|
|
|
|
June 24th, 2002, 06:44 AM
|
|
General
|
|
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
|
|
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?
|
June 24th, 2002, 07:08 AM
|
First Lieutenant
|
|
Join Date: Dec 2001
Location: SE Pennsylvania
Posts: 722
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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...
__________________
Gaze upon Taz-in-Space and TREMBLE!
<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
WARNING: Always count fingers after feeding the Tazmanian Devil!
|
June 24th, 2002, 07:08 AM
|
|
Brigadier General
|
|
Join Date: Dec 2001
Posts: 1,859
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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?
__________________
A* E* Se++ GdQ $ Fr! C Csc Sf+ Ai- M Mp* S++ Ss- R! Pw Fq Nd Rp+ G++ Mm+ Bb++ Tcp+ L Au
Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.
|
June 24th, 2002, 08:17 AM
|
Corporal
|
|
Join Date: Sep 2001
Location: PALMDALE ,CA ,US
Posts: 162
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
June 24th, 2002, 03:38 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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 ]
__________________
Things you want:
|
June 24th, 2002, 04:20 PM
|
|
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
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 ]
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|