strategic resourses and other misc modding questions

So I'm working on an altered ruleset for eventual release with a large number of doohickies and extra gubbins, and I have a few questions.

 

firstly, I'm working on making improvements that can generate strategic resources (in very small amounts) and I have a few questions regarding getting them to work the way I want. namely, I'm currently using the semi-hacky negative cost for the resource generation, but that has the unfortunate side effect of making the resources available just by queuing up the improvement in question- while it otherwise works how I want it (fully complete, the resources remain in your pool, destruction removes them, et ctera) I was wondering if there was a simpler/less hacky workaround- even better, if I could figure out how to make one that generates once per turn. the idea is to have 'basic' ones that can be built a certain number of times per colony (on that note, is there a way to do that? IIRC that was possible in GCII, but knowing how to restrict an improvement to, say, two per colony would be nice... as would be a way to have five-six improvements where you could build any two or something) and then have a late-game once-per-turn galactic/player achievement, but I'm not sure how to implement the latter.

 

 

secondly, a couple questions- namely, is it possible to reduce tactical speed to nothing, to make stationary platforms? and on a semi-related note, is it possible to use components to increase hull capacity or lower cost? also, multi-weapons (that is, a weapon or defense that gives points and emitters in two or all three categories) how?

my intentions here are to make a line of components with 'trade-offs' to do stationary defense platforms, static fortifications, and so on- so, for example, making stationary platform that has more hull (and, thus, more room for weapons/defenses, to represent 'well, it hardly needs engines and attendant fuel tankrage, so let's fill that space with guns and armor instead' type things) but that is stationary in battle/has only 1 move statically- the idea being they make poor offensive units, but as something to park on a planetary garrison...

 

honestly, I think I'd like to end up implementing them as mutually exclusive, one-per-hull 'all-in-one' mission packages- say, a Defense Platform line that adds a bunch of attack and defense, a Support Platform that has extra hull room, that sort of thing.

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Reply #1 Top

To my knowledge, there is no way to get around the fact that improvements will provide those resources before being completed.

You could make an improvement N per planet by creating N identical copies, then change the internal names to be different. That will clutter the improvement screen a lot - but you might be able to use a prereq tag to make each successive improvement require the previous one on the planet, like starbase modules or techs, not sure which if either would work. To get something like any 2 from list X, you'd need to manage to create a complete dependency/exclusion matrix with prereq tags and preclusion tags for each improvement, which will need to be 2 sets of list X at minimum. It'll be extremely complicated if you go higher than 3.

-1000.0 tactical speed multiplier on your "weapon platform thing" component.

Preclusions may also work for ship components, but again I don't know if they do. I haven't tried it myself. Check starbase ring modules for the tags.

Reply #2 Top

huh. well that's annoying, GCII actually had a dedicated Int limiter so you could do that, but it sounds like doing what I'd like would be far too complicated to implement.

as for the resources, I have a couple ideas, I need to take another look at the mining modules to see it they pan out- otherwise, not a huge deal since most of the time I get around to building 'em they go in one turn anyway.

yeah, I'll have to check and see if preclusion works on that front.

 

also, something of a personal irritant, what determines whether a bit of starship equipment goes in its own tab or gets folded into a larger one? I really want to stick all the same-type augments together to unclutter the lists, it's such a pain for there to be six different one-module tabs that are all 'doohicky that uses Elerium to futz with Beam weapons' tabs.

 

why anyone thought that clunky, cluttered design was a good idea is beyond me, but if I can fix it it'd be great.