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November 5th, 2002, 04:16 PM
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Re: How can I kick out spaceport functions completely ?
Hmm, programming my own game would just cost me too much time which I just do not have, but I have alreday started to make a webbased se4-like game with some friends, although there are already many.
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But at any rate, you are not likely to get any assistance on this forum for hacking the game code.
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I never asked for it, did I ?
I asked whether it is possible with the normal moddable files to change the economic system in se4 completly. And as it does not seem so, I just tried to change it in the exe-file. If I wanted to hack it for public purpose I would have presented the source code of the game, which is a nice example for Delphi-programming at its best !
At those who now feel to need to have the source code:
I will not give it to you !!!
Just for those who are interested:
it costed me several hours, but I finally could change what I wanted, even without any programm errors when starting the game.
But it is not at all what I wanted, because I wanted to make a legal mod , which can be played by everyone.
So I am back at the beginning of this post
and open for any advice how I could mod the game to have an planetonly-economy, which would lead to a greater importance of transporters and the resulting transport-routes.
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November 5th, 2002, 05:30 PM
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National Security Advisor
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Re: How can I kick out spaceport functions completely ?
There is no way currently to do what you want unfortunatly without hardcode changes. Even by eliminating the spaceport component and taking out the merchant racial trait, all you will succeed in doing is eliminating resource production outside of the home system. Construction every where in the empire will still pull from the empire pool. There is no way to make production dependant on resources generated locally.
Geoschmo
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November 5th, 2002, 06:08 PM
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Re: How can I kick out spaceport functions completely ?
Well,then this would be a proposal for SE5:
For a far more complex strategic background in the game make the economy planetdependant !
You would be forced to move ressources to production specialized planets or planets with more people than they can nourish...
You would of course need to be abled to build several ships at one time in shipyards or more shipyards per planet and you shouldn't be abled to kill planets as easy as it is now, you should need to invade them, perhaps because there is a little bit of fallout in the athmosphere, if you just bLast em up
Best would be, if SE5 becomes a mixture of the best ideas of all the web-based space strategy games out there 
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November 5th, 2002, 06:37 PM
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BANNED USER
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Re: How can I kick out spaceport functions completely ?
Thane,
I personaly don't want to manage the economy.
I want to
Explore, Study, Design, Build, and Fight.
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November 5th, 2002, 10:59 PM
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Shrapnel Fanatic
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Re: How can I kick out spaceport functions completely ?
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Even by eliminating the spaceport component and taking out the merchant racial trait, all you will succeed in doing is eliminating resource production outside of the home system.
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Uhm, Geo...
The homesystem needs to have a spaceport, just like all the others.
If you remove all spaceport abilities, all empires will get only the "minimum empire resource generation" as specified in the settings.txt.
By default, that is 200 of each resource each turn, IIRC.
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November 5th, 2002, 11:02 PM
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Re: How can I kick out spaceport functions completely ?
Well, it's a little better than that in the later patch levels, SJ. You get a minimum percentage of the production of your home system even without a space port. It's in SETTINGS.TXT like so many other things.
Home System Percentage Value With No Spaceport := 50
[ November 05, 2002, 21:03: Message edited by: Baron Munchausen ]
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November 5th, 2002, 11:33 PM
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Shrapnel Fanatic
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Re: How can I kick out spaceport functions completely ?
I think that is for score calculations BM, not actual production.
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