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  #1  
Old February 23rd, 2001, 11:20 AM
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Daynarr Daynarr is offline
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Default Re: Massive Space Yards

quote:
Hear is the file text for them that I decided on. You have to add them to the end of the components file or you get all sorts of problems with the game.


This is because of the following line:

Family := 6

That is the same family that Space Yard component uses. If you just give Massive Space yard a new family number (unused one) you can pretty much place it anywhere in the file.
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Old February 24th, 2001, 01:44 AM

apache apache is offline
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Default Re: Massive Space Yards

I like the idea of bigger space yards, but making them as big as suggested would make temporal space yards useless.
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Old February 24th, 2001, 12:27 PM

phalen phalen is offline
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Default Re: Massive Space Yards

hay aussie figured a cheep way around the problim and would be a logical part of the massave space factory use the % storage.. and make my componant have storage in it.. ill post the edited parts later once i get the bugs worked out...
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Old February 24th, 2001, 08:18 PM

seer seer is offline
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Default Re: Massive Space Yards

A very similar discussion and mod:

My First Mod (SpaceYard mod 1.0 by seer)
Discussion on the board here: http://www.shrapnelgames.com/ubb/For...ML/001590.html

Mod attached.

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Old February 24th, 2001, 08:49 PM

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Default Re: Massive Space Yards

Temporal Space Yards are easier to defend because they are on the planet itself and less subject to missile attack because weapons platforms can return fire. Also because they are on the planet they are subject to hapiness and population bonuses. +20% (for jubilant) and +50% for (2000m pop) can make a big difference.

In my mod the temporal space yards are about equivalent production-wise but easier to defend. Look for an updated Version tonight or tommorow.
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