Buildings

How about the Atmospheric Adjuster slowly decreasing the Flowering Counter?

-Soil Enrichment Facility - Decreased Planet rating, +10% Nutrients

Problem with this is that it would also boost kelp farm production, which doesn't really make sense for a soil enricher. :s I'm wondering if it would be possible to only boost food production on land.
 
Maniac said:
How about the Atmospheric Adjuster slowly decreasing the Flowering Counter?

It should probably do the opposite, but I already had it decreasing planet rating, which would have an indirect effect on flowering based on other discussions. Anything to do with terraforming should be a bad thing for planet, right?

Maniac said:
Problem with this is that it would also boost kelp farm production, which doesn't really make sense for a soil enricher. :s I'm wondering if it would be possible to only boost food production on land.

Options:
1) New XML tag of indeterminate difficulty
2) Rename to Nano Enrichment, which is identical in concept but can be fluffed into working for kelp farms (Kelp does require base-nutrient-rich waters, after all)
 
:lol:

I have an Observatory made just today, but I want to texture it first.

That's actually an Ion Cannon from The Empire Strikes Back. Or a non-textured, colorful render shot of one. :p
 
It should probably do the opposite, but I already had it decreasing planet rating, which would have an indirect effect on flowering based on other discussions. Anything to do with terraforming should be a bad thing for planet, right?

I was thinking it would as you say give a big hit to the base's Planet value, but also decrease the global Flowering counter. Reasoning is that changing Planet's ecology pisses off the mind worms, so you'll have increased attacks at the source of the 'contamination'. However of course changing Planet's atmosphere makes it less hospitable for the fungus and mind worms, so if you can survive the mind worm attacks, it will on the long term make Planetmind weaker. Hence a Flowering counter reduction.

Options:
1) New XML tag of indeterminate difficulty
2) Rename to Nano Enrichment, which is identical in concept but can be fluffed into working for kelp farms (Kelp does require base-nutrient-rich waters, after all)

But then we can't give a second seperate nutrient production boost with some nanonics tech. :D
Perhaps simply rename it Fertilizer or something?
 
Soil Enricher
Sounds like an improvement. Could we have a better name ? something chemical perhaps.

Sorry, a little off-topic but I wonder if it will be understood elsewhere. May I suggest a dedicated building thread.

Perhaps the SMAC soil enricher is also a facility, but one which is placed close to where the soil is needed, instead of centrally in the base? :D
 
Yeah ! I got a fish.
Open 3D apps, Import model named Manhattan Project, chop down the bomb vertices and voila one more building for the mod. You will eventually want to change proportions but it's up to you.
You can also do the same thing with Angkor Wat removing the four towers to end up with a compact military building.
Late for me now.
 
Idea for a base facility: Energy Shield

Under the idea of the more energy available, the more powerful the shield: per surplus energy credit (meaning after base maintenance is deducted) the base produces, the facility adds a 3% defense bonus.
 
Just writing down some thoughts for later use.

I'm not that fond of buildings which give a XP bonus. It simply makes those buildings a must-have IMO before you build certain units. Instead I'd prefer buildings which boost your military, but still remain an option. Special abilities come in useful here. Many if not at all of these could be promotions that give units some extra functions or specialty, but NOT a general combat boost. Eg special abilities such as amphibious pods or drop pods make your troops more flexible, but not directly more powerful, such as +10&#37; combat strength would do <- this would make the buildings that gives that bonus more or less mandatory. In this light, SMAC's morale enhancing facilities could instead be:

Command Center: +20% military production (useful if you built lots of military units in a base, but if you don't and only occasionally build one there, not building the command center might actually be better).
Naval Yard: naval units built in this base can install one extra special ability.
Aerospace Complex: +1 special ability for air units
Bioenhancement Center: +1 special ability for infantry units
Cybernetics Lab: +1 special ability for ALL units
 
Back
Top Bottom