Refineries

Anyone figured out how to make Refinery ships jump further, and preferably interstellar?

Though I get the sneaking suspicion that the "Cargo" roletype inherits its behaviour from the entitytype that spawns it, as the only (consequential) difference between Trade\Refinery ships is the cargoType
3,816 views 5 replies
Reply #1 Top
That would be... a little overpowered :D
Reply #2 Top
Posibilities Ron...posibilities. At this stage of the game, it's not about balance, it's about the posibilities.

and that's a dang good question Terra...I'll tinker some after work and see what I come up with.
Reply #3 Top
Posibilities Ron...posibilities. At this stage of the game, it's not about balance, it's about the posibilities.


I know. Hence the smiley :D

Just consider that me pointing out that you'd have to redo the system in a number of ways.
Reply #4 Top
Well the way I'm trying to get the system to work, for a mod (and scenario map) not for Sins "proper", is that refinery ships are the only source of metal and crystal income, adding to this that resource asteriods will only spawn around non-colonisable systems, so will more than likely require defensive fleets.

After all that i figure that tweaking numbers will balance out the numbers-economy side of it.
Reply #5 Top
Ambitious, and I wish you luck. However, I haven't found anything that dictates the range of the refinery ships. Found some other interesting things like where all those preset planet groups for the in game map creator are defined (GalaxyScenarioDef.galaxyScenarioDef). Lots of good stuff in the gameplay.constants file, but alas, no dice on the poor refinery ships. Maybe someone else will have better luck that I will.