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  #11  
Old October 6th, 2002, 02:37 AM
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Default Re: How to mod the homeworld starting facilities?

Quote:
I've given Space Yards the resupply ability in my personal mod and this results in TWO Space Yards on every homeworld at game start.
Does this mean that if you give the Cultural Center in Proprtions the Spaceyard ability, you'll have an even more insane homeworld?
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  #12  
Old October 6th, 2002, 02:38 AM
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Default Re: How to mod the homeworld starting facilities?

I thought the Cultural centers had a repair ability of 1 slot but PvK took it out?
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  #13  
Old October 6th, 2002, 03:29 AM
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Default Re: How to mod the homeworld starting facilities?

The repair ability is not looked at for HW facilites. Only the build rate abilities are.
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  #14  
Old October 6th, 2002, 05:16 AM

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Default Re: How to mod the homeworld starting facilities?

"Does this mean that if you give the Cultural Center in Proprtions the Spaceyard ability, you'll have an even more insane homeworld?"

Yes. Specially you'll have a homeworld with upwards of 30 functional spaceyards (i.e. really really larger build rate)

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  #15  
Old October 6th, 2002, 08:07 AM
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Default Re: How to mod the homeworld starting facilities?

Note that you don't get the best facility for a given slot, just the one lowest on the list.

For example, if you mod a game where you start with access to Stellar Manipulation I your homeworlds will be filled with Monolith I's, which are individualy worse that the standard extraction facilities, as far as individual extraction capabilities are concerned.

It's not the best but the lowest applicable option in the list.
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  #16  
Old October 6th, 2002, 08:17 AM
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Default Re: How to mod the homeworld starting facilities?

hmmm. i was certain that i was able to change the facilities on the homeworld by editing that file. on one of the early Versions of the junkyard mod, that still included research facilities in the game, i was able to remove them from homeworlds by removing them from that file.

i remember this vividly.
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  #17  
Old October 6th, 2002, 08:51 AM
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Default Re: How to mod the homeworld starting facilities?

QuarianRex:
For the resource and research ones, you do get the highest producing one available. I have added a facility at the very beginning of the file that makes more resources than anything else, and it is placed on HWs. For the spaceport and RD ones, it is the lowest in the list, as you said.

[ October 06, 2002, 07:51: Message edited by: Imperator Fyron ]
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  #18  
Old October 6th, 2002, 09:56 PM
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Default Re: How to mod the homeworld starting facilities?

Quote:
(IF That is exactly what my post says.
&ltrereads Fyron's post&gt
Hmm, so it does. Since you didn't explicitly say that one could mod Facilities.txt , I didn't catch the difference.
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  #19  
Old October 6th, 2002, 10:15 PM
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Default Re: How to mod the homeworld starting facilities?

Quote:
Originally posted by QuarianRex:
Note that you don't get the best facility for a given slot, just the one lowest on the list.

For example, if you mod a game where you start with access to Stellar Manipulation I your homeworlds will be filled with Monolith I's, which are individualy worse that the standard extraction facilities, as far as individual extraction capabilities are concerned.

It's not the best but the lowest applicable option in the list.
This one I am 100% sure is incorrect. You can easily test it by simply doing a high tech start. You will see that your homeworlds do not have monoliths.
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  #20  
Old October 6th, 2002, 10:24 PM
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Default Re: How to mod the homeworld starting facilities?

Quote:
Originally posted by capnq:
quote:
(IF That is exactly what my post says.
&ltrereads Fyron's post&gt
Hmm, so it does. Since you didn't explicitly say that one could mod Facilities.txt , I didn't catch the difference.

I just get tired of posting answers to questions people ask, and then seeing like 5 more people post the exact same thing many hours, if not days, later.

[ October 06, 2002, 21:38: Message edited by: Imperator Fyron ]
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