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 Post subject: Re: SR2045 Future Techs Mod
PostPosted: Mar 13 2011 
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Lieutenant

Joined: Sep 28 2009
Posts: 66
ColdStranger wrote:
Walker remember what we talked about last night? "Synthetic Coal?"


Or, as an alternative, simply make a technology that eliminates the need for coal in Industrial & Consumer goods altogether.

I.E. "Finished Goods Coal Consumption -100%"

I've often wondered why, exactly, factories themselves need coal when they're getting all their energy from other power facilities located elsewhere.

Other new tech ideas could be trade-offs for the sake of balance. For example, "Sustainable Lumber" could be an eco-friendly tech that would raise the Environment rating by 10% but also reduce Timber Mill production by 25% (decreased logging, more time spent planting replacement trees, ect).

Another one that I always thought was really obvious: Electric vehicles. Not fuel cells, but straight up electric cars. Put it in various stages:

Fully Electric Mass Transit (-20% population oil consumption, +20% population power use, +5% environment rating.)
Fully Electric Cars (-70% population oil consumption, +70% population power use, +15% environment rating.)

Thus a fully electric transport system would be great for a country with vast fields of Advanced Solar and Cold Fusion plants. Some oil will always be used, of course, for other things (lamp oil, fertilizer, engine lubricant, cooking spray, etc). Since the game has no real reflection of the airline industry that could easily be a 90% reduction for those willing to take the hit on power use.

Fully Electric Military Vehicles - Drain power instead of oil when calculating resupply. Simple enough.

Also, there is that one laser-strategic bomber, the YBL. It is interesting because when you look at it's stats it only shows an ammunition supply of 1. This is not a bug, however - rather the YBL never runs out of ammunition. It's a laser, after all. So long as it's jet engines are producing electricity it can keep on firing. I think that's spiffy and I wish this was incorporated into other units in the game, especially considering just how many are supposed to be sporting laser weapons in the first place.

I wonder if something similar could be done for fuel supply as well? It seems to me that the next step after Cold Fusion is miniaturizing it down to vehicle size units, thus giving land units the kind of ranges previously only seen in nuclear powered naval ships. So there's something else that could be invented: Vehicular Cold Fusion. Vehicle range is now effectively infinite. Combine that with laser weapons and you'll never need supply vehicles again.

Now with all this talk of power, there is also plenty of room for more power technologies: Right now we've got solar power giving the same output all over the place. It would be more realistic to have solar output based on how far the plant is from the equator. To make up for that you could add in GeoThermal power, Tidal power and even Wind power. GeoThermal might work better in mountainous regions, tidal obviously would go on water tiles, and wind would operate opposite of geothermal by gaining effectiveness based on how flat the terrain is.

So on and so forth...


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 Post subject: Re: SR2045 Future Techs Mod
PostPosted: Mar 25 2011 
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Sergeant

Joined: Mar 25 2011
Posts: 23
Location: Poland
This mod is dead?


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 Post subject: Re: SR2045 Future Techs Mod
PostPosted: Apr 21 2011 
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Sergeant

Joined: Mar 25 2011
Posts: 23
Location: Poland
This dead mod was cool, I don't know if I can use it with update 7


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 Post subject: Re: SR2045 Future Techs Mod
PostPosted: Apr 21 2011 
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Supreme Ruler

Joined: Jun 04 2002
Posts: 16517
Location: BattleGoat Studios
Xbwalker wrote:
Sorry about the long absence guys. This mod isn't dead but without some help, I can't continue. I need someone to do 3d models and someone to assist me with the tech files. I am a school teacher so my day is pretty swamped. Contact me on msn messenger Xbwalker@hotmail.com


That was posted a year and a half ago. I think we can safely call this mod done.

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BattleGoat Studios
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 Post subject: Re: SR2045 Future Techs Mod
PostPosted: Jun 16 2011 
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Colonel

Joined: Jun 28 2008
Posts: 418
Location: Santa Maria CA USA
Hey guys. This mod is officially on hold for now. I am awaiting the new release of SR Cold War and will start fresh from there. I am amazed that even after 2 years of idling the mod, I am still getting Xfire requests and private messages. If you are interested in joining the mod team, you are welcome to let me know. Last time I worked on this mod, I had a part time job in which I was on the forums most of the time even while at work. Now I work fulltime and can only check the forums when home. Needless to say, I will need some help this time around haha.


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 Post subject: Re: SR2045 Future Techs Mod
PostPosted: Jun 16 2011 
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Colonel

Joined: Jun 28 2008
Posts: 418
Location: Santa Maria CA USA
Balthagor wrote:
Xbwalker wrote:
Sorry about the long absence guys. This mod isn't dead but without some help, I can't continue. I need someone to do 3d models and someone to assist me with the tech files. I am a school teacher so my day is pretty swamped. Contact me on msn messenger Xbwalker@hotmail.com


That was posted a year and a half ago. I think we can safely call this mod done.


Correct. It is "done"

I will take what I can from it and invest it in the new game coming out. By the way hello Balth :) long time no see. Sorry for my absense but life gets in the way sometimes and I had to keep the family fed. Glad to be back though.


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 Post subject: Re: SR2045 Future Techs Mod
PostPosted: Jun 16 2011 
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Supreme Ruler

Joined: Jun 04 2002
Posts: 16517
Location: BattleGoat Studios
Welcome back!

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Chris Latour
BattleGoat Studios
chris@battlegoat.com


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 Post subject: Re: SR2045 Future Techs Mod
PostPosted: Dec 13 2011 
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Colonel

Joined: Jul 21 2011
Posts: 456
Location: X:1827 Y:613
Wow am I upset this mod is dead! I have only just got through reading the info about it and considering the end product when I got to the last page! Sorry to hear it didn't work out!

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