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  #11  
Old November 22nd, 2000, 05:47 AM

Tomgs Tomgs is offline
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Default Re: Moding Questions

Its not quite for each hull because there are differences between population transports and troop transports. For troop transports satellite and mine bays count as storage bins, but for population transports they don't. So I always pick troop transport as the type giving me more flexability.

[This message has been edited by Tomgs (edited 22 November 2000).]

[This message has been edited by Tomgs (edited 22 November 2000).]
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  #12  
Old November 22nd, 2000, 10:21 PM

SirDarwin SirDarwin is offline
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Default Re: Moding Questions

Umm, but you can call a ship whatever you want, even remove the ship types. So I don't see how those make a difference.

The one thing I want to know is if the requirments listed in VehicleListing.txt are hard coded into the game or not, cause no matter what I seem to try I can't add a new requirment too a ship.
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  #13  
Old November 23rd, 2000, 07:47 AM

Vilemare Vilemare is offline
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Default Re: Moding Questions

Can you set up negative production modifiers using <Population Modifiers> and how does the game handle the pops below the first defined modifier? (Worst case - it would default back to 100 perc).

By the way, what is "SY Rate"? It does not ring a bell.

Example:
Modifier 1 Population Amount := 9
Modifier 1 Production Modifier Percent := 25
Modifier 1 SY Rate Modifier Percent := 25
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  #14  
Old November 23rd, 2000, 08:02 AM

Talenn Talenn is offline
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Default Re: Moding Questions

Vilemare:

I'm not 100% sure on the Pop question as I've not messed with that aspect yet. Easiest thing to do would be for you to try it. Back up your original and make the change and see what happens. Shouldnt take too long. This is exactly how I've been modding things so far...trial and error. And so far, I've been very pleased with the results.

As far as 'SY Rate'...its the build rate for Space Yards on that planet. At stock, I believe it is set to 2000m,2000o,2000r per turn. The 'SY Rate' is a multiplier to this rate. It determines how quickly your Space Yards churn things out.

Hope it helps

Talenn
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  #15  
Old November 24th, 2000, 01:11 PM

Vilemare Vilemare is offline
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Default Re: Moding Questions

Pop Modifier thingie came out OK.
Seems to work fine with negative modifiers(<100%). Also, the first modifier tresholds all values above zero, so no problems there.

Example: I set it up with base usage rates of 100 and pop modifiers ranging from badly reduced to default levels. Domed colonies are now almost useless for unit/ship production, and it takes more than a few years to put up some simple resupply depots - the way I like it! (AI could be really crappy from all this, so it needs some working and thinking through).
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