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May 2nd, 2001, 03:04 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
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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"?
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May 2nd, 2001, 11:17 PM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
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Re: Starting facs for homeworlds...
Well? ...Anyone?
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May 2nd, 2001, 11:54 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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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.
__________________
Things you want:
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May 3rd, 2001, 12:00 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
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Re: Starting facs for homeworlds...
I was afraid of that... thanx for the reply.
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May 3rd, 2001, 12:02 AM
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First Lieutenant
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Join Date: Oct 2000
Location: San Diego, CA, USA
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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
/me ducks the rotten fruit and runs for the wings...
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May 3rd, 2001, 02:26 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
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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.
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