Finite Resources |
Well a lot of strategy is required when playing with this option, but in my opinion it has'nt been fully playtested. Planets dry up to quickly, maintenance costs seem to high, no way to easily adjust your mining rate(which means right from the start you are mining more than you can store), no way to shut down facilities (other than scapping them) which will stalemate any production you start if maintenance becomes higher than what you are bringing in. So with all these problems with finite resources is anyone interested in trying to make a mod to address these problems, if so any help would be greatly appreciated.

Im going to look into it, I
Im going to look into it, I really love the idea of finite resources but your right, its unplayable at the moment. The one time I played it in SE5 it was a runaway train! I had to always keep on the move and expand and take everyones planets or my huge fleet would run dry
. Sorda fun but it would be nice if I could take it slow for once
.
You can mothball ships, but
You can mothball ships, but I dont' see how you could use them in place of buildings. I thnk the only way to do it is how you mentioned, by asteroid mining and such.
On the subject...
So, I've been looking at the data files, and made a minor change (for testing purposes), and ran across a problem:
Solar resource generation doesn't seem to work in space. I made a basic component, and the ship says its generating several thousand resources per star per turn.. but it isn't.
16k resources before building the ship, and 16k after building it. The interface for ship based resources is obviously there, because the ship says its generating -3000 resources per month..
Any ideas? I'll keep mucking with it.. it may be something silly yet.
Name := Crystalline Solar Collector
Description := Converts sunlight into supplies and resources.
Picture Number := 48
Maximum Level := 30
Tonnage Space Taken Formula := 1000
Tonnage Structure Formula := 1000
Cost Minerals Formula := 5000 + (([%Level%] - 1) * 50)
Cost Organics Formula := 5000 + (([%Level%] - 1) * 50)
Cost Radioactives Formula := 5000 + (([%Level%] - 1) * 50)
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base
Can Be Placed In Ship Sections := Armor
Component Type List := Technological
General Group := Supply & Ordnance
Custom Group := 0
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Stellar Harnessing.
Requirement 1 Formula := Get_Empire_Tech_Level("Crystalline Technology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 4
Ability 1 Type := Solar Supply Generation
Ability 1 Description := Generates [%Amount1%] supplies for each star in a system per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 1000 + (([%Level%] - 1) * 50)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Solar Resource Generation - Minerals
Ability 2 Description := Generates [%Amount1%] minerals per star each turn.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 2000 + (([%Level%] - 1) * 50)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Solar Resource Generation - Organics
Ability 3 Description := Generates [%Amount1%] organics per star each turn.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 2000 + (([%Level%] - 1) * 50)
Ability 3 Amount 2 Formula := 0
Ability 4 Type := Solar Resource Generation - Radioactives
Ability 4 Description := Generates [%Amount1%] radioactives per star each turn.
Ability 4 Scope := Space Object
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 2000 + (([%Level%] - 1) * 50)
Ability 4 Amount 2 Formula := 0
Weapon Type := None
MarkUpdate: I also tried adding
Update:
I also tried adding the space port with both System and Space Object properties to no avail.

There's a possibility...
Solar resource generation doesn't seem to work in space. I made a basic component, and the ship says its generating several thousand resources per star per turn.. but it isn't.
16k resources before building the ship, and 16k after building it. The interface for ship based resources is obviously there, because the ship says its generating -3000 resources per month..
Any ideas? I'll keep mucking with it.. it may be something silly yet.
----
"He is no fool who gives up what he cannot keep to gain what he cannot lose." -Jim Elliot
Well, they don't seem to
Well, they don't seem to come up on the bottom line, but I'll look into that I suppose. I may need to wait for the next patch to test out the theory behind my mod. At least it doesn't hinge on things like that the way that P&N did.
Mark




What if you made a mod which
What if you made a mod which replaced all facilities with units? Not sure if you can mothball units, but it might be worth looking into... Or how about a mod where remote mining is more effective than standard mining? You can always mothball your remote miner ships if need be
~~~
Mr. Flibble says...
Game over, boys!