.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old February 24th, 2001, 08:02 AM

seer seer is offline
Private
 
Join Date: Jan 2001
Location: Lynn, MA USA
Posts: 7
Thanks: 0
Thanked 0 Times in 0 Posts
seer is on a distinguished road
Default Re: Shipyard Mod Idea

Space Yard Mod 1.0 by (Last)seer.
Reply With Quote
  #2  
Old February 24th, 2001, 10:51 PM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: Shipyard Mod Idea

I've always assumed the "planetary" shipyards were actually orbital. After all, the sectors are big enough to include any moons' orbits. At the scale of the game, I think "Low Earth Orbit" is within the spaces the planet takes on the tactical map.

While being able to do surgical strikes on the shipyards would be neat, I'm not sure how you'd implement it. An orbital shipyard would just be part of the massive "satellite group" in close orbit around the planet, so finding the individual satellite representing the spaceyard could be a problem.

OTOH, we already have orbital facilities in the form of Bases with the Shipyard component. How can we differentiate them from the Spaceyard facility?
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #3  
Old February 25th, 2001, 11:27 PM

Aussie Gamer Aussie Gamer is offline
Sergeant
 
Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
Posts: 215
Thanks: 0
Thanked 0 Times in 0 Posts
Aussie Gamer is on a distinguished road
Default Re: Shipyard Mod Idea

I think that a fatser rate of production on Space based yards is a good idea, as if you think about it you can gain access to the entire ship. This would allow for a faster construction of ships.

See Massive Ship Yards for my ideas on that subject.

I don't think that slowing done the planet based ones though is a good idea though, at the start of the game you only get yards 1, not very fast. With this level of tech at the start planets should build faster. Think about now in the USA. They build on the planet. But in the future mankind would most likely build massive ships off-planet, higher tech!!
Reply With Quote
  #4  
Old February 26th, 2001, 06:12 PM
DirectorTsaarx's Avatar

DirectorTsaarx DirectorTsaarx is offline
Major
 
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
DirectorTsaarx is on a distinguished road
Default Re: Shipyard Mod Idea

Maybe a solution is to add the faster space-based shipyards as higher tech areas on the research tree. In other words, continue the progression for Space Yards to levels 4-6; include both the regular-sized yards, with progressively faster rates, and the massive yards; maybe continue the tree to level 9, with faster rates for the massive yards. Something like:

Space Yards level 4: Space Yard IV, Massive Space Yard I

Space Yards level 5: Space Yard V, Massive Space Yard II

etc.

BTW - I really like the Temporal Space Yards the way they are. Building at a rate of 9000 min/org/rad per turn (after bonuses, of course)... now THAT'S the way to defeat your enemies!!!
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
Reply With Quote
  #5  
Old February 27th, 2001, 01:32 AM
raynor's Avatar

raynor raynor is offline
Captain
 
Join Date: Jan 2001
Location: Texas
Posts: 830
Thanks: 0
Thanked 0 Times in 0 Posts
raynor is on a distinguished road
Default Re: Shipyard Mod Idea

I wish there were some way you could design a massive space yard so that as a whole, it has a production of, for example, 6000 per turn. But it requires four components on four starbases to get that rate. Otherwise, if you only have three, you get 4500, two 3000 and one 1500, or some such arrangement.

I wonder if you would twist the RingWorld code to do this? I guess I just want a Massive Space Yard to be truly *massive*...
Reply With Quote
  #6  
Old February 27th, 2001, 03:56 AM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: Shipyard Mod Idea

quote:
Originally posted by raynor:
I wish there were some way you could design a massive space yard ...



create a hull more than 2x the size of a starbase, and make it require more life support stations than will FIT on a starbase. then make a shipyard component to take up the rest of the space that will also be too big to fit on a starbase. if you want, you can custom make a life support unit for it that has a hundred or so life support functions. this will make sure that it is to expensive to build for any other reason than for this one SY component, and for anything else you are just better off building SBs. of course, the whole idea breaks down when someone puts a master computer on one. not quite sure what to do about that.


or just do it on the same hull and make it as expensive as you want both resource and research wise, as the A.G. points out above.

Thanks AG.


[This message has been edited by Puke (edited 27 February 2001).]
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
  #7  
Old February 27th, 2001, 04:15 AM

Aussie Gamer Aussie Gamer is offline
Sergeant
 
Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
Posts: 215
Thanks: 0
Thanked 0 Times in 0 Posts
Aussie Gamer is on a distinguished road
Default Re: Shipyard Mod Idea

Enjoy!!!!

Name := Massive Space Yard I
Description := Space based ship construction component.
Pic Num := 49
Tonnage Space Taken := 400
Tonnage Structure := 200
Cost Minerals := 5000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Base
Supply Amount Used := 0
Restrictions := None
General Group := Construction
Family := 6
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 2
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 3000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 3000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 3000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 3000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 3000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 3000
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 5 components per turn.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0
Weapon Type := None

Name := Massive Space Yard II
Description := Space based ship construction component.
Pic Num := 49
Tonnage Space Taken := 800
Tonnage Structure := 400
Cost Minerals := 10000
Cost Organics := 2000
Cost Radioactives := 2000
Vehicle Type := Base
Supply Amount Used := 0
Restrictions := None
General Group := Construction
Family := 6
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 3
Tech Area Req 2 := Base Construction
Tech Level Req 2 := 2
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 4000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 4000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 4000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 4000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 4000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 4000
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 8 components per turn.
Ability 4 Val 1 := 8
Ability 4 Val 2 := 0
Weapon Type := None

Name := Massive Space Yard III
Description := Space based ship construction component.
Pic Num := 49
Tonnage Space Taken := 2400
Tonnage Structure := 1000
Cost Minerals := 20000
Cost Organics := 4000
Cost Radioactives := 4000
Vehicle Type := Base
Supply Amount Used := 0
Restrictions := None
General Group := Construction
Family := 6
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 4
Tech Area Req 2 := Base Construction
Tech Level Req 2 := 3
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 5000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 5000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 5000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 5000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 5000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 5000
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 10 components per turn.
Ability 4 Val 1 := 10
Ability 4 Val 2 := 0
Weapon Type := None

As you see you have to increase yards to 4 that's all......
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:18 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.