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

Cost Scaling

Image de Rilbur
Soumis par Rilbur le Dim, 2006-12-10 17:03 SE:V MODs

My mod has a small problem. I wanted to make all costs scale using the following formula:

base * 1.09 ^ level

while construction capacity, weapons strength, and the like all increases with 1.1^level.

I just realized this isn't workable for facilities though, because there is no way to adjust teh "base" cost to fit this. What I want to do is have a "basic factory" building that can be used on all planets (e. g. 0 cost, 0 space, etc etc)... but in order for it to work, I'd have to have it use the shipyard code, which means no building of a shipyard.

Anyone have any ideas?

‹ Basics of AI modding Shipset in progress Part 2 ›
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Image de Rilbur

Chat

Soumis par Rilbur le Dim, 2006-12-10 17:29

I asked on the chat channel and soemone came up with a solution for me.

No more shipyards in my mod, isntead eveyr planet has to construct its "industrial infrastructure" which then allows for construction of facilities, and ships and units and everything else.

Infrasture takes 1 KT facility space, and all planets have +1 facility space over what they had earlier.

So... anyone out there wanna take a stab at producing an AI for poor, clueless me?
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