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Human defense base IIs bugged? |
MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2009-12-09 15:19  
Is it intended that all human defense base II's require 10 less tech to operate than they do to build? So far all 3 variants are like that...but not Kluth IIs.
That can't be intended? The defense base I's all have the same operating and building tech requirements, so why would the IIs have 10 less? And why would Kluth not have the same? Something's not right.
On a related note, variance generators and farms have no tech requirement to run, meaning they will operate even when there's 0 tech. That can't be right, no tech needed to operate?
I don't know why I never noticed any of this before.
I'm hoping none of this is intentional. How can a planet with no tech still have working variance generators and bio farms? [ This Message was edited by: MrSparkle on 2009-12-09 15:20 ]
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Hell Bender Grand Admiral K'Luth Revolution
Joined: April 30, 2002 Posts: 117 From: Knoxville, Maryland USA
| Posted: 2009-12-10 13:02  
Defense Bases work sometimes when the power is down as well It's random, or so it seems, but when you personally destroyed all generators on a planet and still have things firing at you...
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If at first you don't succeed, try, try again. Then quit. There's no point in being a damn fool about it.
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2009-12-11 03:28  
Its more prevalent than you think:
Name - build time, resources, workers, power, buildtech/usetech
Barracks - 30s, 100r, 1w, 2p, 0/0t
Depot - 60s, 200r, 1w, 5p, 10/0t
Dome - 25s, 100r, 0w, 1p, 0/0t
Factory - 50s, 500r, 3w, 2p, 15/15t
Farm1 - 15s, 50r, 1w, 1p, 0/0t
Farm2 - 30s, 350r, 0w, 2p, 20/0t
Farm3 - 60s, 1900r, 2w, 5p, 40/0t
Dictor - 100s, 800r, 1w, 20p, 70/70t
Lab1 - 75s, 700r, 1w, 3p, 0/0t
Lab2 - 150s, 1500r, 2w, 6p, 55/0t
Lab3 - 300s, 3700r, 3w, 12p, 85/0t
Mine1 - 25s, 75r, 1w, 1p, 0/0t
Mine2 - 50s, 700r, 1w, 5p, 30/30t
Mine3 - 100s, 2750r, 2w, 10p, 70/70t
Port - 45s, 150r, 1w, 2p, 0/0t
Power1 - 20s, 50r, 1w, +30p, 0/0t
Power2 - 40s, 450r, 3w, +40p, 40/0t
Power3 - 50s, 1800r, 5w, +50p, 80/0t
PowerS - 50s, 200r, 1w, +p, 10/0t
Sensor - 30s, 250r, 1w, 10p, 10/0t
Shield - 120s, 1500r, 1w, 20p, 20/20t
Shipyard - 270s, 20000r, 40w, 75p, 65/65t
DBPD1 - 100s, 800r, 1w, 10p, 20/20t
DBPD2 - 240s, 2500r, 5w, 20p, 70/60t
DBH1 - 120s, 1000r, 2w, 10p, 25/25t
DBH2 - 210s, 2500r, 4w, 15p, 80/70t
DBS1 - 200s, 2000r, 3w, 20p, 35/35t
DBS2 - 360s, 8000r, 6w, 25p, 90/80t
Notes - Defense Bases are PD, Hybrid, Anti-Ship
There's no difference between any factions. So the same issues in the OP apply to K'Luth.
The difference in build and operation tech was actually intentional, but not really thought through much. It was an option and I figured why not - takes more expertise to build than operate something, I guess.
Also, most of the things that have 0 operating tech requirements are civilian, whereas most that have a carrying requirement are military. Basically you can bombard the planet and the government or military may capitulate, but people still go about their daily business and maintain the essentials. At least in theory; that's a justification.
But feel free to suggest any changes; that's why I posted it. [ This Message was edited by: Shigernafy on 2009-12-11 07:13 ]
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2009-12-11 17:35  
Umm ok, if it's intentional I'm not exactly against it.
I would suggest that quantum and variance generators and bio farms have the same operating tech requirement as their build requirement though, but with variance having a lower tech requirement (80 seems too high, maybe 70?).
Solars and auto farms should have no operating requirement (they either don't require human involvement or are fully automated).
Defense bases, no matter the faction or level, should have the same operating requirement as their building requirement.
Labs naturally would have no operating requirement, just building.
I'm thinking the lack of operating requirement for solars and auto farms would be a benefit to using them, making worlds where solars can be used even more valuable. Downside is not every planet can use them well, they have to be built on the equator making them more susceptible to bombing (from AI mostly) and they're more easily damaged. Quantum and variance can be substituted, but they need tech to operate which can be trouble of tech drops.
Is it possible to make tech level completely independent from population? That way the only way tech can fall is if labs go offline, not from simply bombing the planet or a plague erupts or something. So long as there's available workers for the labs the tech level should remain steady. In my opinion.
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2695 From: tsohlacoLocalhost
| Posted: 2009-12-11 18:02  
Holy. so operational technology can be different from operation..
Nice nice, gimme another thing to work with.
Soon it will be the end year weaks, maybe goign to work again on that DS building calculator.
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