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-   -   Multiple shipyards (http://forum.shrapnelgames.com/showthread.php?t=1690)

Marty Ward January 31st, 2001 09:20 PM

Multiple shipyards
 
I have built three separate base units with shipyard components at a planet with a shipyard. I seem to only get the benefit of one of the shipyard components not all three. Is this the way it is suppose to work?

Puke January 31st, 2001 09:35 PM

Re: Multiple shipyards
 
yes, you get to build things at EACH ship yard seperatly. they do not all work together.

Atrocities January 31st, 2001 09:52 PM

Re: Multiple shipyards
 
You can only have one SHIP YARD per base. Any more, and they will not work. HOWEVER, you can have more than ONE base.

On my home systems, I build two Shipyard Bases per planet. That way, I can churn out 3 ships per planet every few turns if need be. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Hope this helps.

rdouglass January 31st, 2001 10:02 PM

Re: Multiple shipyards
 
Marty, you must select each base and click the construction icon and add items to the queue. They each have their own construction queue (bases and planets) and need to be activated / controlled seperately.

This is in contrast to SE3 where you added items in the consruction queue at a SECTOR and then all the Space Yards divided up the building projects.

Which brings up an item / request. It would be nice to start building a ship at a base (while the planet is building facilities) then transfer construction to the planet after the facilities are done. IOW, it would be nice to transfer construction projects between yards in a sector. You could o that easily in SE3, but maybe with SE4's new way of doing things (ship has to be complete before it appears - SE3 you get a hull then "repair" components) that it prevents the transfer. No ship yet - no transfer.

raynor January 31st, 2001 10:11 PM

Re: Multiple shipyards
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Atrocities:

On my home systems, I build two Shipyard Bases per planet. That way, I can churn out 3 ships per planet every few turns if need be.
<HR></BLOCKQUOTE>

Two per planet? That gives you a pretty good level of production...

I like to build eight or so around each huge world because huge worlds have the largest cargo capacity. That works two ways. First, you can store more stuff that you produce. By the same token, that planet can hold more defences on the extremely remote chance the AI breaks through your outer defences and attacks one of these power builder worlds.

Placing most of my shipyards around just a few planets also simplifies the micromanagement. Eight shipyards plus the one on the planet can produce an adequate number of large fighters or satellites every turn.


PeteB January 31st, 2001 10:36 PM

Re: Multiple shipyards
 
Isn't the productivity of a given planet (and orbital yards) limited by population? If so, what pop do you need to support three yards building simultaneously?

rdouglass January 31st, 2001 10:44 PM

Re: Multiple shipyards
 
I don't think Ship Yards on a base are affected at all by the planet pop. In fact, you can put a base with a SY on it anywhere you can get a ship with a SY on it and build one. IOW, only planet based SY's are affected by pop.

EDIT. At least I've never seen a SY on a base change its productivity at all anywhere.

[This message has been edited by rdouglass (edited 31 January 2001).]

apache February 1st, 2001 02:07 AM

Re: Multiple shipyards
 
Hey modders, heres a question for you.
Many folks have been asking for multiple shipyards to assist in production or give multiple queues. My question: can you design a facility called say, "shipyard expansion" and give it abilities like "increases ship construction rate by 100%" and "can repair X components per turn"? If these abilities can be given to a facility, then we could create these things to accelerate shipbuilding. They could even be part of shipyard research. Getting the AI to build them may be another problem, but I am sure if these facilites can be created, the AI can be taught to use them.

Puke February 1st, 2001 02:25 AM

Re: Multiple shipyards
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by apache:
Hey modders, heres a question for you.
Many folks have been asking for multiple shipyards to assist in production or give multiple queues. My question: can you design a facility called say, "shipyard expansion" and give it abilities like "increases ship construction rate by 100%" and "can repair X components per turn"? If these abilities can be given to a facility, then we could create these things to accelerate shipbuilding. They could even be part of shipyard research. Getting the AI to build them may be another problem, but I am sure if these facilites can be created, the AI can be taught to use them.
<HR></BLOCKQUOTE>


actually yes, as long as you dont classify it as a shipyard. thanks for making us all look dumb, you are a big help http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif (or if the answer is no, thanks for helping me make myself look dumb) but everything you suggest should be able to be done. you could just add a couple of these facilities to the AIs build priority list for construction colonies.

Baron Munchausen February 1st, 2001 02:53 AM

Re: Multiple shipyards
 
So, you can put a facility called a "Truck Stop" on your planet even if it has construction ability just like a space yard and your planet already has a space yard? That's funny. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif You'd think they would have programmed the check better than that. But, this opens the way for some cool racial techs. Organic Manipulation races could have a "Bioconstructor" facility that boosts the capacity of their standard space yard to build with organics, for example. Given the very high organics costs of ships with high level Organic Weapons and Armor, this could be a big help.

And, just by the way, it has occured to me more than once that a Space Yard ought to include a Resupply Depot. Surely an industrial complex designed to build and repair ships is going to have the relevant infrastructure to RESUPPLY them, too? Its seems idiotic that you can strand a ship by upgrading it's engines (if it doesn't have supply storage, too) at a space yard planet without a resupply depot.


[This message has been edited by Baron Munchausen (edited 01 February 2001).]

Tomgs February 1st, 2001 04:03 AM

Re: Multiple shipyards
 
Actually the game looks for abilities not the names of facilities. If you give something a spaceyard ability it won't work with an existing spaceyard no mater what the name of the facility is. Now you may be able to increase production with a facility but I wouldn't know how because I haven't tried that myself. I don't know if the production boosting ability will work in facilities. I don't see it used anywhere except for bonuses from happiness and population so I doubt that a facility can do this without a code change. But hopefully someone can prove me wrong.

[This message has been edited by Tomgs (edited 01 February 2001).]

Atrocities February 1st, 2001 05:33 AM

Re: Multiple shipyards
 
raynor, thanks for the storage tip. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif I filled all the empty space on my Large BY Ships with cargo storage. Man talk about space now. Woooooooooooo. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Puke February 1st, 2001 08:36 PM

Re: Multiple shipyards
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Tomgs:
Actually the game looks for abilities not the names of facilities.<HR></BLOCKQUOTE>

its not based on the Group?

as in:

General Group := Construction

or:

Facility Group := Space Yard

[This message has been edited by Puke (edited 01 February 2001).]

Puke February 1st, 2001 08:59 PM

Re: Multiple shipyards
 
no, everyone else is right. you cant do this.

jimbob55 February 2nd, 2001 01:18 AM

Re: Multiple shipyards
 
Why not just add to Components.txt :

Name := Deep Space Yard IV
Description := Ship construction component which can work on one ship at a time.
....snipped.....

A space yard that can't repair but can hold lots of supplies.. or change supply to cargo and get a yard for building fighters....Or include solar generation ability for the yard.



[This message has been edited by jimbob55 (edited 02 February 2001).]

Puke February 2nd, 2001 01:36 AM

Re: Multiple shipyards
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by jimbob55:
Why not just add to Components.txt :
...snip...
<HR></BLOCKQUOTE>

i because i believe the real goal to be increasing planetary production by taking up more facility slots. its easy to make a better planetary yard, but we want the cost trade off to be in facility slots as well as initial build time. the spaceborne stuff is just gravy on top.

as for cargo space, might as well just slap on a cargo container. the repair is an added bonus, because you would expect anything that can construct to have some limited repair abilities as well.

jimbob55 February 2nd, 2001 02:06 AM

Re: Multiple shipyards
 
OK, it would be possible (quite easy as well) to split the yards into a repair bay + a construction bay by creating a repair yard based on the repair tech. I know this doesn't seem realistic but until more than one yard is allowed on a planet it is impossible to muck about with it (i was thinking of having up to 3 modules for the yard, each using a different resource and you can have as many of each as you want).



[This message has been edited by jimbob55 (edited 02 February 2001).]

Aussie Gamer February 2nd, 2001 02:34 AM

Re: Multiple shipyards
 
We should see if it is possible to get a building that increases the production of units as well.
Such as a fighter factory (fighters), or boots camp (troops)!
Hope Aaron is reading these.

Barnacle Bill February 2nd, 2001 06:59 PM

Re: Multiple shipyards
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Baron Munchausen:
And, just by the way, it has occured to me more than once that a Space Yard ought to include a Resupply Depot. Surely an industrial complex designed to build and repair ships is going to have the relevant infrastructure to RESUPPLY them, too? Its seems idiotic that you can strand a ship by upgrading it's engines (if it doesn't have supply storage, too) at a space yard planet without a resupply depot.
<HR></BLOCKQUOTE>

As I think about this, a space port should also include a resupply depot, and a space yard should include a space port & resupply depot. You would need to make the cost difference sufficient that people wouldn't just build space yards everywhere, though.


Tomgs February 2nd, 2001 08:27 PM

Re: Multiple shipyards
 
You mean some people don't build space yards everywhere? I have a spaceyard on 99% of my planets because the time it saves building facilities is worth the time to build the spaceyard on larger worlds and on smaller worlds they sit there like lumps if there are no spaceyards on them. A tiny world with 6 or 7 spaceyard bases and a spaceyard can build a fleet. One with a research facility just sits there http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.


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