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Old June 25th, 2002, 07:02 PM
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Puke Puke is offline
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Default Re: Modding multiple shipyards per planet?

SJ, this is the best mod idea i have seen since Porportions. it goes on the top 5 list with Q-N movement, Point Defense Repulsars, and a few others. (most of which were your ideas too)

I was thinking that instead of having an expansion project that has no function until it is upgraded, that it could instead be a repair yard. that way it would give some added utility before the upgrade finishes.

ELN-G, here is a sample of the expansion project:

Name := Space Yard Facility I
Description := Large construction facility which allows the construction of ships in space.
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 1
Restrictions := None
Pic Num := 16
Cost Minerals := 10000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 1
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 2000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 2000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 2000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 2000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 2000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 2000
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 5 components per turn.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0

Name := Space Yard Expansion Project I
Description := An expansion project that may be upgraded to a fully functional spaceyard
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 1
Restrictions := None
Pic Num := 16
Cost Minerals := 0
Cost Organics := 50000
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 1
Number of Abilities := 0
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