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October 5th, 2002, 09:34 AM
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Sergeant
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How to mod the homeworld starting facilities?
Anyone know how to change the facilities a homeworld starts with?
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October 5th, 2002, 09:43 AM
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Shrapnel Fanatic
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Re: How to mod the homeworld starting facilities?
You can't do it directly: the starting facilities are hard-coded. Each homeworld gets the following:
1 facility with the Spaceport ability
1 facility with the Resupply Depot ability
1 facility with the Space Yard abilities
1 of the highest producing organics facilities that is available with the starting tech
1 of the highest producing radioactives facilities
The rest are split between the highest producing minerals facilities and research facilities.
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October 5th, 2002, 04:45 PM
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National Security Advisor
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Re: How to mod the homeworld starting facilities?
Not correct. They are not hardcoded, they are in the Default_AI_Construction_Facilities.txt, or if your race has a race specific _AI_Construction_Facilities.txt it uses that. You can't change them from within the game, but you can adjsut that file to get diffeerent facilities on your homewolrds.
Geoschmo
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October 5th, 2002, 05:40 PM
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Brigadier General
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Re: How to mod the homeworld starting facilities?
Sorry Geo,
the racename_AI_Construction_Facilities.txt does not determine the facilities on homeworlds. It is indeed hardcoded.
Rollo
[ October 05, 2002, 16:41: Message edited by: Rollo ]
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October 5th, 2002, 05:44 PM
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National Security Advisor
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Re: How to mod the homeworld starting facilities?
Well I never tested it myself, but I asked the same question here a while back and was told it was controlled by the text file.
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October 5th, 2002, 06:53 PM
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Captain
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Re: How to mod the homeworld starting facilities?
After seeing the classification of "Homeworld" in the construction file, I also made the assumption that you could alter your starting homeworld, but alas all efforts failed. I would say it is indeed hard coded and that the "Homeworld" entry in the construction file will only dictate a colonized world that is chosen as "Homeworld" or if you take a "Homeworld" from another race that still has facility slots open.
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October 5th, 2002, 08:26 PM
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General
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Re: How to mod the homeworld starting facilities?
Note though, that you can change the homeworld facilities by modding Facilities.txt and giving the facilities you want abilities to match the ones the hardcode is looking for. As long as the new facilities are the "best" ones available, they'll be placed instead of the normal ones.
See the Proportions mod for an example of a radically different homeworld set-up.
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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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