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Modding multiple shipyards per planet?
Is it possible to have multiple shipyards effects in place on a planet, so that you still have a single construction queue, but can have up to 25 yards adding their construction output together?
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Re: Modding multiple shipyards per planet?
As far as I know, you cannot have more than one spaceyard facility per planet.
But you could mod a component having a much greater capability... |
Re: Modding multiple shipyards per planet?
Sorry. Command and Conquer doesn't apply here.
What you CAN do is: *Increase Population of the Planet *Increase the Happiness of the Population *Upgrade the Space Yards to the latest level. On the Modding part, I don't believe that it could be modded: may be hard coded? |
Re: Modding multiple shipyards per planet?
HI Graeme Dice ,i remember suicide junky making a mod ( se4 non gold ) that had more space yards , but not 25, and your empire would need to research that at high levels. Anyway you could ask suicide junky about this.
Ferengi Rules of Acquisition #9 Opportunity plus instinct equals profit. |
Re: Modding multiple shipyards per planet?
Ah, yes. Multiple spaceyards.
There are two things to note: 1) SE4 does not allow you to *build* multiple spaceyards on the same planet. 2) The restrictions on upgrades are much weaker. So, what you do is: a) Add a new facility, with the same family number as your spaceyards. b) Give it a roman numeral of zero (less than any true space yard) c) Remove the space yard construction abilities. d) Name the new facility something like "Spaceyard Expansion Project", and have it cost 50,000 organics or similar. So, a planet with a normal spaceyard can build an expansion project, since it dosen't count as a spaceyard. Once the expansion project is complete, the planet can upgrade it to a full SpaceYard, and will have double the resource output. By repeating the process, you can fill a Sphereworld with SpaceYards in only 300 turns or so. Using my example: - it takes 10 turns for the first yard (normal). - 25 turns for the second yard (expansion) - 12 turns for the third yard - 9 turns for the fourth yard - 7 turns for the fifth yard - 5 turns for the sixth... And after 70 turns, you've got a planet with 6x the normal production, and builds dreadnaughts in one turn. Very much an investment planet, and will be useless while it works on that first expansion. Once you're past the initial investment, though adding even more spaceyards becomes easy. Now, as an alternative, you can make a new family of facilities, which contains only: - Expansion project - Space Yard Expansion The SYE can have a production rate of 2000/0/2000. This should still boost ship production (which almost never depends on organics), and will cause the expansion projects to all take the same amount of time. (IE: no speeding up as you complete more spaceyards) Then, you can reduce the organics cost of the expansion to say, 20000 = 10 turns. That way every yard you build, expansion or normal will take exactly 10 turns (ignoring racial & happiness production bonuses) Another good thing to try is to make three sets of dedicated expansions, one for each resource. You could then have a SYIII plus two mineral expansions and a radioactives expansion; the player can tailor the spaceyard to their needs. [ June 24, 2002, 14:50: Message edited by: Suicide Junkie ] |
Re: Modding multiple shipyards per planet?
You know, this isn't as unbalancing as I first thought. You can get a huge amount of production from these worlds, but you take up a lot of space too. Makes some amoount of sense. Better than just modding in a space yard that builds more, cause there you are still only using one facility space.
You could balance this and make the SYE's have less ability than a regular SY, but by building several you get the increased production you want. Plus you could give them negative resource production, so they are costing your empire even if they aren't being used. And when it's all said and done, even if you have a huge world dedicated to all space yard produciotn, you can't build more than one ship per turn. Geoschmo [ June 24, 2002, 15:22: Message edited by: geoschmo ] |
Re: Modding multiple shipyards per planet?
Well, physically altering the data files to get around the restriction of one SY per planet was already known but I hadn't considered that there was no check on upgrading an existing facility to a space yard. http://forum.shrapnelgames.com/images/icons/icon7.gif This opens the way to a 'racial ability' tech for more production capacity that would be much more effective than the 'hardy engineers' ability we currently have.
[ June 24, 2002, 20:47: Message edited by: Baron Munchausen ] |
Re: Modding multiple shipyards per planet?
SJ!!! Thank you!!! The SYE solves a problem I couldn't figure. Excellent, thanx!
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Re: Modding multiple shipyards per planet?
Thanks, that's exactly the kind of solution I was looking for.
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Re: Modding multiple shipyards per planet?
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Re: Modding multiple shipyards per planet?
You are kidding right? I have games where I lose more than that per turn because I can't spend them due to all the space yards being used and all my empires resource storage being full up.
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Re: Modding multiple shipyards per planet?
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You CAN however uprgrade a facility from one that has no Space Yard ability to one that has the Space Yard ability, if it is available in the mod. However, to upgrade form one facility to another, they both have to have the same familiy number, and the one you are upgrading too has to have a higher roman numeral. The reason the suggestion in letter A was made, was so you can upgrade the expansion facility to a true space yard facility, and thus only have to add one facility, the space yard expansion facility. If you want a whole separate branch of Space Yard Expansion facilities you can do that and give them separate family numbers and start at whatever roman numeral you wish, but you must have the facility you are building the same family as what you will upgrade too, and you must have the one you are upgrading too be a higher roman numeral. Geoschmo [ June 25, 2002, 13:07: Message edited by: geoschmo ] |
Re: Modding multiple shipyards per planet?
Ok i understand better but not all.
(sorry i am french http://forum.shrapnelgames.com/images/icons/icon7.gif ) so is someone have a facility.txt with one SYE facility in it?in this case i will be able to look at it and to understand by myself... http://forum.shrapnelgames.com/images/icons/icon12.gif Thanks a lot. |
Re: Modding multiple shipyards per planet?
SJ, this is the best mod idea i have seen since Porportions. it goes on the top 5 list with Q-N movement, Point Defense Repulsars, and a few others. (most of which were your ideas too)
I was thinking that instead of having an expansion project that has no function until it is upgraded, that it could instead be a repair yard. that way it would give some added utility before the upgrade finishes. ELN-G, here is a sample of the expansion project: Name := Space Yard Facility I Description := Large construction facility which allows the construction of ships in space. Facility Group := Space Yard Facility Family := 38 Roman Numeral := 1 Restrictions := None Pic Num := 16 Cost Minerals := 10000 Cost Organics := 0 Cost Radioactives := 0 Number of Tech Req := 1 Tech Area Req 1 := Space Yards Tech Level Req 1 := 1 Number of Abilities := 4 Ability 1 Type := Space Yard Ability 1 Descr := Can construct with 2000 minerals per turn. Ability 1 Val 1 := 1 Ability 1 Val 2 := 2000 Ability 2 Type := Space Yard Ability 2 Descr := Can construct with 2000 organics per turn. Ability 2 Val 1 := 2 Ability 2 Val 2 := 2000 Ability 3 Type := Space Yard Ability 3 Descr := Can construct with 2000 radioactives per turn. Ability 3 Val 1 := 3 Ability 3 Val 2 := 2000 Ability 4 Type := Component Repair Ability 4 Descr := Can repair 5 components per turn. Ability 4 Val 1 := 5 Ability 4 Val 2 := 0 Name := Space Yard Expansion Project I Description := An expansion project that may be upgraded to a fully functional spaceyard Facility Group := Space Yard Facility Family := 38 Roman Numeral := 1 Restrictions := None Pic Num := 16 Cost Minerals := 0 Cost Organics := 50000 Cost Radioactives := 0 Number of Tech Req := 1 Tech Area Req 1 := Space Yards Tech Level Req 1 := 1 Number of Abilities := 0 |
Re: Modding multiple shipyards per planet?
Here, ELN, this what he means. Paste this in your "Facility.txt" file. That file is in the Data directory.
I put a low cost, 2000 mins, on it because I am currently trying to get the AIs to build one, (no luck so far). If they do, they will upgrade it automatically I think. Name := Space Yard Expansion Description := Large construction facility which allows the construction of ships in space. Facility Group := Space Yard Facility Family := 38 Roman Numeral := 0 Restrictions := None Pic Num := 16 Cost Minerals := 2000 Cost Organics := 0 Cost Radioactives := 0 Number of Tech Req := 1 Tech Area Req 1 := Space Yards Tech Level Req 1 := 1 Number of Abilities := 0 |
Re: Modding multiple shipyards per planet?
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Re: Modding multiple shipyards per planet?
Add the armor ability to the expansion project, and then have the AI call for armor on its planets.
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Re: Modding multiple shipyards per planet?
Yeah, thanks , Sj, but I was trying to see if I could get the AI to do something without modifing the AI_Facility_construction.txt.
Not sure if adding "armor" ability is going to work either anyway. It would call the construction of the expansion facility, but then, after it upgraded, would it not call another expansion because the "armor" is now missing? If I put "armor" on the space yards too they'd never call "armor". I need a drink. This is driving me crazy. LOL! |
Re: Modding multiple shipyards per planet?
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Quote: So, what you do is: a) Add a new facility, with the same family number as your spaceyards. b) Give it a roman numeral of zero (less than any true space yard) c) Remove the space yard construction abilities. d) Name the new facility something like "Spaceyard Expansion Project", and have it cost 50,000 organics or similar. -------------------------------------------- I don't understand that...why the way to mod this is not : a)Add a new facility, with AN OTHER family number than your spaceyards. b) Give it a roman numeral of the number you want due to your level number(differents levels of expansions) c) KEEP the space yard construction abilities or one of them if you want to make specialized expansion and if you want add some to put a maintenance cost to these very usefull facilities.... d) Name the new facility something like "Spaceyard Expansion Project", and have it cost 50,000 organics or similar. Maybe i haven't understood nothing to modding...it might be that. thanks for youre answer ! Gustyboy |
Re: Modding multiple shipyards per planet?
If you're going to make a change as major as allowing multiple spaceyards, there's not way you can use the default AI_facility_construction_facilities.txt
Use: AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term), Not Connected Construction Queue Type := Construction Yard Num Queue Entries := 8 Facility 1 Ability := Spaceport Facility 1 Amount := 1 Facility 2 Ability := Supply Generation Facility 2 Amount := 1 Facility 3 Ability := Space Yard Facility 3 Amount := 1 Facility 4 Ability := Point Generation - Research Facility 4 Amount := 1 Facility 5 Ability := Ship Training Facility 5 Amount := 1 Facility 6 Ability := Fleet Training Facility 6 Amount := 1 Facility 7 Ability := Resource Reclamation Facility 7 Amount := 1 Facility 8 Ability := Resource Generation - Minerals Armor Facility 8 Amount := 100 Where italics means delete, and bold means add. Note that as soon as the AI decides that it's orders mean to build an expansion project, it will continue making more and more. (since each time it upgrades, it loses the ability it called for originally) [ June 26, 2002, 02:41: Message edited by: Suicide Junkie ] |
Re: Modding multiple shipyards per planet?
Yes, I understand. I was addressing getting it to build rather a specified amount, like just 2 or 3 not just fill up the remaining space. That may be fine for the construction yard planet, but on other types, a specific amount would be wanted.
Anyway, I think I'll scrap the idea for now. My personal Mod is focused on compatability with the TDM race files. While it is really neat to be able to stick more then one SY on a planet, it looks like it can't be done without messing with the TDM files right now. Who knows, maybe a future patch will remove the code block on more then one per planet. It was probobly done because the AI is too stupid to allocate its biggest projects to its biggest yards. It probobly just sticks next job in first empty yard on its 'yard list'. It is cool to know it can be done anyway. Thanks again. |
Re: Modding multiple shipyards per planet?
Well, I'd presume that for the non-dedicated shipyards, a single yard is sufficient.
You don't need uberfast production everywhere, and your really don't want to spend the time building an ubershipyard everywhere at the expense of ships. Something you may be interested in is what I did for P&N. As you may or may not know, P&N has QNP, so bigger ships need proportionally more engines to go the same speed as smaller, lighter ships. Clearly the AI files have to change. What I did was write an AI Patcher program, which quickly zaps the files into shape (just click on the file you want to patch). This works for normal AIs and TDM AIs too, and is quite simple to use (AFAIK). I've enjoyed many a game of P&N vs the likes of the Vaxin and Klingons. If the change to the files is as trivial as what I posted below, I can add support for your mod to my AI Patcher in a matter of minutes, if not seconds. Think about it, and let me know. (You can D/L the AIPatcher from the P&N downloads page, in my sig) |
Re: Modding multiple shipyards per planet?
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Geoschmo |
Re: Modding multiple shipyards per planet?
As long as you can convince the AI to try and build the expansion project first.
If both the expansion and the upgrade have the ability the AI wants, the AI may end up trying (and failing) to build the upgrade facility from scratch. If you want to limit the number of expansions, you'll have to find yourself an unused ability that the AI checks for the ability amount. Giving the expansion a higher ability amount would encourage it to build the expansions instead of the full yard, and then "upgrade" to the facility with a lower amount of the ability. |
Re: Modding multiple shipyards per planet?
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The only thing is, if this works it kills the advantage of the temporal races having a faster space yard. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Modding multiple shipyards per planet?
"The only thing is, if this works it kills the advantage of the temporal races having a faster space yard"
Not if they can do it too. If a world filled with 25 normal shipyards is fast, how about world with 25 *temporal* shipyards? http://forum.shrapnelgames.com/images/icons/icon7.gif Phoenix-D |
Re: Modding multiple shipyards per planet?
Hi !
I am so sorry... Thanks a lot for all this details.... But...i have a few more questions http://forum.shrapnelgames.com/images/icons/icon12.gif The thing i don't understand is how the facility "gives" some resources to the SY without any ability... is it the resources cost of the expansion facility which is gave to the SY during the construction of this expansion facility or something totally different(and in this case i think i am definitly lost...and i will have no choice...stop trying to understand...) thanks a lot and sorry an other time... Maybe someone who speak french and understand youre explaination will be able to translate all this to me... bye ! |
Re: Modding multiple shipyards per planet?
No, the cost is seperate.
This is a sneaky way of getting around the code that says you can't have more than one shipyard per planet. You have the normal shipyards, unchanged. Then you have seperate facilities called "ShipYard Expansion Projects". These are built, then immediately *upgraded* into normal shipyard facilities. That's where the cost people are talking about comes in, building the expansion project. Once the upgrade is complete, you have the power of two shipyards on one planet, and can add more. You'll never be able to build more than one ship or base at a time though; for that you need seperate locations. Phoenix-D |
Re: Modding multiple shipyards per planet?
Let's try in French so ... Salut Gusty, je ne suis pas sûr d'avoir compris ton pb http://forum.shrapnelgames.com/images/icons/icon12.gif
Ce que je comprend de ce que les pros ont dit, c'est que : * on ne peut CONSTRUIRE qu'un seul SY / planète * mais si on crée une "facility" bidon qui peut être upgradée (facilement) en SY, alors on peut avoir plusieurs SY * Le cout de construction n'a rien a voir avec la capacité de production , qui est juste un taux de conVersion des ressources en navires * Dans tous les cas on ne peut mettre en chantier qu'un seul navire par endroit, même avec plusieurs SY * Je peux te faire un facility.txt modifié pour ça si tu veux http://forum.shrapnelgames.com/images/icons/icon7.gif A + Sorry for the non French speakers http://forum.shrapnelgames.com/images/icons/tongue.gif |
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Re: Modding multiple shipyards per planet?
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Geo |
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I'm tempted to reduce planet and facility space yards capacity and use population bonuses to increase production. This makes more sense to my mind. But that leaves space yard bases hanging since population has no effect on them. I wish there was a 'fourth resource' -- call it 'labor' since 'man hours' doesn't work for aliens. http://forum.shrapnelgames.com/images/icons/icon7.gif If population produced 'labor' and components needed 'labor' as well as the three resources we could balance production much more realistcally. [ June 26, 2002, 22:20: Message edited by: Baron Munchausen ] |
Re: Modding multiple shipyards per planet?
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Also, population should use up Organics every turn. If you ran out of Organics, people should starve. And since I'm suggesting: A planet that is blockaded can't contribute anything to your economy. Makes sense. So, why can a blockaded planet with no mineral mines or storage still produce stuff? A blockaded tiny domed planet with only a SY shouldn't be able to emergency-build defenses out of nothing. As a corollary, a blockaded planet with no Organics should slowly starve to death. (Although they should riot/surrender before that happens.) This is a huge facet of warfare that is totally ignored by SEIV. If you have the naval power to blockade with impunity, you should be able to take a planet by siege without invading, unless it has been designed to be self-sufficient. Before they surrender though, they would scrap other facilities to build Farms. But then what if the planet has lousy Organic value? Imagine the poor starving slobs pulling apart their Rad Extractors for Minerals to build a Farm, only to realize that they need 10 Farms just to feed themselves on such a barren rock! And you'd have to add another ship order, "Run Blockade," so supply ships could keep the blockaded planet going. In fairness to the planets, though, perhaps ships should also have to carry Organics for the crew. Or maybe the supplies can be converted freely into food? (In which case, ships would use small amounts of supplies just sitting there.) But then in fairness, planets should be able to do the same sort of supply conVersion thing. Hmmm ... come to think of it, ships and planets in SEIV use totally different resource systems, with the ship system being quite simplistic. |
Re: Modding multiple shipyards per planet?
Yes, there are many many many possible non-combat enhancements to the game that are being neglected. I guess the idea of 'conflict' is uppermost in the minds of most game developers as a way to make the game interesting. I prefer solving puzzles. http://forum.shrapnelgames.com/images/icons/icon7.gif
More infrastructure features would be a great way to make the game more interesting. Populations should need a some organics to maintain themselves. Facilities should need a certain amount of population to operate. (This was added during development but deactivated. Dang it... why can't it be an option like so many other things?) If 'labor' were a non-portal resource then you'd be forced to locate your major shipyards at large population centers. Hey, presto, more realism! None of these would require 'micro-management' at the level of moving resources around in individual ships. It's all doable with game mechanics about as complex as we currently have in SE IV. There should be more factors in planetary environment, too. Stars! had it right. Gravity, Temperature range, Radiation. Add those three to the current atmospheres and we've got a pretty decent set of simulated environment variables. Add techs to compensate them for your populations and the game gets much more interesting. As far as ships and crews, I think tracking individual ships' supplies is good enough. We just need a 'default' supply usage rate so they can't sit on station forever. If the game would read and use the supply usage on components like Crew Quarters and Life Support each turn this would be doable. [ June 27, 2002, 00:39: Message edited by: Baron Munchausen ] |
Re: Modding multiple shipyards per planet?
Hi all !!
Thanks for your Last answers !! PDF si tu es ok j aimerais bien avoir ce facility.txt. For the Last ideas,there are very very good...and i will be the first happy player !!! |
Re: Modding multiple shipyards per planet?
Heh, this is the first time I've ever seen slang used in French. (I've never been to French-speaking cities or areas... every single bit of French I've heard has been the pure-grammar Version, and only in school.)
(C'est amusant, en verité... je ne sais pas si ma grammaire est mal ou bon. Après ma repére, j'ai perdu plus ou moins de 65% que mon enseignant de français m'a enseigné. Aussi, je suis un Canadien -- la français du Canada est un peu differente. Pour exemple, "le dîner" contre "la souper". ;-) ) Erp, I can't think of a way to get back on topic here. ...Oh well. =) |
Re: Modding multiple shipyards per planet?
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In the latest P&Ns (2.5 PBW), spaceyard rate is set to 10% for 1M people, and goes up 1% for every 25M people after that. Effectively, Homeworlds start with about 175% of normal build rate, but colonies of 100M are stuck with 14%, and struggle to build even the cheapest facilities, normally taking 6 months to a year each. At the other end of the scale, Sphereworlds get about 25x more build rate than normal http://forum.shrapnelgames.com/images/icons/icon7.gif Besides the fact that it would take forever to build the spaceyard on a colony, you'd get little return on your investment. |
Re: Modding multiple shipyards per planet?
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In the latest P&Ns (2.5 PBW), spaceyard rate is set to 10% for 1M people, and goes up 1% for every 25M people after that. Effectively, Homeworlds start with about 175% of normal build rate, but colonies of 100M are stuck with 14%, and struggle to build even the cheapest facilities, normally taking 6 months to a year each. At the other end of the scale, Sphereworlds get about 25x more build rate than normal http://forum.shrapnelgames.com/images/icons/icon7.gif Besides the fact that it would take forever to build the spaceyard on a colony, you'd get little return on your investment.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">That's not quite what I meant but it's true that population production bonuses come close to this effect. But what I intnded was that even orbital space yards should be dependent on population. Basically, population would 'produce' a resource called 'labor' and it would then be used to: 1) operate facilities, 2) build stuff. Each facility could then have a 'labor input' requirement to be operated. And spaceyard bases built around planets with high population would be vastly more productive. Oh, and robotoid factories would then boost your 'labor' production per population point, not your production directly. http://forum.shrapnelgames.com/images/icons/icon7.gif After the balancing effects of making population more valuable, and making facilities usage more realistic, the main advantage of this system would be similar to the 'maintenance modifier' that was discussed in another thread. You could make something very expensive in 'labor' but not other resources so it was difficult to build but not expensive to maintain. [ July 03, 2002, 16:13: Message edited by: Baron Munchausen ] |
Re: Modding multiple shipyards per planet?
What would happen to spaceyards on ships or bases that were not orbiting a planet? Would those build extremely slowly? If not, why not? If so, then won't that make it all but impossible to build a ring/sphere world? (Don't you have to build them in place, using non-orbiting spaceyards, since the components are too big to transport from a planetary shipyard?)
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Re: Modding multiple shipyards per planet?
Hi.
Yes i really like the "labor" production idea... I think it will make the game more realistic and more interesting.... |
Re: Modding multiple shipyards per planet?
If so, then won't that make it all but impossible to build a ring/sphere world? (Don't you have to build them in place, using non-orbiting spaceyards, since the components are too big to transport from a planetary shipyard?)
Add a Barge, that is 2040 kilotons. It can carry 1 engine, a Bridge, LS and CQ, and one of the Ringworld comps. http://forum.shrapnelgames.com/images/icons/icon7.gif Solves that problem nicely. |
Re: Modding multiple shipyards per planet?
Yes it will be very good...and as a Very very important project for an empire/civilisation the maintance cost for this ship will be very very expansive...
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Re: Modding multiple shipyards per planet?
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A planetary space yard would be completely dependent on local population like all facilities, I guess. But robotoid factories or other automation might give a 'minimum' to those as well. I'd like to change the way ringworlds and sphereworlds are built, too, but that involves a completely new background for the system when it's completed. http://forum.shrapnelgames.com/images/icons/icon7.gif [ July 03, 2002, 23:38: Message edited by: Baron Munchausen ] |
Re: Modding multiple shipyards per planet?
if the population can be count on ships it will be very good for suicide junkie's Pirates&Nomades i think http://forum.shrapnelgames.com/images/icons/icon7.gif
imagine that we can take advantage of th population even if we play a nomad or pirate? for the ring/sphereworlds i think that the only thing very annoyning is that you must move some SYships to the star and build a big number of bases to be able to make your world...the idea of making a shipbase with 2040 KT and only 1 movement point is quite good i think... |
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