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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 27 Jan 2014, 11:56 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 27 Jan 2014, 12:15 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5220 Location: Space is disease and danger, wrapped in darkness and silence!
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| 27 Jan 2014, 15:08 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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That's pretty much what we have now, only with 3 settings. Since you'll be paying the energy upkeep, you'll want to have the shipyard fully populated, for full output. Even in new colonies, the output will be static in steps, and all you'll need is 3 pop blocks (besides the food upkeep) to have the shipyard working at full steam. Especially at higher tech levels (which is the issue you guys are pointing out), where "spare" pop is higher (you practically have them on colonization), this doesn't seem to solve anything.
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| 27 Jan 2014, 15:42 |
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Bloodwurm
Cadet
Joined: 19 Jan 2013, 18:27 Posts: 91
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| 27 Jan 2014, 16:59 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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So, if I understand this correctly, the shipyard's output would be the industry output, but capped by values set in the XML? The difference would be just in developing colonies?
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| 27 Jan 2014, 18:05 |
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Bloodwurm
Cadet
Joined: 19 Jan 2013, 18:27 Posts: 91
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well, it would be a ratio of the colony's industry, but yes with a cap. And yes, would affect mostly only starting colonies. I still think we should go with manual pop assignment for shipyards, but in the mean time, it kind of achieves best of both worlds (in regards to static vs industry related).
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| 27 Jan 2014, 21:13 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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Still keeping static output as default, right?
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| 28 Jan 2014, 10:01 |
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Bloodwurm
Cadet
Joined: 19 Jan 2013, 18:27 Posts: 91
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yes yes, it's an option that you need to add to the xml. So it won't change the default behavior 
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| 28 Jan 2014, 14:48 |
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