Moving giant hulls to later on the timeline

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MatGB
Creative Contributor
Posts: 3310
Joined: Fri Jun 28, 2013 11:45 pm

Re: Moving giant hulls to later on the timeline

#16 Post by MatGB »

AndrewW wrote:What about each part adding it's own maintenance percent to the fleet upkeep?

Might be more complicated, but would allow for some parts to have more expensive upkeep, though would probably need to assign a FleetUpkeep value or something to each ship when it is designed to keep track of. Would of course take care of empty slots as well (they wouldn't add to fleet upkeep).
Basically, too complicated, if we're talking about grand sweeping galactic conquest I only really want to worry about so many details.

It's worth considering a bit, but it should be a rare thing I think, if at all.

On the other hand, the backend game engine will, at some point, be usable to make a much smaller scale game about fighting over a small number of populated systems, etc, and for that variant it'd make a lot more sense.
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

cseraphi
Space Floater
Posts: 25
Joined: Fri May 08, 2015 4:52 pm

Re: Moving giant hulls to later on the timeline

#17 Post by cseraphi »

The simplest thing to do, IMHO, would be to have maintenance cost be related to the construction cost of the ship. At build time, assign the ship a Maintenance Fee.

In something like this, obviously you can have all kinds of fun playing with the forumula, but a good starting point would be

Code: Select all

C * sqrt(cost)
...where C is some general-fit fudge factor between 0 and 1 (perhaps initially based on galaxy size and changing increasing as the player's empire grows ).

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