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Orbital Megastructures are now available Messages in this topic - RSS

Doctor Dread
Doctor Dread
Administrator
Posts: 1397


8/20/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1397
The 4 orbital megastructures we were toying with this week are ow available to build. They are large 5000 cargo ACPs that can be built from your Corp HQ. They can only be deployed at specific locations around a planet. You can see them if you click the Overlay checkbox on the viewscreen. you MUST have the highest military power at the location to deploy them, So sendyour fleet to "reserve" a spot if you need to. There is a section in the guide under Construction that details them

The tweak to Geo Boosters is going to take until next week to put in, I'm actually building a way to add any kind of bonus at city,planet,system level so we can do things like Ringworlds and Dyson spheres. the Geo boosting event is going to be a part of that. All "boosts" to population is going to increase an existing positive growth only or cut down the severity of a negative growth if there is one. You won't be able to take a declining city and make it positive with any amount of boosting, only slow down the decline. Random events that affect population will still operate the same way.
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nynobernie
nynobernie
Posts: 55


8/21/2017
nynobernie
nynobernie
Posts: 55
Just curious... If I activate the overlay while watching a whole system (like Sol), the markers for megastructure spots are also there. Does this mean you can build them there? If so, what effects do they have?
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Vulpex
Vulpex
Posts: 389


8/21/2017
Vulpex
Vulpex
Posts: 389
Two questions on geo boosters then.

First - if a normal event shifts a city from pop decline to pop growth - will the geobooster increase population? What happens when event runs out and population goes from growth to decline?

Second - Are you changing the way geoscorchers work as well?
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Doctor Dread
Doctor Dread
Administrator
Posts: 1397


8/21/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1397
Vulpex wrote:
Two questions on geo boosters then.

First - if a normal event shifts a city from pop decline to pop growth - will the geobooster increase population? What happens when event runs out and population goes from growth to decline?

Second - Are you changing the way geoscorchers work as well?



The random events will work the way geo boosters work now, multiplying existing population regardless of the current growth rate. If it says its going to increase population by 5% it will do exactly that.

There is going to be a current growth rate displayed somewhere when I get it working. It will show the normal growth rate based on demand and any bonuses, including geo boosting, so you can see where its coming from. But the random events that do straight population change will still do exactly that.

Geoscorcher is a great question, I haven't even thought about those yet. My first thought is to leave them the way they are and have them nuke population directly. I could make them the exact reverse of the booster, so it scales back population growth and increases population decline, but that seems awkward. Actually they would just be providing a Negative pop bonus and if that takes the total pop bonus into the negative then it would have the effect i just described.

Makes it seem less like a weapon that way though. It literally couldn't drop population if the city was positive growth already only accelerate its decline if it was below 200 demand.
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