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Post by elwoodps on Oct 17, 2015 8:40:52 GMT -5
... once there's nothing to research. It's only a minor irritation, but probably easy to fix.
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Post by Cory Trese on Oct 17, 2015 8:44:01 GMT -5
Yeah, that is annoying.
Unfortunately, not easy at all. But I can try to figure out some work around for it.
Sadly the easy stuff is all done ... now we're stuck with the days of work and testing type things.
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Post by elwoodps on Oct 17, 2015 11:14:16 GMT -5
If it's not an easy fix, then I suggest just leaving it as is. It really is a minor nuisance and one that is probably never experienced except when a player makes Research a very high priority, and then only on very large, or huge maps. I know you guys work incredibly hard making these games the best they can be, and sincerely appreciate you efforts. If this would take much time to fix, IMO that time would be better spent on issues where the benefit is greater, and accrues to a larger number of players. It just occurs to me that as a stopgap you might add some new items to research that take a very long time (several tens of thousands of RP) to complete. Like PLANETARY CONSTRUCTION 10, they wouldn't unlock any new techs; just busywork to keep the lab coat crowd quietly occupied. Perhaps call it consumer goods research. If you like, you could even turn this into a feature by awarding a modest bundle of credits ("You just won the 18AE Trese Peace Prize for Economics"), or a small empire-wide boost to morale when one is completed.
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Post by fallen on Oct 17, 2015 12:01:02 GMT -5
Alternate solution, add more techs
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Post by elwoodps on Oct 17, 2015 16:47:51 GMT -5
Alternate solution, add more techs New techs are always fun. But adding them requires careful planning and consideration, since they can easily alter the balance of power. I was just trying to suggest an easier solution to a minor problem: zero tech research projects can be spammed at will, without having to worry about unbalancing the game.
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Post by Cory Trese on Oct 18, 2015 16:58:38 GMT -5
I found a hack that might help reduce that message.
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Post by CdrPlatypus on Oct 19, 2015 1:48:54 GMT -5
Alternate solution, add more techs I think this is the best solution.
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Post by readyready15728 on Dec 6, 2015 20:03:13 GMT -5
In the Civ and Master of Orion games, as I'm sure the developers already know, once you research everything you can there are additional research levels that just give you more points at the end of the game. I think that idle RP that can't be used for anything should, at least for example, be converted into let's say $1 per RP per turn for a modest bonus in credits because by them you have that many idle RP the number is huge. I was thinking that any or at least some of the additional technology could be from "precursors" (cf. tvtropes.org/pmwiki/pmwiki.php/Main/Precursors), requiring enormous amounts of RP to unlock but conferring godly bonuses on the recipients. Jump gates that in turn require many CP to construct and substantial upkeep costs, equivalent to Psi Gates in SMAC, might be an example of one such precursor technology.
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Post by chesspupil on Dec 9, 2015 21:41:28 GMT -5
convert research into CP? This is the manner that was done in Civilization 1. 50% science, 50% gold... for example
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Post by readyready15728 on Dec 11, 2015 17:49:43 GMT -5
I haven't played Civ 1 but I suspect that's just how income is apportioned between tax revenue, research and luxury. Not research converted to gold.
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Post by chesspupil on Dec 12, 2015 21:53:27 GMT -5
Why not have the extra research go to EP or TO or SP if not C P
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Post by Cory Trese on Dec 13, 2015 11:02:50 GMT -5
I can see converting RP to Credits. This would also open up an option to stop researching and try to dig your way out of a deficit.
I've not been back to the core balancing sheet for a while -- but I can look at the math and see if such a conversion could work.
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