I though I was clear when I said "enough with the "helping the losing team" bullshit"... Yet here we are again. I'm not going to go into it again, if you can't accept that one team has to lose, don't play Empires.
poor @Lazybum you really seem to get yelled at a lot oO and i dont understand why, id vote you comm every time i see you apply. edit: i also seem to have missed xyas 2nd post in this thread. the suggestion does not intend to lower already collected resources, it is meant to make research slower if you cant pay the full drain. id prefer what i said, but its an option aswell.
No, it does, my example was assuming you have 0 resources in your bank as Thexa asked what happened if you run out of resources.
so, any chance you guys could just add a variable that turns research cost as res/s to the scripts? it'd make it use cost/time per second. And add a security like it was discussed if you have no resources the research is paused. Leave the cost at 0 per default so vanilla Empires is still the same but I can have research cost on my server.
never saw this topic. if something require 8 res/60 seconds and yet they had only 3 res/second, that would require mental math, wouldn't it? not really for something makes something more complicated in empires
If you're worried about having to calculate how long the research would really take, it could be calculated by the game. Replace the research timer formula, or replace it by % completed. However because Refinery Income isn't the only resource income anymore accurately predicting how long it's going to take is not possible. Have you never played a game that uses that kind of mechanics? It's really not that hard to adapt to it.