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construction rate
...well after getting the map-editor thing straight i got another "newbie"-question:
how can i raise the production rate of my planets. there is a lot of ressource/planet/system-modifying stuff, but nothing like a production-doubler-device for example. i know that production-rate depends on what spaceyard and how much population you have. anything else ? |
Re: construction rate
Those two things -- population and space yard -- are pretty much what you can do during the game. You can set a space yard to emergency production (which doubles its output rate for up to 10 turns), but then your build rate slows down to 25% production for as long as you were in emergency. That really hurts, and for that reason, I almost never use emergency production unless it's a life-or-death situation.
When you're creating your race at the very beginning of the game, you can do some things, too. You can increase your construction aptitude percentage in your racial characteristics, and that will raise your maximum space yard output accordingly. There's also an advanced ability -- hardy industrialist -- that you can choose for 1,000 race points. It boosts your yard production by 25%, and it should be cumulative with whatever points you put into construction aptitude, too. Hope that helps. |
Re: construction rate
thanks a lot.
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Re: construction rate
No problem.
You know, you raise an interesting point in your question -- it WOULD be cool to have an ability that you could assign to a facility to boost your spaceyard output. There isn't one available in the game as it stands, so it would have to come with a patch. The most that can be done right now is to mod a spaceyard facility itself with higher output rates, rather than have a facility that externally affects the spaceyard rates in a sector or system. Might be a valid addition to those "wanted features" lists that make their way to Malfador from time to time. |
Re: construction rate
Yeah that would be cool, something like advanced assembly to give the yard a boost.
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Re: construction rate
I agree. We have a number of facilities that boost resource production. With all those resources, its the spaceyard that's the big bottleneck. I wouldn't even need additional facilities if bases circling planets got the bonuses that the planet received, afterall at this scale it has virtually the same access to anything that the planetary yard has access to.
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Re: construction rate
I solved the yard bottleneck by having my colonies with 14 base space yards each. Not all built yet, but with a 10 planet start using map6 I posted in the scenario/mod archive you can get them all built on breakeven minerals for 51+11 colonies by turn 80 or so. See my posting TDM-Modpack politics in really big game. You have to grab all the 51 sphereworlds on the map of course...
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Re: construction rate
I too build large numbers of base space yards. The bottleneck I was speaking to was the low build rate which only to a degree can be overcome by sheer numbers of yards. That's why I like moons, they're like a BSY with a better rate of production. If the rate was better or be improved by building some other facility, etc. One could reduce the need for massive numbers of BSYs and reduce some of the MM.
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Re: construction rate
i didnt expect to get this into a real conversation, anyway's it seems like i threw some good idea in here http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
now there's another thing. i hear ppl talk about modding the game and playing with ships that got 40 engines... how is this posible ? i finished my first game about 1hour ago, me being humand an 6 randomly generated computer opponents.. it was a lot of fun and i played like 2 weeks in my spare time on it. i think now its time to check different things out. any suggestion on how this works ? Thanks g_ |
Re: construction rate
Theres a line in the VehicleSize.txt file that says "Requirement Max Engines := X" change the X to what u want and your in business
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Re: construction rate
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Theres a line in the VehicleSize.txt file that says "Requirement Max Engines := X" change the X to what u want and your in business<HR></BLOCKQUOTE>Note that you should also change the "Engines per move := Y" to a higher value, so you don't get all your ships moving 40 squares per turn!
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Re: construction rate
Another thing that would fit nicely with this suggestion is the ability to have more than one item being worked on at one time, like research and intel can. Seems to be a waste if you have the ability to build with 6k each and can only build one item that cost 2k per turn.
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Re: construction rate
Thanx suicide_junkie, i didnt realise u had to change that figure as well.
Is there a limit on the max number of moves and/or engines a ship can have? |
Re: construction rate
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
Note that you should also change the "Engines per move := Y" to a higher value, so you don't get all your ships moving 40 squares per turn![/b]<HR></BLOCKQUOTE> Late in the game on a large map it would be nice to move 40 squares per turn! |
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