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RE: [WIP] Realistic Resource Revamp v0.1.0

 
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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/26/2014 2:48:54 AM   
uberknight72


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quote:

ORIGINAL: tjhkkr

Twinkies... that is the stuff wars are made of...
And one of the 'Wonder' Facilities you can build is a Hostess factory...

You may have to be an American to appreciate this warped bit of humor...


So gonna be a super luxury resource, just wait.. XD

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Post #: 31
RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/26/2014 3:15:41 AM   
FireLion1983

 

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I think the lack of research stations is just poor AI :(

The initially built one gets destroyed by first pirate raids and then the AI never checks to make another or something...

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/26/2014 4:08:32 AM   
uberknight72


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Most likely, since I couldnt really have done anything that would screw with research lab placements.

But atm I am experimenting with the new manufactured resources. So far I've had quite a bit of success with getting it to work right and it's a lot easier than I thought it would be :). Hopefully I can get the first two manufactured resources im making to only give a 5% development bonus. But im probably going to have to turn those two into super luxury resources to do that, since it appears that I can't modify the normal luxury development bonuses, but I can the super luxuries, hmmm.....

Ill try it out and see if it breaks anything.

But besides that I also have done some tweaking with the normal luxuries and changed their names to something less specific.

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Post #: 33
RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/26/2014 5:55:34 AM   
FireLion1983

 

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Just auto lost to Shakturi in the year '66 - game went well and had no major hiccups as far as I could see in regards to resources. 0.1.2 version tested.

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Post #: 34
RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/26/2014 6:39:41 AM   
uberknight72


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Awesome sauce! So did any resources seem too abundant? Im not having any trouble with my games either so far, though I am curious as to how other races, mostly concerning the Volcanic and Ice planet races are faring since I imagine they could be having a bit of trouble with organic resources early game. But from what i've gotten from your games and mine it seems the AI is handling the new resources very well without anything seeming too unbalanced. After a few more play-throughs with some other races and games without anything that can end the game prematurely like what the Shakturi can do then if nothing seems to short or too abundant then I can comfortably declare the Strategic resource portion of this mod done besides perhaps some tweaks here and there and of course updated Galactopedia articles. Which im in the process of doing right at this moment.
Thanks a lot for the good feedback Firelion

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/27/2014 11:03:53 PM   
FireLion1983

 

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You bet! Saw in another post that you're going for a ground-up redesign? Waiting to test! ;)

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/28/2014 10:10:51 AM   
uberknight72


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And its going pretty good, though there will be a LOT of changes.

Like for example organics is out of the picture for i felt that the materials organic covers is a very easy to substitue substance and is in rather great abundance throughout the universe. However i intend on implementing four extra special strategic respurces that is used in multiple components. Though all of them wont be touched until a little bit later in the game. Mostly aiming at everyone using most of them by the time they have been out of pre-warp for a little bit (since all the special strategic resources will NOT be tagged as a pre-warp vital resource.). So they probably wont be neccesary for components until tier 2-3.

Also luxurys will be changed quite a bit. Though a lot of them will have close to the same chances of appearing as the old ones, they all will have different names besides the super luxury resources and they will be totally redone as far as to what planets they appear on. And space slug eggs ;)..... However the total amount of luxury resources will be a bit smaller to make room for the new manufactured resources.

But it will be a good while before i get everything wrote up. It is practically a total rewrite of the resource.txt. which also means a near total rewrite of a lot of other things too.

< Message edited by uberknight72 -- 5/28/2014 11:13:10 AM >

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/28/2014 11:10:22 AM   
hewwo

 

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sounds interesting :)

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/28/2014 7:13:55 PM   
FireLion1983

 

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Are you comfortable with the design phase all on your own? It might be a good idea to do a bit of brainstorming with the community at large to design a mod of this size!

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/28/2014 8:05:24 PM   
uberknight72


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Well concerning directly writing and editing the mod, no. In that aspect i feel there would be a lot less chaos if i can keep tabs on my own changes and implementations. But considering ideas about features, resources, and what to add then absolutely! Any ideas about manufactured goods, component requirement changes, the resources themselves will certainly help as long as it fits with my general vision(generalization, simplification, immersion, making more sense, filling in gaps, and realism) it will help the mod move alonng a little bit faster. Considering most if my time is actually spent THINKING about how to do something and make it fun, immersive, and overall more balanced (but a little chaos is neccesary ;))

And another thing i would LOVE some help on is icons for the resources. This next big version is going to have a LOT of entirely new resources, and my photoshop skillz are limited..


These are my current plans concerning resources and i am pretty sure they are not going to change much from this.
Cont
-common minerals
-rare minerals
-radioactive
-Strong ivory
-yarras marble
-extravagant furs

Marsh
-common
-rare
-radio
-extravagant furs
-rare spices
-vibrant silk
-Loros Fruit

Ocean
-common
-rare
-radio
-rich pearls
-fragrant oils
-dilithium* (instead of a crystal im now turning it into a metal)

Desert
-common
-rare
-radioactive
-aromatic incense
-Nekros Stone*
-translucient glass
-Korabbian Spice

Ice
-common
-rare
-radio
-strong ivory
-yarras marble
-emeros crystal*

Volcanic
-common
-rare
-radio
-rare gems
-beautifully scaled skin
-Zentabia Fluid
-nekros stone*

Barren
-common
-rare
-radio
-star jades
-xithricite* Strong natural alloy used in high teir armor.

Extra note 
astroids
-common minerals
-rare minerals
-Space Slug Eggs


Manufactured resources:

Cont
-Quality Goods
-Delicious Ale
-Advanced Electronics
-Luxury Vehicles

Marsh
-Quality Goods
-Fine Wine
-Advanced Electronics
-Luxury Vehicles

Ocean
-Quality Goods
-Fine Wine
-Advanced Electronics
-Luxury Vehicles

Desert
-Quality Goods
-Strong Liquor
-Advanced Electronics
-Luxury Vehicles

Ice
-Quality Goods
-Delicious Ale
-Advanced electronics
-luxury vehicles

Volc
-Quality Goods
-Strong Liquor
-Advanced Electronics
-Luxury Vehicles

Only what planets the resources may be on could change. Im pretty happy with these resources atm.

< Message edited by uberknight72 -- 5/29/2014 1:46:26 AM >

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Post #: 40
RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/28/2014 9:00:29 PM   
FireLion1983

 

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Quick thoughts after a brief glance through:

Ocean planets could have some sort of seafood dish instead of a wine.
Volcanic planets could have exotic jewelry from all the molten lava.
Ice planets could offload ice full of exotic minerals that are thought to increase lifespan and virility. ;)

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Post #: 41
RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/28/2014 10:04:09 PM   
Osito


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quote:

ORIGINAL: FireLion1983

Ocean planets could have some sort of seafood dish instead of a wine.



Don't know why, but that one made me laugh. Sensible suggestion, but somehow rather funny.

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Post #: 42
RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/28/2014 10:46:40 PM   
uberknight72


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WELL...
One of my early drafts did include Quality Seafood instead. However because it is food, which is grown and not manufactured, there was just something not right with the idea. And after some internal strife, I ultimately decided Manufactured goods will not include any food... well directly. You can kinda consider Quality goods as a mixture of good food, general trade goods, and merchandise that is manufactured/processed and sold. But that is highly subject to change since im still not satisfied with it. Honestly it is the most "unsure" part of the whole list.

Now about the ice that seems like a natural anomaly, not something that would be manufactured necessarily.

However the Jewelry idea is actually awesome! Natural, valuable gems are of course going to be at a volcanic planet, but whether the population on the planet decides to turn it into a huge industry and manufacture jewelry to make the profits beat the most likely "expensive" extraction mining costs is ultimately up to the people and if the planet has a large enough quantity of it for it to be profitable, which will explain the low chances.

I like it, its going in.

< Message edited by uberknight72 -- 5/28/2014 11:56:27 PM >

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/28/2014 10:54:06 PM   
Solarius Scorch


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Well, expensive food like alcohol is more of a manufacturing product than something simply grown and processed, so I think wine may well qualify as a luxury good.
Otherwise... why not pearls? They're ideal luxury goods from an ocean world! :)

_____________________________

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/28/2014 11:51:22 PM   
FireLion1983

 

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My suggestions don't necessarily have to be manufactured goods, so I guess they would try and be a more localized version of quality goods or trade goods. I'll keep trying to think of more rare, exotic ideas for goods. :)


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Post #: 45
RE: [WIP/REL] Realistic Resource Revamp v0.2.1 - 5/29/2014 12:52:49 AM   
FireLion1983

 

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I've tried this mod twice now on v 2.1 and it crashed at about the 10 minute (4x) mark both times.

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/29/2014 1:08:25 AM   
uberknight72


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quote:

ORIGINAL: Solarius Scorch

Well, expensive food like alcohol is more of a manufacturing product than something simply grown and processed, so I think wine may well qualify as a luxury good.
Otherwise... why not pearls? They're ideal luxury goods from an ocean world! :)


Pearls are infact currently in the plans. Just not as manufactured resources :)

And concerning alcohol that is why i decided to make them manufactured. Sense i fell that if a colony is developed enough it should have the opportuniy to be a n alchol manufacturer regardless of the planet type

quote:

ORIGINAL: FireLion1983

My suggestions don't necessarily have to be manufactured goods, so I guess they would try and be a more localized version of quality goods or trade goods. I'll keep trying to think of more rare, exotic ideas for goods. :)



Just think "manufactured" Grown food atm isn't a priority. I think colones will be occupied enough with their own food. However I do think that one manufactured resource type could just be generalized high quality foods. Like there will be a two different types for marsh and ocean planets since i suspect they will have much more exotic, valuable foods than the others, and lots more of it. though to produce food at such a large scale would require an established economy and population so a manufactured resource would be appropriate. Like exotic produce from marsh and exotic seafood from ocean.

Ill mess with it and see what i come up with.


[EDITED]
And btw, here is the new design plan as of now ;)
Cont
-common
-rare
-radio
-yarras marble
-extravagant furs

Marsh
-common
-rare
-radio
-beautifully scaled hide
-rare spices
-Loros Fruit

Ocean
-common
-rare
-radio
-rich pearls
-fragrant oils
-dilithium crystal*

Desert
-common
-rare
-radioactive
-aromatic incense
-translucient glass
-Korabbian Spice

Ice
-common
-rare
-radio
-strong ivory
-sweet meat

Volcanic
-common
-rare
-radio
-nekros stone
-emeros crystal
-Zentabia Fluid

Barren
-common
-rare
-radio
-xithricite*

Extra note 
astroids
-common minerals
-rare minerals
-Space Slug Eggs


Manufactured resources:

Cont
-Exotic Seafood low
-Exotic Produce low
-Quality Spirits
-Advanced Electronics
-Luxury Vehicles

Marsh
-Exotic Produce high
-Quality Spirits
-Advanced Electronics
-Luxury Vehicles

Ocean
-Exotic Seafood high
-Quality Spirits
-Advanced Electronics
-Luxury Vehicles

Desert
-Exotic Glassware
-Quality Spirits
-Advanced Electronics
-Luxury Vehicles

Ice
-Frost Ale
-Quality Spirits
-Advanced electronics
-luxury vehicles

Volc
-Exquisite Jewelry
-Quality Spirits
-Advanced Electronics
-Luxury Vehicles

I decided once more to include food once again because i can never make up my mind, and making it exotic will seem to give it more value over the normal food inevitably grown normally on the planet so it has export value. More ideas are welcome. But this resource plan is extremely close to becoming final. Ill wait for a bit more discussion on it first before i begin writing it in. :)

< Message edited by uberknight72 -- 5/29/2014 4:18:25 PM >

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/29/2014 3:59:14 AM   
Tanaka


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Looking forward to this and the extended version!

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/29/2014 4:31:34 AM   
MartialDoctor


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Good luck with this. It sounds very cool

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/29/2014 7:23:45 AM   
liiir1985

 

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Thanks for the mod, I really like the your idea.

I tried to play with this mode(version 0.2.1), but I found it made the game quite more difficult for the start. The cost for ship/station construction,as well as the maintanance cost raised quite a lot with this mod. My first Space port is costing me 14K a month, I can then barely afford a very limited fleet(like 3-5 escorts)

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/29/2014 10:32:21 AM   
uberknight72


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Thats pretty normal for the start. I should probably mention this mod does make things quite a bit more expensive. But then again that version still needs a lot more balancing. Though from my experience so far playtesting that version i find the tight situation in the beginning quite refreshing. However once i get this new big update out i will start things out expensive and tight then teak it to a fairly enjoyable level then perhaps split it off from there into an easier version once when the first is more balanced and adequately stable.

< Message edited by uberknight72 -- 5/29/2014 11:53:11 AM >

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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/29/2014 3:29:45 PM   
uberknight72


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I revised the last resource plan i posted to reflect my new changes. I didnt want to repost it due to its length. So just scroll back a bit and give it a look :)

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Post #: 52
RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/29/2014 9:48:52 PM   
Franky007


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Instead of Luxury Vehicles:
how about antimatter (for weapons and reactor) and
Soul Gem (For research, scanners, targetting...)

< Message edited by Francoy -- 5/29/2014 10:50:18 PM >

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Post #: 53
RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/30/2014 2:08:04 AM   
Unforeseen


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Soo...imo the current set of luxury resources is too generalized, give it a little more life in the name. And Frost ale doesn't make any sense, unless you name an "ale" for the other types of planets like Fire ale for instance. There is nothing about Ice that would have an obvious effect on a alcoholic beverage other than making it cold. People do that anyway.

(in reply to Franky007)
Post #: 54
RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/30/2014 7:25:42 AM   
hewwo

 

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hmm please don't balance so that it takes ages to finish one game. Somehow people often confuse 'difficult' with just 'taking ages to win'. I like having the resource system set up so that you really need to think more about what you are doing, what places to colonize etc. And of course this goes together with having stuff more expensive (you won't have to make a choice if you can afford to build stations and ships all over the place anyway), but nevertheless, please don't slow the game down :)

(in reply to Unforeseen)
Post #: 55
RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/30/2014 12:36:09 PM   
uberknight72


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quote:

ORIGINAL: Unforeseen

Soo...imo the current set of luxury resources is too generalized, give it a little more life in the name. And Frost ale doesn't make any sense, unless you name an "ale" for the other types of planets like Fire ale for instance. There is nothing about Ice that would have an obvious effect on a alcoholic beverage other than making it cold. People do that anyway.


The reason for the generalization is because there shouldnt be something as specific as Cauger Fur, which is something harvested from an indiginous animal, found on 20 different marsh planets throughout the galaxy. The names are probably staying where they are at. If i try to add too much more "life" in the names it would be getting too specific. The only ones that are a bit more specific, like yarras marble, or like the frost ale you pointed out, are things that could potentually be mimicked on multiple planets if the conditions are right. Ill give you a peak at the lore i have wrote up about frost ale to help you understand it a bit more ;)

Frost Ale is a unique, smooth alcoholic beverage that always stays a frosty cool temperature and has a rather debilitating yet euphoric effect on the drinker. It is distilled in a unique process known as "Ice blasting" where after the liquid from the mash is boiled it is super heated into a steam and "blasted" through holes in a large, 40 meter long block of a special bright blue, mineral rich ice that only forms on certain planets where the temperature, mineral, and atmospheric chemical makeup are just right.

It has sweet taste if warmed enough to melt, though and due to a special chemical reaction has a much higher melting point than normal ice, therefore is far more colder. Though if directly ingested it is very poisonious. When the boiled mash liquid is blasted through the ice, the vapors fuse with the chemical and mineral contents of the ice. The process is repeated 60-70 times until the ale has acquired the ice's unique flavor and can keep a temperature of 20℉ in a 70℉ room.


See it makes total sense, you just have to use your imagination. :) This also holds true with the rest of the luxury resources. But dont worry, im going to try to include in-depth descriptions for each resource if i can figure out how to get the galactopedia articles to work right for those who have to have it spelled out in front of them. Like i wont remove the the caguar description from the extravagant furs luxury because caguar fur is one of the multitudes of beautiful pelts that can be found throughout the galaxy. The generalization allows me and others to roleplay and give us the freedom to figure out for ourselves what these resources consist of. While removing the strangeness of something so specific and unique as a certain species of animal being able to be found on multitudes of planets.


quote:

ORIGINAL: hewwo

hmm please don't balance so that it takes ages to finish one game. Somehow people often confuse 'difficult' with just 'taking ages to win'. I like having the resource system set up so that you really need to think more about what you are doing, what places to colonize etc. And of course this goes together with having stuff more expensive (you won't have to make a choice if you can afford to build stations and ships all over the place anyway), but nevertheless, please don't slow the game down :)


I dont think i can slow it down too much with just the resources unless i try very hard at it. Really the only way i could slow it down significantly is if i edit other things like growth levels of races and amount of populations carried on colony ships and passenger ships, which i will not do on this mod at least ^^
Ill probably be making two different versions for those who like a tight game and those who want a more vanilla tightness level with the new resources. But nontheless resources will be a bit more tight even though the basic three can be found on every planet due to their very low abundance. But in this next version as you can see im leaving nekro stones, emeros crystals, and dilithium in as wells adding a new one as the much less common strategic resources. Planets with these resources should be a priority for their importance in a lot of techs above tier 1. So there will still be a need to prioritise planets for these resources. :)

(in reply to hewwo)
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RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/30/2014 1:53:57 PM   
Unforeseen


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Well Exotic/Rare Furs >>>>>>> Luxury Vehicles in that case.

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Post #: 57
RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/30/2014 3:00:55 PM   
ChildServices


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You could replace "luxury vehicles" with "Consumer Goods", which is slightly more sensible.
quote:

Definition of 'Consumer Goods' (from www.investopedia.com)

Products that are purchased for consumption by the average consumer. Alternatively called final goods, consumer goods are the end result of production and manufacturing and are what a consumer will see on the store shelf. Clothing, food, automobiles and jewelry are all examples of consumer goods. Basic materials such as copper are not considered consumer goods because they must be transformed into usable products.

That definition does include food, but we can all pretend it doesn't because we already have enough kinds of that.

One thing I wish was possible, was to be able to have a different kind of manufactured goods produced by each race family, and only producible by that family. This'd mean that Boskarans living in your empire wouldn't consume filthy Humanoid goods because they're too alien for them to really make any meaningful use of, so you'd need a colony producing Insectoid ones or to have the gap filled by subhumans foreign imports.
I haven't seen a way to make a manufactured good only be produced and consumed by a certain race (or group of them), which is unfortunate.

_____________________________

Alexander the Great, his name struck fear into hearts of men.

(in reply to Unforeseen)
Post #: 58
RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/30/2014 3:54:33 PM   
Unforeseen


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Using Consumer goods would open the doors for a variety of products in other areas. I like it. Advanced Electronics is another that i'm a fan of.
I'm still not a fan of Frost ale, i admit that in the last 5 years i stop using my imagination. I simply don't have one anymore. But in this case, it's more on the note that your basically generalizing 99% of the products, except for a couple..doesn't really make sense to do it that way. Might as well just do Exotic Alcoholic Beverages or something. That way it fits the theme, and opens up a slot where you normally would of had spirits for instance.

A few suggestions: Medical Supplies, Radioactive Materials, Weapons(Civilian grade and military grade), Narcotics

< Message edited by Unforeseen -- 5/30/2014 4:56:20 PM >

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Post #: 59
RE: [WIP] Realistic Resource Revamp v0.1.0 - 5/30/2014 5:20:13 PM   
FireLion1983

 

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I approve of consumer goods and love the idea of narcotics, leaving in the luxury narcotic that I always imagined the korabbian spice to be

Is there any way to vastly increase the number of super luxuries, and reduce most of their values to be that of a regular luxury? In effect, you could turn luxuries into truly exotic, single-planet resources. Luxuries would be able to start wars and be truly exotic, rare, and named after specific creatures and planets..

< Message edited by FireLion1983 -- 5/30/2014 6:22:37 PM >

(in reply to Unforeseen)
Post #: 60
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