Maverick [ Posts : 1331 ]
| [Post Date: 12-Jul-2008 11:38]
Starting new topic for help texts.
Quote Ground based buildings form the heart of your empires economy. They have a variety of uses, from food production to waste disposal. Many are automated, while some require population as workers for maximum output. Some buildings require money for maintenance, and the amount required is affected by the planets gravity. (need more info about how gravity effects it here).
Is this ok, or is it a bit short? I cant think of much else to say though
This message was edited by Emperor L
|
|
Planetary gravity influence production output. There are 3 types: Low-G planets, Normal planets and Heavy-G planets. Low-G reduces production output by 25% and Heavy-G by 50%. Maintenance is not influenced by gravity, but by planet type.
Information about influence of gravity and planet type will be included in "Galaxy" part of the encyclopedia.
|
Emperor L [ Posts : 1237 ]
| [Post Date: 12-Jul-2008 15:38]
Ok, does this need to be explaine here, or is it enough as is, so just:
Ground based buildings form the heart of your empires economy. They have a variety of uses, from food production to waste disposal. Many are automated, while some require population as workers for maximum output.
Or is this too short?
|
Maverick [ Posts : 1331 ]
| [Post Date: 12-Jul-2008 15:59]
Quote Ok, does this need to be explaine here, or is it enough as is, so just:
Ground based buildings form the heart of your empires economy. They have a variety of uses, from food production to waste disposal. Many are automated, while some require population as workers for maximum output.
Or is this too short?
|
|
Well its a little short, but its OK. If you'll find 1 more sentence to add it will be great if not it is good too
|
Emperor L [ Posts : 1237 ]
| [Post Date: 12-Jul-2008 16:29]
Ground based buildings form the heart of your empires economy. They have a variety of uses, from food production to waste disposal. Many are totally automated, while some require population as workers for maximum output. Some types of building will not work, or have higher maintenance costs in certain environments, so while many perform the same tasks, their effectiveness will depend on where they are built.
|
Maverick [ Posts : 1331 ]
| [Post Date: 14-Jul-2008 10:25]
Quote Ground based buildings form the heart of your empires economy. They have a variety of uses, from food production to waste disposal. Many are totally automated, while some require population as workers for maximum output. Some types of building will not work, or have higher maintenance costs in certain environments, so while many perform the same tasks, their effectiveness will depend on where they are built.
|
|
Great and implemented.
BTW could you please write something similar for orbital buildings?
This message was edited by Maverick
|
Emperor L [ Posts : 1237 ]
| [Post Date: 14-Jul-2008 20:43]
Quote Great and implemented.
BTW could you please write something similar for orbital buildings?
|
|
Ok, I am guessing orbital buildings can be built on any planet? And dont need people, so are totaly automated? Except research satalites, but I guess people use the data from these, and not actualy work on them. So I will write something about this?
|
Maverick [ Posts : 1331 ]
| [Post Date: 14-Jul-2008 20:59]
sure, go ahead.
thanks
|
Emperor L [ Posts : 1237 ]
| [Post Date: 14-Jul-2008 21:29]
Orbital buildings provide a constant, reliable service to your empire. Few are affected by population, assignments or the planet where they are built, so will always work the same no matter what happens on the ground. Orbital buildings are however more vulnerable to attack, and provide easier targets to enemies than ground based buildings.
I added the bit about them being easier targets, not sure if this is right, but I guess they should be the first to go in battle (like orb bases in DQ:E).
|
Maverick [ Posts : 1331 ]
| [Post Date: 15-Jul-2008 14:04]
Quote Orbital buildings provide a constant, reliable service to your empire. Few are affected by population, assignments or the planet where they are built, so will always work the same no matter what happens on the ground. Orbital buildings are however more vulnerable to attack, and provide easier targets to enemies than ground based buildings.
I added the bit about them being easier targets, not sure if this is right, but I guess they should be the first to go in battle (like orb bases in DQ:E).
|
|
I guess we could make orbital buildings go first
Thanks.
|
Maverick [ Posts : 1331 ]
| [Post Date: 01-Aug-2008 17:54]
Poping it up.
First versions of following parts of DQ:H help are ready:
- Buildings (with all subparts)
- Ship Components (with all subparts)
- Ships Classes
They lack some texts. Please help me writing them
|
Emperor L [ Posts : 1237 ]
| [Post Date: 01-Aug-2008 19:03]
Ok, I will try and think of some things later
|
Emperor L [ Posts : 1237 ]
| [Post Date: 02-Aug-2008 21:30]
Do you need descriptions for each equipment? Like each beam, etc?
If yes, then we need to know how they should work. So here is a few ideas:
Lazer beam: Fires a concentrated beam of light energy that causes damage to anything it hits.
Ion Beam: Not exactly sure about this...I know what an ion is, but not how it can be used to cause damage. I imagine this as a sort of electrical based attack, but not sure how effective it would really be...
Plasma cannon: Fires a super hot ball of plasma that burns or melts anything it comes into contact with.
Anti-matter cannon: Fires a lump of anti matter. If this collides with matter such as a ship they will cancel each other out, releasing a vast amount of energy, causing a huge explosion.
Subspace beam: Now, subspace is space thats not in any dimension, so sort of like a void as far as I know...
Maybe this beam causes a tear in time/space and this causes a vast amount of damage to anything nearby. I imagine sort of like a temporary mini black hole, but spread out, and only limited in its pull, so does not exactly pull a whole ship in, but more tears a ship nearby apart, and pulls parts of it into subspace...forever...
Something like:
Causes a dimensional tear that pulls small ships in, and tears larger ships apart.
Anyway, it needs rewriting a bit, but thats the basic ideas...
This message was edited by Emperor L
|
Maverick [ Posts : 1331 ]
| [Post Date: 04-Aug-2008 10:06]
Thanks for writing all this . For the beginning we need just some introduction texts. We need texts for places marked with "NEED TEXT" Also, you can check encyclopedia info and write your suggestions on what is missing or not enough explained.
|
Emperor L [ Posts : 1237 ]
| [Post Date: 04-Aug-2008 21:04]
Quote Thanks for writing all this . For the beginning we need just some introduction texts. We need texts for places marked with "NEED TEXT" Also, you can check encyclopedia info and write your suggestions on what is missing or not enough explained.
|
|
Ok, I will do that in a little while. Been busy the last few days and had little time. Probably be busy for the bext few days also, but I will try and post some things
|
|