.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old August 16th, 2005, 08:58 AM

kenster9119 kenster9119 is offline
Corporal
 
Join Date: Jul 2004
Location: u.k
Posts: 53
Thanks: 0
Thanked 0 Times in 0 Posts
kenster9119 is on a distinguished road
Default space yards

hi all.ive not posted for a while.

is it possible to have more than one space yard per planet,and if so where is there settings plz,ive not looked at my mod for ages so its like starting from scrath.lol..
Reply With Quote
  #2  
Old August 16th, 2005, 09:13 AM
douglas's Avatar

douglas douglas is offline
Major
 
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
douglas is on a distinguished road
Default Re: space yards

The limit of one space yard per planet is hard coded and not moddable, but it's not checked when upgrading facilities. If a non space yard facility upgrades to a space yard facility, any number of space yards can be built by first building the base facility and then upgrading it.
Reply With Quote
  #3  
Old August 16th, 2005, 10:56 AM

kenster9119 kenster9119 is offline
Corporal
 
Join Date: Jul 2004
Location: u.k
Posts: 53
Thanks: 0
Thanked 0 Times in 0 Posts
kenster9119 is on a distinguished road
Default Re: space yards

ok ta m8.
Reply With Quote
  #4  
Old August 16th, 2005, 11:06 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: space yards

Space Yard Expansions are the way to get multiple space yards on a planet. There is no way to get multiple space yards on a ship.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #5  
Old August 16th, 2005, 11:43 AM
douglas's Avatar

douglas douglas is offline
Major
 
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
douglas is on a distinguished road
Default Re: space yards

Quote:
Imperator Fyron said:There is no way to get multiple space yards on a ship.
Not without changing the mod in midgame, at least. I was rather amused the time I added temporal space yard components in the logical place (right after regular space yards in the file), and discovered that all the cargo bay III's on my population transports had become temporal space yard III's instead . Each miraculously modified population transport had a construction rate over 100000.

I believe the Cheaters AI, specifically designed to exploit how the AI ignores a lot of restrictions, was reported as making space yard bases with two space yards on them, but I think that was as many as its makers could figure out how to get.
Reply With Quote
  #6  
Old August 16th, 2005, 11:45 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: space yards

heheheh. I meant in normal gameplay.

AIs do not generally care about design restrictions, so you can see some funky stuff with them.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #7  
Old August 16th, 2005, 01:11 PM
Wolfman77's Avatar

Wolfman77 Wolfman77 is offline
Sergeant
 
Join Date: Jun 2005
Location: Rockford, MN
Posts: 269
Thanks: 0
Thanked 0 Times in 0 Posts
Wolfman77 is on a distinguished road
Default Re: space yards

So would 2 Sy's on a planet have 2 ques, or would it build twice as fast. Or have one que and build 2 of whatever is in it. From douglas' post it sounds like ships build with a combined rate in one que, so it's just my assumption that planets do the same.
Reply With Quote
  #8  
Old August 16th, 2005, 01:20 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: space yards

There would be just one queue but with double the building rate etc.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #9  
Old August 17th, 2005, 02:57 AM
Kamog's Avatar

Kamog Kamog is offline
Lieutenant General
 
Join Date: Nov 2002
Posts: 2,903
Thanks: 1
Thanked 0 Times in 0 Posts
Kamog is on a distinguished road
Default Re: space yards

Hmmm, I remember in SEIII we could put multiple space yards on the same ship. It let you build many items at once, but you couldn't combine them together to build one item fast. I hope they bring back that feature in SEV...
Reply With Quote
  #10  
Old August 17th, 2005, 12:59 PM
Slick's Avatar

Slick Slick is offline
Brigadier General
 
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
Slick is on a distinguished road
Default Re: space yards

In SEIV (and I presume SEV), you can get a reasonable equivalent by building spaceyard bases over your planets. You lose out on some of the construction bonuses this way though...
__________________
Slick.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:40 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.