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

can facilities have negative tonnage values?

Image de galliard
Soumis par galliard le Mar, 2007-12-18 21:18 SE:V MODs

I'm looking at doing a sort of terraforming facility that would open up extra facility space on a planet.
what i was planning on using is a facility that has a negative tonnage, with a variable size based on level and planet size: 0 - ((Get_Planet_Size() * 100) * [%level%]) + (((1 - is_planet_domed()) * 4) * ((Get_Planet_Size() * 100) * [%level%]))

‹ Component tech requirement normal increase other than 1 Vulcan shipset... ›
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Image de Draco18s

Re: can facilities have negative tonnage values?

Soumis par Draco18s le Mer, 2007-12-19 12:32

FYI, I remember seeing in another thread that is_planet_domed() will always return false.

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Mod Designer

Re: can facilities have negative tonnage values?

Soumis par evilhamburger le Sam, 2007-12-29 04:23

Try this one,
0 - ((Get_Planet_Size() / 10) * ([%level%] * 2)

So a 10k size planet with this level 1 facility gets...

12k
OR 11k if the facility takes up 1k space

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Re: can facilities have negative tonnage values?

Soumis par Vince278 le Sam, 2007-12-29 11:09

I like this idea. Perhaps another facility like it can increase the max pop values as well as other things. Smiling

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Image de ekolis
Mod Designer

Re: can facilities have negative tonnage values?

Soumis par ekolis le Dim, 2007-12-30 11:44

It's been tried - but only one facility per planet seems to work to increase the population, for some reason... Sad

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Re: can facilities have negative tonnage values?

Soumis par Vince278 le Dim, 2007-12-30 13:23

Must be a hard coded limit. I envisioned something similar to the cargo facility. Smiling

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Image de Rilo57

Re: can facilities have negative tonnage values?

Soumis par Rilo57 le Jeu, 2008-01-03 10:44

if there is a one per planet then at least you could upgrade that one facility to keep up pace. You just trade building cost for research point cost/building cost.

Also obviously there needs to be a downside to building these, like maint. cost to balance them.

SEV, more than a feeling.

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Re: can facilities have negative tonnage values?

Soumis par Mylon le Dim, 2008-01-06 01:08

Sweet, get_planet_size() works now. Maybe now I'll get off my rear and make my mod. Only... I'm still going to stumble over AI.

Using the facility count function in the formula helps to make it progressively more expensive. A linear formula equals a quadratic maintenance cost! This would put a cost-effective limit on such expansions.

Is it possible for the population enhancing facility to have a "master" facility and a bunch of addons, where the master facility counts the number of addons in the population added formula? This method could be used to extend a large number of "one facility per planet only" type facilities.

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