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December 8th, 2004, 03:02 PM
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Corporal
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Join Date: Jul 2004
Location: u.k
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build time help
lo all, ive made many changes to my mod im playing about with,the prob is that when the game really gets goin and ur quite far into it it can take ages for the bigger ships to be built,is there any way for the build time to be made a little faster,like something to do with the planets population or something.with some ships i add it will take 4.8 years,about 48 turns,the game will be over by then.lol
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December 8th, 2004, 03:17 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: build time help
Yes.
You can add a racial trait that increases production. You can lower the cost of your ship costs. You can cheat.
But I would go with making a new racial trait that gives a bonus to construction or production.
A good point for modding is to add in a bunch of blank or place holder racial traits. Look at the Adamant or STM mods for more info. If you have say 40 "place holder" advanced racial traits, you wont have to worry about devalidating your emp files when you add a new racial trait. Doing it as I suggested is the best way. All you ahve to do when adding in a new advanced racial trait is to edit one of the place holders. 
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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December 8th, 2004, 04:24 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: build time help
Add more levels of Space Yards.
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December 8th, 2004, 04:27 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: build time help
Better might be an extended research tree for space yards.
However, if you want to build faster without having to edit anything, try a retrofit series.
Start with the minimum components, and build that. Then retrofit a few more components onto it each turn (while the SY builds more ships)
A Battlemoon in P&N would take about that much time, and is meant to. You can reduce the build time to 20 turns or so by using retrofits, emergency build, and huge-population SY worlds.
The key thing to note is that you can't have your whole army build from these huge ships. Settle for one or two as flagships, surrounded by a fleet of disposable baseships as cannon fodder 
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December 8th, 2004, 05:00 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: build time help
I wonder if there is a mod which is like this.
1000+ battlemoons, space yards that build insanely fast, uber-tech, etc.
Brian
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December 8th, 2004, 09:19 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: build time help
It could be called the Munchkin Mod!
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December 8th, 2004, 09:58 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: build time help
Good idea. I actually was fooling around awhile back with making a sort of mod where you could put stellar manip on fighter units, one fighter could destroy a hundred capships, lol. Based on the idea that eventually weapons get so destructive that no amount of shields or armor is enough. I was gonna call it "Golden Fighter" or something. Also I wanted to make economics very important, and trading very important.
That though has been shelved pending summer vac lol.
Brian
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