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June 24th, 2002, 04:39 PM
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General
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Re: Modding multiple shipyards per planet?
Well, physically altering the data files to get around the restriction of one SY per planet was already known but I hadn't considered that there was no check on upgrading an existing facility to a space yard.  This opens the way to a 'racial ability' tech for more production capacity that would be much more effective than the 'hardy engineers' ability we currently have.
[ June 24, 2002, 20:47: Message edited by: Baron Munchausen ]
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June 24th, 2002, 09:31 PM
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Sergeant
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Re: Modding multiple shipyards per planet?
SJ!!! Thank you!!! The SYE solves a problem I couldn't figure. Excellent, thanx!
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June 24th, 2002, 09:57 PM
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Re: Modding multiple shipyards per planet?
Thanks, that's exactly the kind of solution I was looking for.
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June 24th, 2002, 10:20 PM
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Re: Modding multiple shipyards per planet?
Quote:
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.
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Yes, but show me the empire whose economy could support such a resource beast. Baseships in one turn. Fully equipped, that's like 15-20k minerals per turn.
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June 24th, 2002, 10:27 PM
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National Security Advisor
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Re: Modding multiple shipyards per planet?
You are kidding right? I have games where I lose more than that per turn because I can't spend them due to all the space yards being used and all my empires resource storage being full up.
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June 24th, 2002, 10:38 PM
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Re: Modding multiple shipyards per planet?
Quote:
Originally posted by Jmenschenfresser:
quote: 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.
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Yes, but show me the empire whose economy could support such a resource beast. Baseships in one turn. Fully equipped, that's like 15-20k minerals per turn. Have you ever played a large game? Also, have you ever placed a ship yard on a ringworld or sphereworld? The resource production in a large game can exceed a million of each per turn. And a space yard on a sphere world can get to 50000 or more in many of the mods with extended production bonuses. So neither of these is really any more of problem with additional spaceyard capacity than it is in the standard game.
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June 26th, 2002, 01:23 AM
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Re: Modding multiple shipyards per planet?
----------------------------------------------
Quote:
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.
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I don't understand that...why the way to mod this is not :
a)Add a new facility, with AN OTHER family number than your spaceyards.
b) Give it a roman numeral of the number you want due to your level number(differents levels of expansions)
c) KEEP the space yard construction abilities or one of them if you want to make specialized expansion and if you want add some to put a maintenance cost to these very usefull facilities....
d) Name the new facility something like "Spaceyard Expansion Project", and have it cost 50,000 organics or similar.
Maybe i haven't understood nothing to modding...it might be that.
thanks for youre answer !
Gustyboy
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