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 Post subject: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Sun Apr 08, 2012 10:59 am 
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Space Dragon

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As I mentioned in another thread, I believe Heavy Mining should be superior to Mining in every situation.
Also, some specials, such as Eccentric Orbit, gave bonuses so minuscule as to be irrelevant. I made those bonuses small fractions of the population (0.25, to be exact).

Therefore, I tweaked specials.txt a bit.

The patches are identical when it comes to the likes of the Eccentric Orbit. They differ when it comes to the Mineral Rich special.
1) Mining -> 4x planet pop; Heavy Mining -> 8x planet pop
2) Mining -> 50; Heavy Mining -> +100

I didn't modify anything else - not the specials that affect construction, nor ancient ruins, nor anything...


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specials1.zip [3.7 KiB]
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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Sun Apr 08, 2012 4:00 pm 
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Good, idea, but it sounds like you are working off old script files.

Those examples values aren't in line with whats been changed in the last few weeks. Base average production is now .5 resources per population unit, for instance.

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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Sun Apr 08, 2012 5:04 pm 
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I lifted the specials.txt from /default of my latest install (rev 4776).


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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Sun Apr 08, 2012 6:03 pm 
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You should always be working against the latest SVN.


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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Mon Apr 09, 2012 3:52 pm 
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in most cases, script files will work with a slightly older binary-- in some cases a much older binary.

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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Tue Apr 10, 2012 9:58 am 
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Space Dragon

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I already mentioned I can't use SVN (drat my ISP), so... what rev FO is now at? ...


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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Tue Apr 10, 2012 1:25 pm 
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Zireael wrote:
I already mentioned I can't use SVN (drat my ISP), so... what rev FO is now at? ...
4803, at the time of this post.


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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Tue Apr 10, 2012 2:47 pm 
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You can download individual files, or see what's been changed from here without going through SVN

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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Tue Apr 10, 2012 5:33 pm 
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Space Dragon

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Downloaded latest version of specials.txt and applied my changes.

Eccentric Orbit is 25% pop.

1) mining -> 4x pop heavy mining - 8x pop
2) mining -> +50 heavy mining - +100

Other stuff was unchanged.

Couldn't decide which version is better, so here you go.


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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Tue Apr 10, 2012 5:54 pm 
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Your still not attending to the point i made in my first post.

eleazar wrote:
Those examples values aren't in line with whats been changed in the last few weeks. Base average production is now .5 resources per population unit, for instance.

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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Tue Apr 10, 2012 5:57 pm 
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eleazar wrote:
Your still not attending to the point i made in my first post.

eleazar wrote:
Those examples values aren't in line with whats been changed in the last few weeks. Base average production is now .5 resources per population unit, for instance.


Mineral rich shouldn't add 8x to base production.
Refer to species.txt.

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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Tue Apr 10, 2012 6:01 pm 
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Zireael wrote:
I believe Heavy Mining should be superior to Mining in every situation.
I don't think the point was to replace mining focus, but rather to give an alternative that was useful in some situations. See Bigjoe5's posts about it, such as: viewtopic.php?p=45471#p45471

That said, if there's never a cost to heavy mining that would make it preferable to use regular mining, the two might as well be combined into a single focus option, with the heaving mining tech just increasing the effectiveness of mining in some situations.

Edit: Someone posted a sourceforge bug report that's relevant to this thread:
Laszlo Toth wrote:
When switching to heavy mining, i lose the bonuses of "deep core mining" and "robotic production".
This results in a target mining of 1 instead of 4.05 for my exobots.
Normal mining: 1 (deep core) +1 (robotic) +2.04 (exobot)
Heavy mining: 1 (exobot)


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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Tue Apr 10, 2012 7:36 pm 
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Geoff the Medio wrote:
Zireael wrote:
I believe Heavy Mining should be superior to Mining in every situation.
I don't think the point was to replace mining focus, but rather to give an alternative that was useful in some situations. See Bigjoe5's posts about it, such as: viewtopic.php?p=45471#p45471

That said, if there's never a cost to heavy mining that would make it preferable to use regular mining, the two might as well be combined into a single focus option, with the heaving mining tech just increasing the effectiveness of mining in some situations.

I haven't paid much attention to this focus until my most recent test game.
I agree that an "always superior" heavy mining has no claim to a different focus setting. To compare to foci is pointless micromanagy number-crunching.

Currently the cost is a negative to target population-- but still from a game design perspective it seems needlessly complicated to have an additional mining focus which may or may not actually improve your bottom line, depending on several factors, and on top of it all it is calculated differently.

To streamline pick either:
A) Take away it's focus, and make it simply a tech that makes mining large planets more viable.
B) Make it always more effective than regular mining, but with a real cost-- so that it is always a significant decision with significant consequences. The fluff should be revised to be truly dystopian-- like strip-mining entire continents, industrial created volcanoes, or having nanites devour holes from the surface to the core.

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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Wed Apr 11, 2012 9:17 am 
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Making Heavy Mining a tech (doubling the output, but at increased population/food/whatever cost) is my preferred solution to the problem.


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 Post subject: Re: [Patch] Specials pop-related, esp. Mineral Rich
PostPosted: Wed Apr 11, 2012 3:03 pm 
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Zireael wrote:
Making Heavy Mining a tech (doubling the output, but at increased population/food/whatever cost) is my preferred solution to the problem.

If there's any drawback to using it, it can't just be a tech, because a player can't turn a tech on and off at will. I prefer eleazar's B.

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