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July 15th, 2002, 11:01 PM
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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.
Geoschmo
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July 15th, 2002, 11:06 PM
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Second Lieutenant
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Re: Feature request: Build queue change for SE5
Quote:
Originally posted by geoschmo:
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.
Geoschmo
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that wouldn't be completely fair, cos the expensive stellar components would be build in two turns then, instead of 10.
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July 15th, 2002, 11:40 PM
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Shrapnel Fanatic
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Re: Feature request: Build queue change for SE5
that wouldn't be completely fair, cos the expensive stellar components would be build in two turns then, instead of 10.
IF you had 50K-80K of each resource available at once, then yes.  Or, make it so that you can't retrofit to them, by setting the max retrofit setting so that it is under their build cost.
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July 16th, 2002, 01:53 AM
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National Security Advisor
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Re: Feature request: Build queue change for SE5
Quote:
Originally posted by Lemmy:
That wouldn't be completely fair, cos the expensive stellar components would be build in two turns then, instead of 10.
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Well, that may be, but that's how the SEIII construction queue worked. the goal wouldn't be to make it fair, but to make it like SEIII. Besides, how could it be unfair if it was the same for everyone. I guess it would be unfair to the AI, cause they couldn't possible be made to take advantage of it, but everyone knows my take on that already.
Geoschmo
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July 16th, 2002, 08:55 PM
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Re: Feature request: Build queue change for SE5
(bump)
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July 17th, 2002, 05:22 AM
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General
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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..
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Yes, I thought this was much more realistic. You could attack a ship-building center and destroy ships before they were completed. Now they just magically 'pop into existence' when they are paid for. Weird...
But at least they don't vanish when they are mothballed. You can destroy mothballed ships very easily. Hmm, I wonder if ECM is active on a mothballed ship?
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July 17th, 2002, 05:46 AM
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Lieutenant Colonel
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Re: Feature request: Build queue change for SE5
SEIII's system worked because both repairs and damage were measured in components. SEIV's current system is a bit in-between; we repair per component, but build and destroy by kt. If the build system was changed to repair purchased ships instead of building, you'd have the problems with instant stellar manip comps.
If you changed the repair to kt, and then repaired ships you had purchased, the system would work more appropriately. Emergency build would speed up repair times, which would then drop to lower repair rates. It might even be better not to pay up front, but to pay for components on the turn on which they're completed.
Being able to destroy ships-in-progress also added some suspense to attacking planets--are those 35 dreadnaughts functional, or empty shells?
[ July 17, 2002, 04:49: Message edited by: Krsqk ]
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