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Modding question...facilities
Is this a correct statement?
"A facility can be upgraded to one in the same family that has a higher roman numeral." Is there anything more to it, or is that it for upgrading facilities? Also, what happens if you have two facilities with the same family number and the same roman numeral? Will the game crash on that? Geoschmo |
Re: Modding question...facilities
upgrades occur on same Facility Family and the increase in Roman Numeral
but.. I have noticed that duplicates just overright themselves... and the one that is further down the facilities.txt is shown as the latest. When there are dups. |
Re: Modding question...facilities
Quote:
My guess is that either the game says "What are you doing?" and crashes, or only uses one of the two. |
Re: Modding question...facilities
My guess is that it will use the one that is further down the list.
Rollo |
Re: Modding question...facilities
Ok, I confirmed that much. The game does not crash or anything. You can build any of the same family/numeral faciliites, but when you decide to upgrade them it will upgrade to the Last one in the list.
What I am trying to do is mod some way to make monolith facilities an option. They are great and all for resource production, but they are jsut so darned expensive that in the typical multiplayer game that Lasts 100-150 turns they jsut aren't practical. THey take so long to build that you would do way better jsut building the resource specific facility. Anyway, I came up with a suggestion. I don't know if this a totally original idea. I don't recall anyone doing it exactly like this. But the idea is for a reto facility that costs around what a single resourse facility would, and only produces one resource, but is upgradable to a standard monilith facility. Using these you can build whatever resource specific fac you need to have at the moment due to immediate empire needs. But for a slight decrease in production, and a sligth increase in construction costs, build it in such a way the it is convertable to a monolithe facility down the road when the planet is full and isn't doing anything else. We do this sort of thing now when we build power plants. Modern coal, oil and nuclear plants are designed to make it easier to retrofit them down the road if neccesary due to shortages or environmental/political concerns. Makes sense to me resource facilities in teh future would be able to do something similer. What do you think? Geoschmo </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Name := Retrolith Facility - Min Description := Universal tool which can harvest all of a planet's resources. Facility Group := Resource Extraction Facility Family := 4 Roman Numeral := 0 Restrictions := None Pic Num := 58 Cost Minerals := 2500 Cost Organics := 2500 Cost Radioactives := 2500 Number of Tech Req := 1 Tech Area Req 1 := Stellar Manipulation Tech Level Req 1 := 1 Number of Abilities := 1 Ability 1 Type := Resource Generation - Minerals Ability 1 Descr := Mines 600 minerals each turn. Ability 1 Val 1 := 600 Ability 1 Val 2 := 0 | Name := Retrolith Facility - Org Description := Universal tool which can harvest all of a planet's resources. Facility Group := Resource Extraction Facility Family := 4 Roman Numeral := 0 Restrictions := None Pic Num := 58 Cost Minerals := 2500 Cost Organics := 2500 Cost Radioactives := 2500 Number of Tech Req := 1 Tech Area Req 1 := Stellar Manipulation Tech Level Req 1 := 1 Number of Abilities := 1 Ability 1 Type := Resource Generation - Organics Ability 1 Descr := Mines 600 organics each turn. Ability 1 Val 1 := 600 Ability 1 Val 2 := 0 | Name := Retrolith Facility - Rad Description := Universal tool which can harvest all of a planet's resources. Facility Group := Resource Extraction Facility Family := 4 Roman Numeral := 0 Restrictions := None Pic Num := 58 Cost Minerals := 2500 Cost Organics := 2500 Cost Radioactives := 2500 Number of Tech Req := 1 Tech Area Req 1 := Stellar Manipulation Tech Level Req 1 := 1 Number of Abilities := 1 Ability 1 Type := Resource Generation - Radioactives Ability 1 Descr := Mines 600 radioactives each turn. Ability 1 Val 1 := 600 Ability 1 Val 2 := 0</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> [ September 30, 2002, 20:13: Message edited by: geoschmo ] |
Re: Modding question...facilities
I like the idea. I always wished there was a way I could just push the upgrade button and have monoliths be built where they arn't already. Instead of having to do it all manually. Which, IMO is a pain in the butt. But yes, very good idea Geo.
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Re: Modding question...facilities
Geo, I think you are wrong about the ineffectiveness of Monoliths in PBW games. Regardless of their high build costs, I have made very effective use of them in a number of games. They are most effective when you have a long period of peace, and so do not need to build a lot of ships in a short amount of time. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Modding question...facilities
Well, this sounds like a good idea for a future patch (or feature for SEV).
An "Upgrade to different Family" field for components and facilities. Set to 0 for items that don't and set to the family number for items that do. |
Re: Modding question...facilities
And that is why you see me building all those Space Yards... So I can convert the mineral fac's to monoliths and not miss out on much...
I have been converting to mono 3 in one of our pbw games.... While building ships from the Base space yards........ They only take 2 turns to do... So it is very easy to convert...And quick... |
Re: Modding question...facilities
Geo your missing the other resources from the mono upgrades http://forum.shrapnelgames.com/images/icons/icon12.gif
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