SpaceAce75

SpaceAce75

Joined Member # 2530877
2 Posts 1 Replies 229 Reputation

Wow! Great info guys. What I want to accomplish is remove the orbiting asteroids, have a slow extraction rate from the planet itself (representing the cost/difficulty of mining on the surface and transfer to orbit.) I'm actually in the process of Why? because I want to shift the balance of resources to come from non colonisable objects instead, just suits my style of play. I am hoping the residuals from planets will prevent total loss of resource collection

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Hi all, I've been diligently flavouring SoaSE:Trinity to my taste. I almost have it where I want it, I just want to see if the following would be possible, and ask for a point in the right direction from somebody who might know how. What I would like to do is have planets (ice,volcanic,terran & desert) have a chance to produce resources directly (example: planet is colonised, there is a chance to earn 0.3 metal/sec and 0.1 crystal/sec, without having a

8 Replies 5,398 Views

I wont be home for a few hours, so I can't check myself right now. Does anyone know if adding 'spawnProbability' to a group/ring in a random map would work to set a percentage chance that the group/ring would exist or not? (e.g I want 4 asteroid fields in a group/ring, or no group/ring at all) Advice is appreciated! Thanks

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