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  #11  
Old June 24th, 2002, 10:27 PM
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Default Re: Modding multiple shipyards per planet?

You are kidding right? I have games where I lose more than that per turn because I can't spend them due to all the space yards being used and all my empires resource storage being full up.
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  #12  
Old June 24th, 2002, 10:38 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Modding multiple shipyards per planet?

Quote:
Originally posted by Jmenschenfresser:
quote:
And when it's all said and done, even if you have a huge world dedicated to all space yard produciotn, you can't build more than one ship per turn.
Yes, but show me the empire whose economy could support such a resource beast. Baseships in one turn. Fully equipped, that's like 15-20k minerals per turn.
Have you ever played a large game? Also, have you ever placed a ship yard on a ringworld or sphereworld? The resource production in a large game can exceed a million of each per turn. And a space yard on a sphere world can get to 50000 or more in many of the mods with extended production bonuses. So neither of these is really any more of problem with additional spaceyard capacity than it is in the standard game.
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  #13  
Old June 25th, 2002, 02:04 PM
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Default Re: Modding multiple shipyards per planet?

Quote:
Originally posted by ELN-Gustyboy:
----------------------------------------------
Quote: By SJ
So, what you do is:
a) Add a new facility, with the same family number as your spaceyards.
b) Give it a roman numeral of zero (less than any true space yard)
c) Remove the space yard construction abilities.
d) Name the new facility something like "Spaceyard Expansion Project", and have it cost 50,000 organics or similar.
--------------------------------------------

----------------------------------------------
I don't understand that...why the way to mod this is not :
a)Add a new facility, with AN OTHER family number than your spaceyards.
b) Give it a roman numeral of the number you want due to your level number(differents levels of expansions)
c) KEEP the space yard construction abilities or one of them if you want to make specialized expansion and if you want add some to put a maintenance cost to these very usefull facilities....
d) Name the new facility something like "Spaceyard Expansion Project", and have it cost 50,000 organics or similar.

Maybe i haven't understood nothing to modding...it might be that.
thanks for youre answer !
Gustyboy
You cannot BUILD more than one facility on a planet that has the space yard construction ability. There is a hard code game restriction against this. You cannot mod it. The game won't even let you put another Space Yard in the build queue for that planet if it already has one. That is the reason for letter c.

You CAN however uprgrade a facility from one that has no Space Yard ability to one that has the Space Yard ability, if it is available in the mod. However, to upgrade form one facility to another, they both have to have the same familiy number, and the one you are upgrading too has to have a higher roman numeral. The reason the suggestion in letter A was made, was so you can upgrade the expansion facility to a true space yard facility, and thus only have to add one facility, the space yard expansion facility. If you want a whole separate branch of Space Yard Expansion facilities you can do that and give them separate family numbers and start at whatever roman numeral you wish, but you must have the facility you are building the same family as what you will upgrade too, and you must have the one you are upgrading too be a higher roman numeral.

Geoschmo

[ June 25, 2002, 13:07: Message edited by: geoschmo ]
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  #14  
Old June 25th, 2002, 06:19 PM

ELN-Gustyboy ELN-Gustyboy is offline
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Default Re: Modding multiple shipyards per planet?

Ok i understand better but not all.
(sorry i am french )
so is someone have a facility.txt with one SYE facility in it?in this case i will be able to look at it and to understand by myself...
Thanks a lot.
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  #15  
Old June 25th, 2002, 07:02 PM
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Default Re: Modding multiple shipyards per planet?

SJ, this is the best mod idea i have seen since Porportions. it goes on the top 5 list with Q-N movement, Point Defense Repulsars, and a few others. (most of which were your ideas too)

I was thinking that instead of having an expansion project that has no function until it is upgraded, that it could instead be a repair yard. that way it would give some added utility before the upgrade finishes.

ELN-G, here is a sample of the expansion project:

Name := Space Yard Facility I
Description := Large construction facility which allows the construction of ships in space.
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 1
Restrictions := None
Pic Num := 16
Cost Minerals := 10000
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 := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 2000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 2000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 2000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 2000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 2000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 2000
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 5 components per turn.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0

Name := Space Yard Expansion Project I
Description := An expansion project that may be upgraded to a fully functional spaceyard
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 1
Restrictions := None
Pic Num := 16
Cost Minerals := 0
Cost Organics := 50000
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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  #16  
Old June 25th, 2002, 07:03 PM

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Default 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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  #17  
Old June 25th, 2002, 07:22 PM
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Default 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.
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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  #18  
Old June 25th, 2002, 08:07 PM
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Default 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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  #19  
Old June 26th, 2002, 01:15 AM

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Default 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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  #20  
Old June 26th, 2002, 01:23 AM

ELN-Gustyboy ELN-Gustyboy is offline
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Default Re: Modding multiple shipyards per planet?

----------------------------------------------
Quote:
So, what you do is:
a) Add a new facility, with the same family number as your spaceyards.
b) Give it a roman numeral of zero (less than any true space yard)
c) Remove the space yard construction abilities.
d) Name the new facility something like "Spaceyard Expansion Project", and have it cost 50,000 organics or similar.
--------------------------------------------

I don't understand that...why the way to mod this is not :
a)Add a new facility, with AN OTHER family number than your spaceyards.
b) Give it a roman numeral of the number you want due to your level number(differents levels of expansions)
c) KEEP the space yard construction abilities or one of them if you want to make specialized expansion and if you want add some to put a maintenance cost to these very usefull facilities....
d) Name the new facility something like "Spaceyard Expansion Project", and have it cost 50,000 organics or similar.

Maybe i haven't understood nothing to modding...it might be that.
thanks for youre answer !
Gustyboy
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