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October 6th, 2002, 02:11 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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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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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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October 6th, 2002, 08:07 AM
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Sergeant
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Re: How to mod the homeworld starting facilities?
Note that you don't get the best facility for a given slot, just the one lowest on the list.
For example, if you mod a game where you start with access to Stellar Manipulation I your homeworlds will be filled with Monolith I's, which are individualy worse that the standard extraction facilities, as far as individual extraction capabilities are concerned.
It's not the best but the lowest applicable option in the list.
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October 6th, 2002, 08:17 AM
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Lieutenant General
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Join Date: Dec 2000
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Re: How to mod the homeworld starting facilities?
hmmm. i was certain that i was able to change the facilities on the homeworld by editing that file. on one of the early Versions of the junkyard mod, that still included research facilities in the game, i was able to remove them from homeworlds by removing them from that file.
i remember this vividly.
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