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Old July 15th, 2002, 02:51 PM
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Default Re: Feature request: Build queue change for SE5

[quote]Originally posted by Nodachi:
Quote:
Seriously, I think the whole reason we can't combine the output of multiple shipyards (unmodded game) is because the game designer's concept of shipbuilding didn't consider modular components that could be built at multiple yards. But, since I'm not a mindreader, this is just a guess.
I would doubt this was any lack of understanding of shipbuilding techniques. It is quite obvious he intentionally is putting absolute limits on the space yard rate. This was a concious game play decision. Note the restriction against multiple space yards on a planet, the restriction against multiple space yards on a ship, and the steep penalties agasint using the emergency build option.

The manufacture of prefabricated modular components is not addressed, for the same reason that the transfer of resources from planet to planet is not addressed. It's considerd to be an invisible part of the game. It's assumed to be their, but for game play reasons it's ignored.

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Old July 15th, 2002, 03:24 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Feature request: Build queue change for SE5

Yeah, I think it was a game play decision. But even so there are situations where it's a problem. Maybe a 'special tech' option to link shipyards in the same sector would be effective since only certain races would have it. This would be much more worth 1000 racial points than the current 'Hardy Industrialists' ability, which is a crock.
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Old July 15th, 2002, 06:39 PM
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Default Re: Feature request: Build queue change for SE5

What would be nice is, if the final outpur of combined spaceyards was equal to the SLOWEST space yard's rate, time sthe square root of the number of spaceyards present.

Law of diminishing returns and all. To double, triple, or quadruple output, you would need 4, 9, even 16 SYS's -- the maintenance fees on which would eventually get prohibitive, indeed!
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Old July 15th, 2002, 09:41 PM
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Default Re: Feature request: Build queue change for SE5

I personally liked the way spaceyards worked in SEIII. (I hope I remember this correctly) you could buy as many ships as you wanted in one location in a turn, but they had to be repaired by your spaceyards. They would start out as empty hulls with 100% damage, repairing them could take a lot of time. When your spaceyard was attacked you could try and defend it with your half-finished ships, in the SEIV system you'll have to wait until your ship is completed before you can use it..
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Old July 15th, 2002, 09:54 PM
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Default Re: Feature request: Build queue change for SE5

it think they shoul add it as an option. so Users can choose how they perceive the workings of spaceyards. nearly everything else is modable, why not this?
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Old July 15th, 2002, 10:17 PM
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Default Re: Feature request: Build queue change for SE5

Quote:
Originally posted by henk brouwer:
I personally liked the way spaceyards worked in SEIII. (I hope I remember this correctly) you could buy as many ships as you wanted in one location in a turn, but they had to be repaired by your spaceyards. They would start out as empty hulls with 100% damage, repairing them could take a lot of time. When your spaceyard was attacked you could try and defend it with your half-finished ships, in the SEIV system you'll have to wait until your ship is completed before you can use it..
Yes, I liked this system as well. Although I never had SEIII, I downloaded it but didn't play it much, since I downloaded demo to SEIV at same time. But it was the same system as SEII had. But a ship and next turn you had a hull with 100% damage. Then it slowly repaired itself depending on how many ship yard componants you had at the planets. I'd like to see this sytem again in SEV.
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Old July 15th, 2002, 11:01 PM
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Default Re: Feature request: Build queue change for SE5

I considered at one point doing a mod to bring this SEIII kind of Space Yard queue back in. Pretty much all you need is to remove the +50% retrofit restrictions. You can do this in the settings.txt file by greatly increasing it. Not sure the highest it will take, maybe 999%. That should do it. Then you have your base hull with just the bridge/lifesupport/crew quarters, and then on the next turn you retrofit it to whatever design you want. It would take two steps instead of one, but it wouldn't be all that bad.

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