maby this would be a good mod idea

maby fleet supply should be based on how many planets you have, so that you can research those upgrades but, those simple make planets give you more lets say at start you have 25 per planet and a free 100 for your home planet you caoture two planets, now you have 150 cap, you research the 1st one, which is 150 for home planet, and 50 per planet, now you have 250, and you capture two more you have 350. so that you gain the ability to make bigger fleets the bigger your empire is.

if some one has an idea of how to make this tell me I would liek to make it my self, but if you want to make it you can too.

4,413 views 4 replies
Reply #1 Top
The problem with a mod like this is that it turns the game into a rushing match to see who can grab up as many planets as possible as quickly as possible.

You want to encourage intelligent playing, not rushing, and certainly not wanton expansion just for the sake of a fleet cap.

what would happen is whoever got a couple planet advantage would end up winning because he could just build a bigger fleet and win through strength of numbers rather than any sort of actual intelligence on his part.

You want a contest of skill and wits, not of numbers.
Reply #2 Top
without adding fuel to the discussion about limiting fleetcaps - heres my quick'n'dirty working solution

fleetcap based on tactical/logistic development of a planet :

change the constructor entities slotcount to a negative value eg:
basePrice
credits 200.000000
metal 20.000000
crystal 10.000000
slotCount -20.000000
End of quote

i also increase the costs of that ship to balance the gains !

fleetcap based on trade / refinery network & safe trading lines :

trade/refinery ships entity changes
basePrice
credits 200.000000
metal 50.000000
crystal 25.000000
slotCount -2.000000
End of quote


btw. having more developed planets and being able to hold em for a while shows skill and is rewarded with numbers now !
Reply #3 Top
i tried the same solution, Dari (negative slot count). The only problem is negative slots ignore the game's hard cap... so you effectively have unlimited ships... not good if you're trying to limit the game for performance reasons...
Reply #4 Top
instead you will get a new hard cap
number of planets -> number of constructors / number of logistic points -> number of tradeports/ships and anything of that can be reduced to debris
it is not unlimited

lets do some arbitrary number crunching :

one player has 15 planets with average 2 constructors and one tradeport at each planet

15planets x 2constructors x -20slotcount = -600 fleetsupply
15tradeports x 5tradeships(lets hope there is no piracy at the high seas) x -2slotcount
= -150 fleetsupply

total 750 fleetsupply available by having a few modded civilian ships based on planetary/orbital development (until it gets blasted to pieces) - i doubt that will break a game in the performance field :LOL: