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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #11  
Old May 3rd, 2001, 04:12 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Starting facs for homeworlds...

Imagine a Sphereworld full of stackable Temporal Shipyards.

------------------
-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #12  
Old May 3rd, 2001, 06:08 PM

Hydraa Hydraa is offline
Corporal
 
Join Date: Dec 2000
Location: Irving,tx,usa
Posts: 123
Thanks: 0
Thanked 0 Times in 0 Posts
Hydraa is on a distinguished road
Default Re: Starting facs for homeworlds...

I was running a test game anyways so I tried this with ship yard I. The repeat build flag stayed active but the ship yard did NOT get repeated in the queue.

Temporal SY will need to be tested still
Reply With Quote
  #13  
Old May 3rd, 2001, 06:13 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Starting facs for homeworlds...

quote:
I was running a test game anyways so I tried this with ship yard I. The repeat build flag stayed active but the ship yard did NOT get repeated in the queue


Of course. That bug has been fixed as of V1.3 or perhaps even earlier.
Reply With Quote
  #14  
Old May 3rd, 2001, 06:27 PM

Nitram Draw Nitram Draw is offline
First Lieutenant
 
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
Nitram Draw is on a distinguished road
Default Re: Starting facs for homeworlds...

Did a quick test.
I added 600 points of research ability to Shipyard I and started a default game. Had 9 shipyards on my homeworld and build rate was 18k per resource so it looks like this still works. I have v1.30 installed. Don't know what would happen if they were upgraded or if any problems would occur later in the game. Might have to explore this a little more.
Reply With Quote
  #15  
Old May 3rd, 2001, 08:06 PM

Hydraa Hydraa is offline
Corporal
 
Join Date: Dec 2000
Location: Irving,tx,usa
Posts: 123
Thanks: 0
Thanked 0 Times in 0 Posts
Hydraa is on a distinguished road
Default Re: Starting facs for homeworlds...

Try that again with max tech and I bet you get 8 research III and 1 SY III. SEIV sometimes has a problem with mixed ability comps and facilitys.

However it appears that as of now you can do this so homeworlds (as long as they don't take damage) will start out with massive build ability. But you will not be able to repair or build a new planet with multiple SYs. However you might want to see if the AI does it because it sometimes is able to do some illegal stuff
Reply With Quote
  #16  
Old May 3rd, 2001, 08:15 PM

Nitram Draw Nitram Draw is offline
First Lieutenant
 
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
Nitram Draw is on a distinguished road
Default Re: Starting facs for homeworlds...

I only modified shipyard I but it would probably work with any level if the extra values were increased above the normal facility, ie shipyard III also generated one more research point than research III.
I as thinking of creating special facilities that have unique abilities that would be chosen for homeworlds. I would make the facility so expensive, 100k of each resource for example, that you wouldn't normally build one. The only problem may be the AI trying to build them so maybe shipyards are the only one that can be done, since you can't build more than one. At least you wouldn't have to create a special tech, it's available from the start to everyone. You could add any facility ability you desired and it would only be used on a homeworld. Maybe I've found my valuable property!

[This message has been edited by Nitram Draw (edited 03 May 2001).]
Reply With Quote
  #17  
Old May 4th, 2001, 01:38 AM

Nitram Draw Nitram Draw is offline
First Lieutenant
 
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
Nitram Draw is on a distinguished road
Default 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.
Reply With Quote
  #18  
Old May 4th, 2001, 11:37 PM

Trachmyr Trachmyr is offline
Sergeant
 
Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
Trachmyr is on a distinguished road
Default Re: Starting facs for homeworlds...

The way around this is simple... don't add research, add resupply or spaceport abilities to it... and mod AI_facility_creation.txt(?) so that the colonies only build one of the approprite item. For instance, add resupply to shipyards... your homeworld will start with 2 shipyards, then modify the AI_facility_creation.txt(?) to remove all instances where a colony is to have both a shipyard and a resupply depot. Of course the drawback is that now you need only build a shipyard and you'll get a resupply depot for free... but if you increase the costs of the shipyards some, and reduce the costs of the "normal" resupply depot, then that will give human players a reason to only build the less usefull resupply depot as it will be built 5x/10x faster than the shipyard.

Just my thoughts on the matter.
Reply With Quote
  #19  
Old May 4th, 2001, 11:46 PM

Devnullicus Devnullicus is offline
Sergeant
 
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
Devnullicus is on a distinguished road
Default Re: Starting facs for homeworlds...

I think you could get this to work, but you'd have to make sure that any resource/research generation was less than the value of the lowest facility that does that generation. For example, if a level 1 research facility generates 500 points, your shipyard would have to produce less than that.

The problem is that the AI tries to be semi-intelligent and build the facility that generates the most of that particular resource. This is what caused the monlith facilities to never be built by the AI way back when.
__________________
How's my Programming? Call 1-800-DEV-NULL
Get the Space Empires V Editor and DevnullMod at http://www.devnullsoftware.com/se5
Reply With Quote
  #20  
Old May 5th, 2001, 01:09 AM

Nitram Draw Nitram Draw is offline
First Lieutenant
 
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
Nitram Draw is on a distinguished road
Default Re: Starting facs for homeworlds...

Tested the modified shipyard and it causes problems with the AI.
If you give the shipyard the research or mineral mining capacity the AI tries to build it instead of the standard facility on new colonies but they can only build one per planet so their colonies do not grow. I only tested it for about 35 turns so that may not have been a long enough to test. I am not real familiar with how the AI builds on colonies. Maybe a more experianced modder could figure a way around this.
The best I could do without changing the game to much was give the shipyard the ability of a resupply base. This put two yards per homeworld and didn't seem to affect the AI, again the test was not long. Not much of an increase but at least it is sort of logical to have the yard act as a supply base.
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 12:48 PM.


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