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  #61  
Old February 17th, 2003, 03:31 PM

Aloofi Aloofi is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Which file do I have to tinker so I get 19 Cultural centers and a shipyard in the starting planet instead of 16 Cultural Centers, a shipyard, an Spaceport, a resuply and a Rad complex?
Is it there any graphic for a mega Spaceport-resuply-shipyard-cargo facility that can be set for inaccesible tech and avaliable only for the starting planet?
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  #62  
Old February 17th, 2003, 03:45 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

You don't realy need them.
Research computers and build robotoid factory and the building that boosts research (forget the name) instaed of spaceport and resuply depot.
You will get more from existing centers than having two more

seriously though, it is not easy to do, you will need to rework facilities.txt file in /data folder.
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  #63  
Old February 17th, 2003, 04:05 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by oleg:
seriously though, it is not easy to do, you will need to rework facilities.txt file in /data folder.[/QB]
Facilities.text?
But where exactly it says which building make it to the Homeworld?
I just want a mega space-yard-port that can't be replicated it in a colony.
I love the Homeworld concept in Proportions...

[ February 17, 2003, 14:07: Message edited by: Aloofim ]
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  #64  
Old February 17th, 2003, 04:23 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

I think you can achieve what you want by moving Cultural centers from their own Category into the same Category as spaceports and/or resupply depot. Then SE may chose them in the begining of the game. As to radioactive magaplex - it happens only at full tech start. As PvK mentioned many times, he never intended Proportions to be played that way. It should always be played with low/medium tech.
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  #65  
Old February 17th, 2003, 05:37 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by oleg:
I think you can achieve what you want by moving Cultural centers from their own Category into the same Category as spaceports and/or resupply depot. Then SE may chose them in the begining of the game. As to radioactive magaplex - it happens only at full tech start. As PvK mentioned many times, he never intended Proportions to be played that way. It should always be played with low/medium tech.
Guess what, I got a Rad Megaplex starting with medium tech, and it have a roman number 4 on it!
It never happened before. I usually get 17 Cultural centers, the Spaceport, resuply and Shipyard.
I'm gonna try what you told me of building the robofactory.
Still, i would like to have a unique Mega Spaceport-shipyard for the homeworld. Its not just a problem of production, but of unique looks.
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  #66  
Old February 17th, 2003, 09:57 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

I think the closest image I made was the combo spaceport & resupply depot. All you'd have to do is find an image you like, and then add spaceyard abilities to that facility, and give it only tech requirements that you will start the game with. You might want to make it pretty expensive (it should cost more than the cost of a combo spaceport/resupply AND a shipyard combined). There will also be an issue in that if you have three tech levels, it will be more expensive to upgrade than a plain shipyard, but I guess that's a tradeoff with combining them in one.

Sounds like you actually want two things - a different-looking spaceyard for the homeworld, and a triple-combo facility for colonies. Since cultural centers include supply and spaceports, there's no real reason to use the combo SY on the homeworld.

Edit/PS: Tje Rads complex (not megaplex) with numeral IV is (IIRC) available with the Industrial starting tech given by a Medium Tech start. It's a TL 1 extraction complex - industry lets you build complexes rather than just facilities. Higher tech will let you build the megaplexes. The Minerals extraction tech will let you build higher levels of whatever size you choose. So there are 9 levels of conventional minerals extraction. If you research Minerals extraction to level 2 from a medium tech start, you'd get Min Fac 2 (II) and Min Complex 2 (V) - you then have a choice of speed and quick return on investment, versus higher investment for higher eventual returns.

Edit/PS 2: Although there is a file for homeworld RE-construction, the only way to change what starts on a homeworld is to understand how the computer chooses, and then give it things that it will choose. I.E., more or less, first it builds the most constructive spaceyard fac, then a resupply depot and spaceyard (with some details I'm forgetting), then it fills about half the remaining planet with the most productive minerals facs, then it fills the rest with the most productive research facs, except for one of the most productive organics facs, and one of the most productive rads facs. In Proportions 2.5.x, a Rads megaplex is the only production facility that actually out-produces a cultural center, in its one Category.

PvK

[ February 17, 2003, 20:09: Message edited by: PvK ]
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  #67  
Old February 17th, 2003, 10:23 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

PvK, you got me lost.
How do you make it appear in a homeworld?
What is the trick to make it an starting facility?

I just want the Huge mega Space port-resuply-shipyard in the homeworld, not the colonies. Its just like your Cultural Centers, to simulate a developed homeworld as oppouse to a colony.
I mean, a homeworld will always have a shipyard, but then why to have the same shipyard that we can build in the colonies? why not have a unique huge shipyard that represents years (or centuries) of investments from the first day a rocket made it to orbit?
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  #68  
Old February 18th, 2003, 01:52 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Is this for Proportions 2, or for a new mod which won't have cultural centers? Because, cultural centers already include spaceports and resupply depots. It'd be odd to be able to somehow lose the ability of a spacefaring homeworld with intact industrial civilizations, to resupply ships, or to act as a space port.

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  #69  
Old February 19th, 2003, 04:46 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by PvK:
Is this for Proportions 2, or for a new mod which won't have cultural centers? Because, cultural centers already include spaceports and resupply depots. It'd be odd to be able to somehow lose the ability of a spacefaring homeworld with intact industrial civilizations, to resupply ships, or to act as a space port.

PvK
Nope, its just to mod your mod into my personal mod. I hope you don't mind.
Ok, you are right, its an overkill, I'll forget about the spaceport-resuply part. I just want a regular Shipyard facility but with a diferent graphic that its only avaliable for the Homeworld as an starting facility. Is that possible?

[ February 19, 2003, 14:47: Message edited by: Aloof ]
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  #70  
Old February 19th, 2003, 10:12 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
I just want a regular Shipyard facility but with a diferent graphic that its only avaliable for the Homeworld as an starting facility. Is that possible?
Yes. Copy the Space Yard III facility, and place it right after the original SY III. Make the new one slightly more productive (or however you want to do it) and make it cost as much as Cultural Centers. Actually, doing this will probably cause the AIs to try to build them on colonies. Maybe you should try experimenting with placing it before the other SYs, try different family numbers, etc., to try to get the AIs to not build them on colonies.
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