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-   -   Modding - Population/Space Yard (http://forum.shrapnelgames.com/showthread.php?t=6823)

Makinus July 30th, 2002 10:12 PM

Modding - Population/Space Yard
 
I'm creating a mod for SEIV Gold and I can't find a way to do the following:

I wish to modify the game that Space Yards can only be built in planets with 2000M or more population....

I can't find a way to do this, anyone can help? http://forum.shrapnelgames.com/image...s/confused.gif

Ed Kolis July 30th, 2002 10:25 PM

Re: Modding - Population/Space Yard
 
I don't think that's possible... but that would be interesting, if Malfador would put in population requirements for facilities... also facilities that take up multiple slots so you can have big spaceyards but at a price in space!

Suicide Junkie July 31st, 2002 01:10 AM

Re: Modding - Population/Space Yard
 
You could adjust the population modifiers so that space yard rate is low until you hit 2 billion people.

But, really, why should a planet be unable to build a spaceyard before reaching 2 billion people?

We could set up a spaceyard on earth's moon, and run it perfectly fine with a few thousands of people. The small planet/low gravity just makes things easier to launch when they're done.
And its not as if the resources have to be produced locally.

PS:
As for multi-slot shipyards, you CAN do that!
All you need to do is:
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">copy a normal spaceyard facility, and name it "SpaceYard expansion Project" or somesuch.</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">make sure the expansion facility has the same family number as the other space yards, but HAS ZERO SPACE YARD ABILITIES</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">give the expansion facility a roman numeral of zero.</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">place the expansion facility BEFORE the other space yards in the facility.txt file. </font>
<font size="2" face="Verdana, Helvetica, sans-serif">In game, you build the Expansion facility, then upgrade it to a full-fledged shipyard.
Suddenly, you have a two-facility-slot sized spaceyard with double the production.
If you prefer, you can make the expansion upgradable only into a weaker copy of the shipyard, or a "resource X only" shipyard.
With that sort of thing, you can custom-build your spaceyards, say having a Core yard (2k/2k/2k) plus 3 mineral expansions (+3k/0k/0k) plus a rad expansion (0k/0k/+1k)
For a total of 5k minerals, 2k organics and 3k rads of build rate per turn, and taking up 5 facility slots.

[ July 31, 2002, 00:20: Message edited by: Suicide Junkie ]

tesco samoa July 31st, 2002 04:26 AM

Re: Modding - Population/Space Yard
 
i like that idea about the expansion packs...

Baron Munchausen July 31st, 2002 04:39 AM

Re: Modding - Population/Space Yard
 
Quote:

Originally posted by Ed Kolis:
I don't think that's possible... but that would be interesting, if Malfador would put in population requirements for facilities... also facilities that take up multiple slots so you can have big spaceyards but at a price in space!
<font size="2" face="Verdana, Helvetica, sans-serif">There was an attempt to force facilities to require a certain amount of population during the early phases of development. It was unpopular with the original beta testers and was disabled. But there is still a setting in SETTINGS.TXT for it. If only MM would re-enable it and let us choose whether to use it or not...


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