zolobolo wrote:IGremak also keep their "Slavemaster" trait which is really cool if someone thinks to combine their harmonised version with slaves
zolobolo wrote:Propose for Science Stations to scale up their benefit with the hull size like other systems do (ammo, marines)
Code: Select all
define_system "Science Stations" {
desc = "Shipboard laboratory facilities that generate <BEAKER> per turn.",
drawer_type = 'targeting_computer',
type='lab',
--fixed_power_cost = 5,
--fixed_cost_values = catch(20,0),
power_mult=1, -- slot_size*1 power requirement (for slot_size 5 it matches fixed power cost of 5)
cost_mult=1, -- (4*slot_size)*1 hammer requirement (slot_size 5 matches fixed hammer cost of 20), 4* always applies
update_design_specs = increase_var 'beaker_gen' { space_times = 0.2, plus=0 },
}
siyoa wrote:this is very easy to mod, change last line
gaerzi wrote:Well there's always the Enfi.
I guess it'd make sense for the Tinkers to also harmonize the Enfi, even if as far as gameplay goes it wouldn't really change anything.
PrivateHudson wrote:Requested some method to forbid space marines and marauders to participate in ground invasions, because their attrition rate is high, and I need them for space battles and policing respectively. Like checkboxes against space marines and marauders right in the bomb/invade dialog.
Arioch wrote:PrivateHudson wrote:Requested some method to forbid space marines and marauders to participate in ground invasions, because their attrition rate is high, and I need them for space battles and policing respectively. Like checkboxes against space marines and marauders right in the bomb/invade dialog.
Well, you can exclude them by not including their transports in the attack force, but this does imply you have them aboard distinguishable transports.
PrivateHudson wrote:I have the mod to display transports cargo in ships panel. At what point should I deselect undesired transports? Bomb/invade dialog appears right after won space battle, and I can't afford mil. transports and cmd. cruisers to not fight in that.
nweismuller wrote:Given the basic concept behind Viscids- destructive pests that steal food and are resistant to complete eradication- I think a better implementation of Viscids than existing as population exists. Nothing in their concept suggests they should be able to prevent clearing land for settlement, and so the fact that they take up population capacity seems very odd. Instead, I think a more logical Viscid implementation would be as a 'planetary special' that adds a flat food upkeep cost to the planet, of whatever magnitude. This way, they aren't somehow crowding your settlers out, despite any efforts, but they are constant pests stealing food.
gaerzi wrote:Serenitis wrote:Viscid. Why? Just, Why.
I think they'd make more sense as a food production penalty on the planet than as a race. The fact there's no way to reduce their numbers, they can only grow, short of metagame approaches like giving the planet away to another empire and then sterilizing it with bombs, really makes them worse than anything else. Mineral-poor planets do not eat into your metal surpluses, they just produce less and make mines not very useful. Likewise, a viscid world should be basically the negative counterpart of supergrain, the parasites making things more annoying for the colonists but not, you know, moving into the residences.
PrivateHudson wrote:Requested some method to forbid space marines and marauders to participate in ground invasions, because their attrition rate is high, and I need them for space battles and policing respectively. Like checkboxes against space marines and marauders right in the bomb/invade dialog.
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