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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
Posts: 731
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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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May 3rd, 2001, 03:02 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: Starting facs for homeworlds...
What exactly would be the point of that, given that additional shipyards don't help?
I'd think it would really spork the AI, too.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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May 3rd, 2001, 03:55 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: Starting facs for homeworlds...
I read somewhere that in an earlier Version of SE4 there was a bug/cheat involving multiple shipyards. Apparently you got the benefit of all the build capability of all shipyards on a planet. It could be done only by queueing multiple shipyards on a planet that did not already have one on it. This may have been changed, I know by V1.19 you couldn't queue multiple yards.
I didn't test if the multiple yards stacked, but if they did you could have one cranking homeworld shipyard!
[This message has been edited by Marty Ward (edited 03 May 2001).]
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May 3rd, 2001, 05:21 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Starting facs for homeworlds...
quote: Originally posted by Marty Ward:
I read somewhere that in an earlier Version of SE4 there was a bug/cheat involving multiple shipyards. Apparently you got the benefit of all the build capability of all shipyards on a planet. It could be done only by queueing multiple shipyards on a planet that did not already have one on it. This may have been changed, I know by V1.19 you couldn't queue multiple yards.
I didn't test if the multiple yards stacked, but if they did you could have one cranking homeworld shipyard!
[This message has been edited by Marty Ward (edited 03 May 2001).]
You used to be able to enter ONE space yard into the queue and then turn on REPEAT BUILD to keep adding space yards. This would let you fill a planet with yards. It should have been fixed to not allow that anymore. I haven't tried it though, so cannot say for sure.
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May 3rd, 2001, 05:41 AM
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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 game gives you full credit for all the yards on a planet.
You just aren't allowed to BUILD any when you already have more than zero.
I remember doing that. 50K construction per turn. Build SM ships instantly 
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May 4th, 2001, 01:38 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Starting facs for homeworlds...
That might be a nice way of creating a capitol like planet. A planet with 10 shipyards would be an incredible asset to capture and would be something you would want to defend at all costs.
I might have to try it.
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