard tech.

And you don't have to make a planet go back to the stone age, in order to rebuild a vital facility.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Rilo57

I need to check if this

Soumis par Rilo57 le Mer, 2006-11-29 12:55

I need to check if this could be added as a component to a space Yard ship. So far it's been working as a facility.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Captain Kwok
Mod Designer

Not such a bad thing... :P

Soumis par Captain Kwok le Mer, 2006-11-29 15:11

You could argue that the demolition and re-build is the cost of gaining access to a Space Yard that has much improved build rate. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

So...

Soumis par Sinapus le Mer, 2006-11-29 18:40

Temporal races don't start with a Temporal Space Yard on their home world?!

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Rilo57

If you look at a full

Soumis par Rilo57 le Mer, 2006-11-29 19:16

If you look at a full upgraded temporal SY and a full upgraded regualr SY, there's not a whole lot of difference. At full upgrade (like level 50 or something) The difference between temporal and Regular isn't big enough to warrent building one... That's why I like the second facility idea. The trick is making it pay off enough that it's worth building, but by the end isn't so awsome that it's unbalanced.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Temporal Space Yards

Soumis par Nevyn le Lun, 2007-07-23 20:46

Alternativly.
One could make them both the same facility and use a combined production rate which is say (Normal Spaceyard Rate)*((Temporal Tech Level+100)/100) so that all races use the same spaceyard, Temporal races just get faster production out of it.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Rilo57

Re: Temporal Space Yards

Soumis par Rilo57 le Mer, 2007-07-25 13:53

Nevyn, what would the actual formula be? I didn't know you could use other tech levels in a formula for a different tech.

SEV, more than a feeling.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Temporal Space Yards

Soumis par Dvoongar le Mer, 2007-07-25 15:12

Just an observation from someone who doesn't know about modding these things: It looks a lot like you're wanting to do the same thing the cultural techs do. Couldn't it just be implemented the same way they are, and give such-and-such bonus to all shipyards as soon as it's researched?

The only difference play balance would be the lack of a separate facility, and if the planet was cap'd, the new owners would miss out.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Temporal Space Yards

Soumis par marhawkman le Mer, 2007-07-25 18:04

One thing I'd considered was to make the Temporal space yard an add-on (that boosts contrustion rate by a %) to the existing SY. Maybe give it a size of 0 to keep it from cluttering the planet.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Temporal Space Yards

Soumis par rahlubenru le Jeu, 2007-07-26 05:43

You could make a seperate facility weight 0 that you can only have 1 of that provides a boost to the rate of the standard spaceyard maybe...call it the temporal field or something

*edit* oops, i should read the whole thing before replying

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Temporal Space Yards

Soumis par Nevyn le Jeu, 2007-07-26 20:16

Ability 1 Type := Space Yard
Ability 1 Description := Can construct with [%Amount2%] minerals per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 1
Ability 1 Amount 2 Formula := (3000 * (1 + (([%Level%] - 1) * 0.05))* (1*(Get_Empire_Tech_Level("Temporal Technology")*0.01))

This formula should give a %age increase over a normal building rate based on Temporal tech level, so lvl 50 Temporal Tech you would get 50% faster than the same level space yard without temporal tech.

Another Alternative way to do it in a similar way would be make Temporal Space Yards use Space Yard tech levels for build rates, but just require the Temporal Trait to build them, and make it so temporal races start with a temporal space yard, so that Temporal races never get the option of building a normal space yard.
*has idea's for a mod based off that, which should make AI much easier to code since it will have less tech area's to worry about*

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de BlueTemplar

Re: Temporal Space Yards

Soumis par BlueTemplar le Ven, 2007-07-27 06:15

There IS an advantage in Temporal Space Yards working as they are now, Taking "Bunglers" (-10% ShipYard Construction) racial trait hurts less: by scrapping your normal Space Yard you'll actually get a boost of construction speed.

You get the "drastically reduced rate" only because you took racial traits that boost ShipYard construction speed, like Hardy Industrialists. And those are already imbalanced IMO. No need to make them even more powerful by changing the way how Temporal Space Yard work.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Contenu populaire

Aujourd'hui :

  • Fighter Launch
  • Babylon 5 Space Empires V mod?
  • Impossible To Spend Bonus Research Points on Racial Specialties During Empire Creation
  • Clearing mines with fighters (maybe drones too)
  • Evilhamburger's EvilMod

Depuis toujours :

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Dernier accès :

  • Evilhamburger's EvilMod
  • New 4x game just released: Lost Empires: Immortals.
  • Gid Mod
  • Fighter Launch
  • PBW SE5 support for mods
(c) Strategy First, Inc. All rights reserved.