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Messages - Megabalta

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1
Discussion, Suggestions & Feedback / Re: Question about upkeep
« on: October 25, 2017, 04:38:17 PM »
If you didn't find a solution yet, here's a quicky:

- if galactic population can only be increased by a type of building (I'm not sure how to do this yet, ideas are welcome)
- the building has an upkeep via above ability and a population cap increase value
- a units upkeep costs are translated into pop cap values

basically the game has to change one value to another, but the results are the same, a units upkeep needs annual money. no problems with enemy planets or hyperspace travel.

2
Discussion, Suggestions & Feedback / Re: Question about upkeep
« on: March 21, 2017, 07:44:48 PM »
If that behavior can't be cut from the AI, and it's a constant thing, there's always the possibility to compensate it in difficultyadjustments.xml.
<Credit_Multiplier>1.2</Credit_Multiplier>

3
Discussion, Suggestions & Feedback / Re: Question about upkeep
« on: March 20, 2017, 05:14:10 AM »
Strange, I remembered that it pulled credits even on enemy planets from the player. But yeah, you're right, it seems it doesn't. That is really a problem. No maintenance costs during hyperspace routes could be compensated though, if every hyperspace jump costed a certain amount of money (depending on the ships making it and the number of jump points/distance), like the corrupt jumps in FOC.

4
Discussion, Suggestions & Feedback / Re: Question about upkeep
« on: March 17, 2017, 11:30:27 AM »
Because balta means axe in hungarian.
A válaszom pedig de bizony.

5
Discussion, Suggestions & Feedback / Re: Question about upkeep
« on: March 17, 2017, 04:28:37 AM »
This is my solution, it'll always draw the same amount, no matter where the ships are.

      <Abilities SubObjectList="Yes">
         <Planet_Income_Bonus_Ability Name="CR90_maintenance">
            <Specific_Mod_Source_Text>TEXT_CR90_MAINTENANCE</Specific_Mod_Source_Text>
            <Absolute_Income_Modifier>-108</Absolute_Income_Modifier>
         </Planet_Income_Bonus_Ability>
      </Abilities>

The only area where I find this lacking, is my supply system. The concept would be to simulate operational costs: if a ship is above a friendly planet with a supply station, it's cheaper to maintain, if a ship is blockading an enemy planet, it's more expensive etc.
I've added supply ships to reduce the maintenance values over planets which do not have supply stations, and as a vulnerability gameplay element to fleets. They use this ability:

      <Abilities SubObjectList="Yes">
         <Planet_Income_Bonus_Ability Name="Supply_Ship_Income_Bonus">
            <Specific_Mod_Source_Text>TEXT_ECONOMY_SUPPLY</Specific_Mod_Source_Text>
            <Percentage_Income_Modifier>0.00105</Percentage_Income_Modifier>
         </Planet_Income_Bonus_Ability>

They're supposed to reduce maintenance costs, but I didn't find a way to reduce the above maintenance modifier relative to it's value, since this value is independent from the planets income, and relative modifiers only modify planetary income values.

6
Discussion, Suggestions & Feedback / Re: Question about upkeep
« on: March 15, 2017, 04:41:37 AM »
Do you mind sharing how you've made it? Is it the original games maintenance system revived?

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