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  #11  
Old October 30th, 2001, 03:10 PM
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Default Re: System wide abilities

quote:
The game is so huge that I don't think I could possibly remember all the changes I've made.
What I did when I needed to produce a history of changes, was to load up the earliest Version I'd archived. For each file, scroll down, and comment on each family of objects that have been altered. Commenting on a whole family of components at once keeps the time down, while scrolling though the files keeps it thorough.
A cut and paste adds the newer Version's changelist to that.

quote:
does that have a 1 per system limit or per planet limit? does it work with one of each type of facility, or will only one function at a time?
Value improvement facilities stack fully.
Three V.I.1's = one V.I.3.
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  #12  
Old October 30th, 2001, 06:47 PM

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Default Re: System wide abilities

I believe the Value 2 field controls how many system wide abilities will work toghether. If set to 0 then none will work together, i.e., only 1, the greater of the values will work. During my testing, I believe that if I set the value 2 to 1 instead of 0, I can get 2 system facilities to work. I think a value 2 of 1 means the facility will work with 1 other system facility. Unfortunately, this also enables you to cheat by building 2 of the same system facility. I may be wrong, but early indications of testing show that value 2 controls how many system abilities of the same type will work together. Maybe other people could test to confirm or deny my guess.
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  #13  
Old October 31st, 2001, 02:16 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: System wide abilities

My understanding was that no system ability could be 'stacked' like this. It was only certain component abilities that used the second number as an identifier (extra movement generation, for example). If this does in fact work it opens all sorts of possibilities for modders. We do need to verify if this works or not.
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  #14  
Old October 31st, 2001, 02:36 AM

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Default Re: System wide abilities

Just thought I'd mention that I did a test game and found out that the System resource facilites and the System Robotoid Factories are not infact, cumunitive as many people have said. That really sucks. That means I've wasted a lot of research and resources. Damn.

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  #15  
Old October 31st, 2001, 04:44 PM
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Default Re: System wide abilities

bearclaw: lots of us have made that same mistake; this situation is a good candidate for the beginner's FAQ that someone started in another thread...

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  #16  
Old October 31st, 2001, 08:15 PM

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Default Re: System wide abilities

I made an intial test two weeks ago in 1.41 with the replicant center and the medical lab on population growth. I thought I was able to get a combination of the two. In my Version (mod), both replicant center and medical lab have system wide population growth abilities (at least I thought they were system wide).

I have not done any testing in 1.49 and probably will not for at least a couple of weeks (busy at work, other committments, etc)
Additional testing is necessary, but it might be an avenue to explore. (using the "value 2" field of the ability to control how many system wide facilities will work together).

Just a thought
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  #17  
Old October 31st, 2001, 08:29 PM
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Default Re: System wide abilities

If you place two facilities with multiple conflicting, non-stackable abilities, you usually get the higher value for each ability pair.

You get the plague protection of the medical facility, and the growth rate from the replicant facility.
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