[MOD] (Alpha 2) More Research!

Started by Cj_mav, March 09, 2014, 04:29:51 PM

Previous topic - Next topic

Cj_mav

More Research!


Take ALL the research!

Background:
In my ever-so-expanding amount of games that i've played, after the research runs out, it gets "kinda" boorish. Just a little.

I have a scientist that I designate to be the researcher, and that's all he/she does. He/She wakes up, eats food, starts researching, eats more food (Conveniently stacked meals are a life saver :P ), sleeps, and repeats. Day in, Day Out. They can research anything, and by the time they get done with a majority of stuff, they can research at lightning speeds. After they finish, they become idle citizens...

Description:
This mod is simply to add another research track in case you run out of projects to accomplish. It is essentially, a filler. A thing that you can set a colonist to do to occupy their time. Pretty Easy.

It adds a track with 100,000 research points required. It's a lot of points to burn through, seeing as how most tracks only have around 4,000. If you finish the first one, it repeats, so on and so forth ...Simple.

Install:
Just Open the zip and drop into the Mods folder!

Credits:
Tynan, For making such a great game!


**There are 5 sequential tracks. If necessary, I can add more as you request.

[attachment deleted by admin: too old]

LegendaryMilkman

Wait, so this mod adds a research track that does nothing once you accomplish it? Seems a bit pointless as most people proficient in science can do other things from what I usually see.

Cj_mav

Yes, it adds a pointless track, but this is intended for late game stuff when you have a bunch of idle colonists that have nothing to do. Scientists get bored very easily... :)

LegendaryMilkman


StorymasterQ

Maybe if Tynan adds a some sort of scoring for the end game, this could be some sort of Civilization's Future Tech, nothing but bonus score.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

Cj_mav

Yea, that'd be pretty cool. I'm down for more points  :D

Freya 'Tail' Fairwing

I wonder if it would be feasible to add a repeatable research track that, when completed, gives the whole colony some sort of benefit, like, they shoot better, work harder and faster and sleep and eat less regularly without penalty, for a day or two. Would give some real reason to keep people as researchers and make the scientists more valuable when they crop up.

Cj_mav

I don't know what really is or isn't possible in this stage of the game. Right now, I don't think that it is, and I don't have any real modding expertise to try and find out. Gives me a good reason to learn, though  :P

OnyxShadow

I like that this mod addresses a problem that currently exists, but I think there could be better possibilities.

Several current research tasks simply improve something by a certain percentage (10% less food for nutrient paste). Is that something which is difficult to do in a mod? Could we see further options after Nutrient Paste I (Nutrient Paste II, Nutrient Paste III, Nutrient Paste IV, etc. each for another 10%) and even for other things? Or is that sort of thing outside of the scope of what mods in this game can affect?

Cj_mav

Oh no, I'd presume it'd be quite possible to do that.


We would have to tweak the amount of nutrition all the raw foods and Nutrient Pastes give out. Right now, one raw Potato gives 5 Nutrition, and Nutrient Paste gives 80, so in order to make higher levels of nutrient paste, we'd have to link the Paste to a research and all of the latter versions to the Dispenser, and be able to render the lower levels of Paste obsolete after researching, otherwise it would just make the first level.

I'll look into that in a little bit. I'm swamped with School essays, labs, and projects atm, so it'd be inconvenient for my grades to do so now ;)

Thanks for the Suggestion!

Oragepoilu

It's not intented for,
but because idle colonist make a lot of lag this could also give them at last something to do to avoid the freeze (and yet we would still able to see if people are iddle, because of the progression bar).

just thinking about low computer.

daimashu

i believe what onyx is talking about would be similar to what they did in the old master of orion games, once you had max researched one tree, there was an "advanced (tree)" research opened up.  these researchs would take significantly longer than the end tree research, but would provide a stackable tho meager boost to that research fields upgrades (basically wouldnt become OP unless you spent months playing that save just to farm the advanced research lol, but was still useful in little ways)

iame6162013

But why not train them to be a good shooter really.
But something to keep people buzy is fun
Linus Torvalds: "But it clearly is the only right way. The fact that everybody else does it some other way only means that they are wrong"
Robert J. Hanlon: "Never attribute to malice that which is adequately explained by stupidity."

mrofa

Its a good option since dependable on colonist some can have voilence perk and other might be intellectual dump :P
All i do is clutter all around.

Ribas

Quote from: OnyxShadow on March 10, 2014, 04:41:43 PM
I like that this mod addresses a problem that currently exists, but I think there could be better possibilities.

Several current research tasks simply improve something by a certain percentage (10% less food for nutrient paste). Is that something which is difficult to do in a mod? Could we see further options after Nutrient Paste I (Nutrient Paste II, Nutrient Paste III, Nutrient Paste IV, etc. each for another 10%) and even for other things? Or is that sort of thing outside of the scope of what mods in this game can affect?

This... why not create a research tree, instead of pointless researchs?