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  #11  
Old January 6th, 2004, 02:58 AM
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Default Re: Yet More NON-Newbie Questions ;)

Quote:
So, I realize you can't have more than one shipyard per planet, BUT....could you have differing buildings that add to its build numbers per turn?? (sort of an 'add on' that will make your yard turn out ships faster...)
Certainly. Check out the SY Expansion projects in Adamant Mod and the PBW Version of P&N.

Quote:
And its probally a really dumb question but is there any way to make a building take up more than one 'slot' in a planet?
No. You can separate the abilities of facilities with multiple abilities, but that is it. All facilities take exactly 1 slot.

Quote:
Any idea what the AI would do if I replaced all the 'launchers' (sattelite/fighter/mine) with a generic component that could launch all the types? Would this mess up AI ship design totally?
All of the launchers are 30 kT, so it would have little effect, assuming you keep their cargo storage values at a reasonable rate (large, like that of Drone Launchers, to accomodate all unit types). They would have the exact same ship designs, just using the multi-purpose launcher instead of the other launchers (assuming you also delete the other launchers).
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  #12  
Old January 8th, 2004, 05:32 PM
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Default Re: Yet More NON-Newbie Questions ;)

Thanks Fyron, I played around with the expansion projects and finally figured out how you did it (didn't realize the importance of the empty facilities that could be upgraded)....sneaky guy arn't ya.

Mind if I blatently steal the idea? (credit will be givin of course...)
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  #13  
Old January 8th, 2004, 07:08 PM
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Default Re: Yet More NON-Newbie Questions ;)

I think it was SJ's idea originally...
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  #14  
Old January 18th, 2004, 02:05 AM
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Default Re: Yet More NON-Newbie Questions ;)

Ok, now for a real fun one, does 'Crew ConVersion' work for damage for a mine warhead , and wouldn't that be fun for a borg minelayer if it did??
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  #15  
Old January 18th, 2004, 02:20 AM
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Default Re: Yet More NON-Newbie Questions ;)

No idea. Test it.
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  #16  
Old January 18th, 2004, 02:31 AM
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Default Re: Yet More NON-Newbie Questions ;)

heh, think I will, and along with that does shields on units still work kinda funky (ie, not really shields but part of the structure??). I'd like to add different types of PDC weapons that can skip shields/armor for attacks on fighters/sats that have shield/armor mounts but not just increase PDC damage wich will lower the usefullness of seekers in general.
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  #17  
Old January 18th, 2004, 03:32 AM
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Default Re: Yet More NON-Newbie Questions ;)

maybe this is a late reply. somehow this thread has slipped past me.

Quote:
Originally posted by Deathstalker:
Do Baseships ever get fleeted?? or are they always loners? And if so is there any way to make regular attack ships above 1499kt in size.
yes, baseships do get fleeted. Problem with the AI might be that it uses 'Attack Base' for the design type of Baseships.
The design type, not the size, determines whether a ship gets fleeted or not.

Attack Ships always get fleeted. Regardless of their size.

Attack Bases don't get fleeted. Good thing about them is that you can build small ships using the Attack Base design type. Thus you have nice scout ships.

[ January 18, 2004, 01:36: Message edited by: Rollo ]
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  #18  
Old January 18th, 2004, 03:52 AM
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Default Re: Yet More NON-Newbie Questions ;)

nope, crew conVersion mines don't work. Just treated as normal damage (turned all mine warheads into crew conVersion damage, ships just kept blowing up, ah well.).

Thx Rollo. Is there any way though to have 'attack ships' that are above 1499 kt though? I've got the designcreations txt file set for 5000 kt attack ships but the only ones that get built are the attack bases. The ships seem to stop at the lowest kt below baseship size (my 1200 kt superdreadnoughts) and anything bigger must be an attack base, this even happens with AI's that don't even have attack bases in their txt files. Is this hardcoded?

Edit:

Also tried the 'one type only' laucher, it worked sort of. The only problem is that the AI will design/build ships it does not need (ie, minelayers long before it has mine warhead technology as the launchers can launch all unit types).

[ January 18, 2004, 02:10: Message edited by: Deathstalker ]
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  #19  
Old January 18th, 2004, 11:01 AM
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Default Re: Yet More NON-Newbie Questions ;)

Quote:
Thx Rollo. Is there any way though to have 'attack ships' that are above 1499 kt though? I've got the designcreations txt file set for 5000 kt attack ships but the only ones that get built are the attack bases. The ships seem to stop at the lowest kt below baseship size (my 1200 kt superdreadnoughts) and anything bigger must be an attack base, this even happens with AI's that don't even have attack bases in their txt files. Is this hardcoded?
yes, it is possible and I have a hunch why it isn't working for you.
What is the 'Minimum Speed :=' for the big attack ships in the design file?
And what is the 'Requirement Max Engines :=' for the Baseship hulls?

If the minimum speed is greater than the number of allowed engines, the hull cannot be selected by the AI, since it doesn't fullfil the minimum speed requirement.
Lower the 'Minimum Speed :=' for designs 1500kT - 5000kT and it should work.
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  #20  
Old January 19th, 2004, 12:09 AM
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Default Re: Yet More NON-Newbie Questions ;)

Rollo, you are a godsend

Will do as you say and see what happens. (something so simple yet so frusturating, don't know what I'd do without you guys. )
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