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-   -   Starting facs for homeworlds... (http://forum.shrapnelgames.com/showthread.php?t=2960)

Trachmyr May 2nd, 2001 03:04 AM

Starting facs for homeworlds...
 
Anyone figure out hoe to alter the starting facs of a homeworld? It seems totally unconnected to the AI Facility file. So far the only thing I can think of is to start with NO technology, thus no facilities... and make everyone build from scratch using the AI Facility file. That would be really annoying! So, anyone figure out a way... or is it another hardcoded "feature"?

Trachmyr May 2nd, 2001 11:17 PM

Re: Starting facs for homeworlds...
 
Well? ...Anyone?

Suicide Junkie May 2nd, 2001 11:54 PM

Re: Starting facs for homeworlds...
 
The homeworlds start with SY, RD, SP.
Then added are: 1 Best Organics Extractor, 1 Best Radioactives Extractor, then 50/50 on research and mineral extractor.

I don't think you can get arbitrary starting facils.

Trachmyr May 3rd, 2001 12:00 AM

Re: Starting facs for homeworlds...
 
I was afraid of that... thanx for the reply.

Possum May 3rd, 2001 12:02 AM

Re: Starting facs for homeworlds...
 
I know how to alter that, and within the framework of the existing game, too.

Choose "Natural Merchants", and you won't start with a Space Port http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

/me ducks the rotten fruit and runs for the wings...

Marty Ward May 3rd, 2001 02:26 AM

Re: Starting facs for homeworlds...
 
While messing with the facilities file I found that I could get a large number of shipyards, resupply depots or spaceports on a homeworld by giving them research or mineral mining abilities. If they generate more of them than the normal starting type of facilities they get added instead. you could have 10+ shipyards on a planet this way.

Phoenix-D May 3rd, 2001 03:02 AM

Re: Starting facs for homeworlds...
 
What exactly would be the point of that, given that additional shipyards don't help?

I'd think it would really spork the AI, too.

Phoenix-D

Marty Ward May 3rd, 2001 03:55 AM

Re: Starting facs for homeworlds...
 
I read somewhere that in an earlier Version of SE4 there was a bug/cheat involving multiple shipyards. Apparently you got the benefit of all the build capability of all shipyards on a planet. It could be done only by queueing multiple shipyards on a planet that did not already have one on it. This may have been changed, I know by V1.19 you couldn't queue multiple yards.
I didn't test if the multiple yards stacked, but if they did you could have one cranking homeworld shipyard!

[This message has been edited by Marty Ward (edited 03 May 2001).]

Baron Munchausen May 3rd, 2001 05:21 AM

Re: Starting facs for homeworlds...
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Marty Ward:
I read somewhere that in an earlier Version of SE4 there was a bug/cheat involving multiple shipyards. Apparently you got the benefit of all the build capability of all shipyards on a planet. It could be done only by queueing multiple shipyards on a planet that did not already have one on it. This may have been changed, I know by V1.19 you couldn't queue multiple yards.
I didn't test if the multiple yards stacked, but if they did you could have one cranking homeworld shipyard!

[This message has been edited by Marty Ward (edited 03 May 2001).]
<HR></BLOCKQUOTE>

You used to be able to enter ONE space yard into the queue and then turn on REPEAT BUILD to keep adding space yards. This would let you fill a planet with yards. It should have been fixed to not allow that anymore. I haven't tried it though, so cannot say for sure.

Suicide Junkie May 3rd, 2001 05:41 AM

Re: Starting facs for homeworlds...
 
The game gives you full credit for all the yards on a planet.

You just aren't allowed to BUILD any when you already have more than zero.

I remember doing that. 50K construction per turn. Build SM ships instantly http://www.shrapnelgames.com/ubb/images/icons/icon7.gif


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