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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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