Capacity!!!

This is kinda silly. Cant wait to do the same thing with logistics and hp!

Large hulls have 350 capacity in my current game. Huge should be fun!

Probably needs a big swing with the nerf bat :)

 

19,973 views 5 replies
Reply #1 Top

yeah i was thinking about trying the same when they mentioned antimatter powerplants in last fridays dev stream

Reply #2 Top

Yeah I never thought of that, that needs to be nerfed, such as tiles can only be powered by 1 power plant, no stack ups. 

Reply #3 Top

LOL, is there nothing that they can just expect us not to do.

I might play around with that just to see how well it works, but I would never, in a million years do that in a game. Not because I am honest, it is just too OCD for me.

If I were them I would leave it in for those who want to use it.

Reply #4 Top

It would probably be easier to restrict some of these to one per planet, such as the power plant.

 

But as mentioned... no fun in min/max everything and no one is forcing anyone to do it...  ;)

 

I always try to maximize the output of the Hyperion devices but not to this extreme extent. I doubt the AI is capable doing anything remotely the same so no real need to do it against the AI. I do like high capacity ships but it is problematic with very expensive ships in general and it is mainly useful in large fleet battles.

 

IN my last campaign with tech trading not allowed I went with dense ships and full on high capacity and reduced mass equipment. Ships was crazy expensive but it was fun when my medium ships had way more attack and defense than enemy large ships by a good margin. The problem was of course production cost and maintenance the shot through the roof instead of high quality weapons at reduced costs... although my fleets were massive and nearly indestructible...  ;)

Reply #5 Top

The problem is that there are now two branches of power plants:

SolarPowerPlant -> FusionPowerPlant -> QuantumPowerPlant,

and the standalone:

AntimatterPowerPlant,

and that the AntimatterPowerPlant does not have IsColonyUnique tag.

The SolarPowerPlant is precluded by the AntimatterPowerPlant, but the AntimatterPowerPlant is not precluded by any improvements in the first branch. However if these preclusions would be made then the player would never see why he can not build the AntimatterPowerPlant if one of them is already on the planet. And this is a problem, because then to player must know that to build the AntimatterPowerPlant he would have to tear down those buildings.

First solution.

The underlying problem is that the xml (data) currently does not support improvement upgrade from multiple buildings. Ideally the AntimatterPowerPlant should be upgrade-able from any power building in the first branch and be buildable when none of these are yet built.

I requested such a change in one of my earlier post (Building uniqueness and limits). By chance i used the powerplant branch as an example (with the fictive NuclearPowerPlant, where the FusionPowerPlant was upgrade-able from either the SolarPowerPlant or the NuclearPowerPlant).

Second (far easier) solution.

Make the AntimatterPowerPlant colony unique and remove him as preclusion from the SolarPowerPlant. However this would allow a regular power plant to be build (and upgraded) on top of a single AntimatterPowerPlant, giving the planet two power plants (three if you also count the SingularityPowerPlant wonder).