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Eliminating Resupply Depots... =)
Like many I'm sure, I'm wanting to remove Resupply Depots as facilities and just place that ability within the Starport and the Ship Yards.
Is there a way to have the game not try and give a Resupply Depot at the start of the game? |
Re: Eliminating Resupply Depots... =)
I would think it is no more difficult than deleting the re-supply depot then adding the ability on to the facility you want. I personally wouldn’t give both of them the ability, just the spaceport. SE4 should not have a problem with doing that as it will still meet the call for a re-supply depot and when the game does not find a dedicated facility it will use what ever has the ability.
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Re: Eliminating Resupply Depots... =)
Homeworlds will grab a spaceport ability, a resupply ability, a SY ability, and the various resource abilities.
If you want it to look nicer than having two spaceports, what you can do is have some "Legacy City" type facilities, which do everything, but are so expensive that they can't be built while the game is going. That way, you get a SY, and lots of Cities on the homeworld... everywhere else you will be building from scratch, so it should be fine. |
Re: Eliminating Resupply Depots... =)
Shang,
My thinking is that if a Shipyard can build endless ships, fighters, and drones fully fueled they should be able to resupply ships as well. Also if you're a Natural Merchant, you'd start off with no Resupply Depot on your home planet, since you wouldn't be given a Spaceport. I'm guessing if you give just the spaceport the resupply feature and delete the resupply depot, the start of the game will give you two starports as it reserves the first three slots for a Spaceport, Resupply Depot, and Ship Yard. SJ, I built a facility that had Starport, Resupply and Ship Yard. When I started the game, I had two of these facilities on the homeworld. Is this what you were suggesting? |
Re: Eliminating Resupply Depots... =)
If I give it just Starport/Resupply, everything works great if the race is a Natural merchant. If they aren't a natural merchant, they get two of these Legacy Cities.
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Re: Eliminating Resupply Depots... =)
I think by eliminating resupply depots you also eliminate some of the strategy.
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Re: Eliminating Resupply Depots... =)
This is in preperation of eliminating the evil Quantum Reactor. =)
Trying to make a game that allows players and especially the AIs to play defensively more easily. |
Re: Eliminating Resupply Depots... =)
Quote:
You may want to familiarize yourself with how SE4 determines the facilities to place on a HW: http://se4modding.spaceempires.net/M....html#Chapter6 |
Re: Eliminating Resupply Depots... =)
Ok this is what I've decided.
Standard Starport Space Yard with Resupply Empire Capital with Resupply ability and Resource Conversion at 60% loss. Natural merchants start with a Space Yard and Empire Capital, otherwise the starport is added. Problem I have is that the benefit of the Capital is the resource conversion which becomes obsolete with the first level of resource conversion. So I need to add a third ability that will keep a player from just scrapping their capital once they get resource manipulation. Something that's fairly unique..... Edit Got it..... change Resource Manipulation into a Economic Technology. The Ultra Recycler... allows better selling of spare parts. The Resource Converter will translate into Upgrades of the Capital... allowing better trades at the capital's stock exchange. =) |
Re: Eliminating Resupply Depots... =)
In a recent game I had a need to build a resupply depot first (three turns) and then I built a shipyard (5 turns). Maybe you could make a resupply station that is upgradable to a full shipyard in two turns.
This may be some of what you are trying to prevent, and if so, please ignore. |
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