It is more innovative than common diamonds
![Wink ;)](./images/smilies/icon_e_wink.gif)
currently working on the chemical table (or metallurgy if you want to call it that)Ardagan wrote:I'd say that it may be changed to something like: we should mine resources from chemical table. All the rest should be possible to produce.
Coal and diamonds are the same chemical element, but processed differently.
Island of stability. <-- Interesting read on the subject, especially the references.Hanse00 wrote:Discovered as in synthetically made in a lab, it's stable for much less than a second where after is breaks down, ...
The chance of finding a "new" element in nature, on this or any other planet, is small, very very very small.
^This would be awesome! I'd love to build a subterranean factory, Dungeon Keeper style!Sounds like a good idea to be able to actually mine underground at one point in the game
Huh, even with nuclear plants available to us a large chunk of world's energy comes from steam engines. It's the most cost-effective method.Zero_Berz wrote:2a)Atomic industry will be needed. It`s highly strange to power laser turrets and other high tech things with coal-powered steam engines.
Drury wrote:Huh, even with nuclear plants available to us a large chunk of world's energy comes from steam engines. It's the most cost-effective method.Zero_Berz wrote:2a)Atomic industry will be needed. It`s highly strange to power laser turrets and other high tech things with coal-powered steam engines.
If you don't live in France or something, chances are your PC runs on coal, as weird as that is.
This would add to the replayabillity, but would result in loss of depth if techs where to be left out. Making some ores really scarse in placement would add to the exploration of the game. So I do like the idea of making high tech resources really scarse.saykhia wrote:Just throwing something into the mix here.
What about hidden ores that do not appear in every game? Which then dictates the tech tree that can be accessed that game?
For example, Tech Branch A requires Ore A, Tech Branch B requires Ore B but only either Ore A or Ore B will appear each game (rarely both).
This makes exploration mandatory after a certain tech level.
Perhaps these techs are high-level techs, maybe tier 3 or 4.
This could work to make the player roam a little bit more.ssilk wrote:I can think of something, which is available only at very far distances and distincted. Resource A is found only near water, while resource B is found only in desserts. Or low vs. high temperatures. Or something else
And between them is 2000 tiles or more. (2000 tiles needs about one-two minutes driving in one direction)
This would actually be rather nice (though it's not 'hidden' ore specific), and would probably reduce the need for a few recipes (especially for recipes like the DyTech mod adds), I could see the alien artifacts be nice modifiers as well (adding different (mod definable) effects based on what the item is of course).krux02 wrote:So that any resource can always be replaced by a better one in that recipe.