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  #1  
Old February 1st, 2001, 02:53 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Multiple shipyards

So, you can put a facility called a "Truck Stop" on your planet even if it has construction ability just like a space yard and your planet already has a space yard? That's funny. You'd think they would have programmed the check better than that. But, this opens the way for some cool racial techs. Organic Manipulation races could have a "Bioconstructor" facility that boosts the capacity of their standard space yard to build with organics, for example. Given the very high organics costs of ships with high level Organic Weapons and Armor, this could be a big help.

And, just by the way, it has occured to me more than once that a Space Yard ought to include a Resupply Depot. Surely an industrial complex designed to build and repair ships is going to have the relevant infrastructure to RESUPPLY them, too? Its seems idiotic that you can strand a ship by upgrading it's engines (if it doesn't have supply storage, too) at a space yard planet without a resupply depot.


[This message has been edited by Baron Munchausen (edited 01 February 2001).]
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  #2  
Old February 1st, 2001, 04:03 AM

Tomgs Tomgs is offline
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Default Re: Multiple shipyards

Actually the game looks for abilities not the names of facilities. If you give something a spaceyard ability it won't work with an existing spaceyard no mater what the name of the facility is. Now you may be able to increase production with a facility but I wouldn't know how because I haven't tried that myself. I don't know if the production boosting ability will work in facilities. I don't see it used anywhere except for bonuses from happiness and population so I doubt that a facility can do this without a code change. But hopefully someone can prove me wrong.

[This message has been edited by Tomgs (edited 01 February 2001).]
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  #3  
Old February 1st, 2001, 05:33 AM
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Atrocities Atrocities is offline
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Default Re: Multiple shipyards

raynor, thanks for the storage tip. I filled all the empty space on my Large BY Ships with cargo storage. Man talk about space now. Woooooooooooo.
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  #4  
Old February 1st, 2001, 08:36 PM
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Puke Puke is offline
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Default Re: Multiple shipyards

quote:
Originally posted by Tomgs:
Actually the game looks for abilities not the names of facilities.


its not based on the Group?

as in:

General Group := Construction

or:

Facility Group := Space Yard

[This message has been edited by Puke (edited 01 February 2001).]
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  #5  
Old February 1st, 2001, 08:59 PM
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Default Re: Multiple shipyards

no, everyone else is right. you cant do this.
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Old February 2nd, 2001, 01:18 AM

jimbob55 jimbob55 is offline
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Default Re: Multiple shipyards

Why not just add to Components.txt :

Name := Deep Space Yard IV
Description := Ship construction component which can work on one ship at a time.
....snipped.....

A space yard that can't repair but can hold lots of supplies.. or change supply to cargo and get a yard for building fighters....Or include solar generation ability for the yard.



[This message has been edited by jimbob55 (edited 02 February 2001).]
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Old February 2nd, 2001, 01:36 AM
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Default Re: Multiple shipyards

quote:
Originally posted by jimbob55:
Why not just add to Components.txt :
...snip...



i because i believe the real goal to be increasing planetary production by taking up more facility slots. its easy to make a better planetary yard, but we want the cost trade off to be in facility slots as well as initial build time. the spaceborne stuff is just gravy on top.

as for cargo space, might as well just slap on a cargo container. the repair is an added bonus, because you would expect anything that can construct to have some limited repair abilities as well.
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