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June 25th, 2002, 07:03 PM
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Sergeant
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Re: Modding multiple shipyards per planet?
Here, ELN, this what he means. Paste this in your "Facility.txt" file. That file is in the Data directory.
I put a low cost, 2000 mins, on it because I am currently trying to get the AIs to build one, (no luck so far). If they do, they will upgrade it automatically I think.
Name := Space Yard Expansion
Description := Large construction facility which allows the construction of ships in space.
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 0
Restrictions := None
Pic Num := 16
Cost Minerals := 2000
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 := 0
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June 25th, 2002, 07:22 PM
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First Lieutenant
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Re: Modding multiple shipyards per planet?
Quote:
(snip) ...because I am currently trying to get the AIs to build one, (no luck so far). If they do, they will upgrade it automatically I think.
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It's a shame that the AI won't use it , this is a great idea. You'll probably have to give it a dummy ability and mod the AI, then it should build as many as you want.
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June 25th, 2002, 08:07 PM
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Shrapnel Fanatic
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Re: Modding multiple shipyards per planet?
Add the armor ability to the expansion project, and then have the AI call for armor on its planets.
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June 26th, 2002, 01:15 AM
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Sergeant
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Re: Modding multiple shipyards per planet?
Yeah, thanks , Sj, but I was trying to see if I could get the AI to do something without modifing the AI_Facility_construction.txt.
Not sure if adding "armor" ability is going to work either anyway. It would call the construction of the expansion facility, but then, after it upgraded, would it not call another expansion because the "armor" is now missing?
If I put "armor" on the space yards too they'd never call "armor".
I need a drink. This is driving me crazy. LOL!
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June 26th, 2002, 03:39 AM
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Shrapnel Fanatic
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Re: Modding multiple shipyards per planet?
If you're going to make a change as major as allowing multiple spaceyards, there's not way you can use the default AI_facility_construction_facilities.txt
Use:
AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term), Not Connected
Construction Queue Type := Construction Yard
Num Queue Entries := 8
Facility 1 Ability := Spaceport
Facility 1 Amount := 1
Facility 2 Ability := Supply Generation
Facility 2 Amount := 1
Facility 3 Ability := Space Yard
Facility 3 Amount := 1
Facility 4 Ability := Point Generation - Research
Facility 4 Amount := 1
Facility 5 Ability := Ship Training
Facility 5 Amount := 1
Facility 6 Ability := Fleet Training
Facility 6 Amount := 1
Facility 7 Ability := Resource Reclamation
Facility 7 Amount := 1
Facility 8 Ability := Resource Generation - Minerals Armor
Facility 8 Amount := 100
Where italics means delete, and bold means add.
Note that as soon as the AI decides that it's orders mean to build an expansion project, it will continue making more and more.
(since each time it upgrades, it loses the ability it called for originally)
[ June 26, 2002, 02:41: Message edited by: Suicide Junkie ]
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June 26th, 2002, 03:58 AM
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Sergeant
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Re: Modding multiple shipyards per planet?
Yes, I understand. I was addressing getting it to build rather a specified amount, like just 2 or 3 not just fill up the remaining space. That may be fine for the construction yard planet, but on other types, a specific amount would be wanted.
Anyway, I think I'll scrap the idea for now. My personal Mod is focused on compatability with the TDM race files.
While it is really neat to be able to stick more then one SY on a planet, it looks like it can't be done without messing with the TDM files right now.
Who knows, maybe a future patch will remove the code block on more then one per planet. It was probobly done because the AI is too stupid to allocate its biggest projects to its biggest yards. It probobly just sticks next job in first empty yard on its 'yard list'.
It is cool to know it can be done anyway. Thanks again.
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June 26th, 2002, 04:43 AM
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Shrapnel Fanatic
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Re: Modding multiple shipyards per planet?
Well, I'd presume that for the non-dedicated shipyards, a single yard is sufficient.
You don't need uberfast production everywhere, and your really don't want to spend the time building an ubershipyard everywhere at the expense of ships.
Something you may be interested in is what I did for P&N.
As you may or may not know, P&N has QNP, so bigger ships need proportionally more engines to go the same speed as smaller, lighter ships.
Clearly the AI files have to change.
What I did was write an AI Patcher program, which quickly zaps the files into shape (just click on the file you want to patch).
This works for normal AIs and TDM AIs too, and is quite simple to use (AFAIK).
I've enjoyed many a game of P&N vs the likes of the Vaxin and Klingons.
If the change to the files is as trivial as what I posted below, I can add support for your mod to my AI Patcher in a matter of minutes, if not seconds.
Think about it, and let me know. (You can D/L the AIPatcher from the P&N downloads page, in my sig)
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