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October 5th, 2002, 11:17 PM
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Shrapnel Fanatic
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Re: How to mod the homeworld starting facilities?
Geo:
It's always been hard-coded.
Capnq:
That is exactly what my post says. It does not say that a HW gets 1 Organics Farm facility, it says it gets 1 facility with the highest level of organics generetion. 
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October 5th, 2002, 11:35 PM
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National Security Advisor
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Re: How to mod the homeworld starting facilities?
Quote:
Originally posted by Imperator Fyron:
Geo:
It's always been hard-coded.
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Right Fyron. I wasn't saying it had changed. I was saying you were wrong. Only it turns out you were right and I was wrong. Which is no big suprise. I am wrong quite often.
Geoschmo
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October 6th, 2002, 02:11 AM
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General
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Re: How to mod the homeworld starting facilities?
Capnq is right. Changing abilities of the facilities can change the way your original homeworlds are setup at game start. I've given Space Yards the resupply ability in my personal mod and this results in TWO Space Yards on every homeworld at game start. Which is cool. It gives homeworlds a special value and a unique level of power in the game.
I don't think the Homeworld entries in ConstructionFacilities.txt are useless, though. I think the homeworld entries will be used as the game progresses. Most everyone has the SAME setup for every planet type in every AI state. But if you've got alterations for different AI states to make different configurations I think they will get used.
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October 6th, 2002, 02:37 AM
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First Lieutenant
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Re: How to mod the homeworld starting facilities?
Quote:
I've given Space Yards the resupply ability in my personal mod and this results in TWO Space Yards on every homeworld at game start.
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Does this mean that if you give the Cultural Center in Proprtions the Spaceyard ability, you'll have an even more insane homeworld?
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Assume you have a 1kg squirrel
E=mc^2
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which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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October 6th, 2002, 02:38 AM
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Brigadier General
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Re: How to mod the homeworld starting facilities?
I thought the Cultural centers had a repair ability of 1 slot but PvK took it out?
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October 6th, 2002, 03:29 AM
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Shrapnel Fanatic
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Re: How to mod the homeworld starting facilities?
The repair ability is not looked at for HW facilites. Only the build rate abilities are.
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October 6th, 2002, 05:16 AM
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National Security Advisor
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Re: How to mod the homeworld starting facilities?
"Does this mean that if you give the Cultural Center in Proprtions the Spaceyard ability, you'll have an even more insane homeworld?"
Yes. Specially you'll have a homeworld with upwards of 30 functional spaceyards (i.e. really really larger build rate)
Phoenix-D
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