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February 21st, 2001, 02:33 AM
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Sergeant
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Location: Brisbane, Queensland, Australia
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Massive Space Yards
Guys, I have been tinkering around with the text files and come up with Sapce yards which are put onto Bases.
All are 100 ton under the size max., cost a lot to build but have high rates of production.
Do you think that this is a good idea or it will unbalance the game???
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February 21st, 2001, 02:44 AM
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Private
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Re: Massive Space Yards
well it can make the game more intresting for a newby.... ie trying to figure out why is humongatoid isnt bulding in 1 turn like its suposed to... when realy he doesnt have resources to build it that quick... i have played with some settings on buldrates... and have it build 450k a turn stuf wouldent get built started looking around and realised it was resource related... not trying to discourage you just saying thats a thing to look at ... i dont know if it stores resources does a partial build or just waits till the correct ammount is in storage..
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February 21st, 2001, 11:29 PM
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Sergeant
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Re: Massive Space Yards
The ship yards would be at a higher tech than the normal ship based space yards.
The 400 ton one requires tech 2 Yards up to the massive yard of 2400 ton one which requires space yards 4, yep an inceased level, and stations 3. So by then one would hope that the empire is very large and able to deal with the resource drain.
The idea is really from Star Trek movie when you saw the little ships leaving the HUGE station.
Hope this helps the idea along.
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February 22nd, 2001, 07:04 AM
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Re: Massive Space Yards
ya thats cool i like the idea personaly... duno how it would affect game play i can see it being good and bad... makes the use of starbases ALOT more feesable... ie set this base in a desolate area with mucho defesnive bases around it etc in a nebula that blocks sensors... and let him build away... another thought could be make a new class of starbase... say 4000 kt or so and make the componant around 3500 or 3750 ish and the base must have atleast 50% space used by shipyard (duno if you can do that) like the cargo ships do... and let it have minimal defence but make it a beast to build... that way some one can start pumping ships out just out side your door..
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February 22nd, 2001, 07:19 AM
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Sergeant
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Re: Massive Space Yards
I have had a look at the text file and it allows for fighter/ sat bays and cargo bays only. So you would be unable to make a ship type that had a % must be yards.
Remember that this would be VERY expensive to build in resources so a ship based yard would take a VERY long time build this.
Name := Massive Space Yard I
Description := Space based ship construction component.
Pic Num := 49
Tonnage Space Taken := 400
Tonnage Structure := 200
Cost Minerals := 5000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Base
Supply Amount Used := 0
Restrictions := None
General Group := Construction
Family := 6
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 2
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 3000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 3000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 3000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 3000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 3000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 3000
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 5 components per turn.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0
Weapon Type := None
Name := Massive Space Yard II
Description := Space based ship construction component.
Pic Num := 49
Tonnage Space Taken := 800
Tonnage Structure := 400
Cost Minerals := 10000
Cost Organics := 2000
Cost Radioactives := 2000
Vehicle Type := Base
Supply Amount Used := 0
Restrictions := None
General Group := Construction
Family := 6
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 3
Tech Area Req 2 := Base Construction
Tech Level Req 2 := 2
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 4000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 4000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 4000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 4000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 4000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 4000
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 8 components per turn.
Ability 4 Val 1 := 8
Ability 4 Val 2 := 0
Weapon Type := None
Name := Massive Space Yard III
Description := Space based ship construction component.
Pic Num := 49
Tonnage Space Taken := 2400
Tonnage Structure := 1000
Cost Minerals := 20000
Cost Organics := 4000
Cost Radioactives := 4000
Vehicle Type := Base
Supply Amount Used := 0
Restrictions := None
General Group := Construction
Family := 6
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 4
Tech Area Req 2 := Base Construction
Tech Level Req 2 := 3
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 5000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 5000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 5000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 5000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 5000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 5000
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 10 components per turn.
Ability 4 Val 1 := 10
Ability 4 Val 2 := 0
Weapon Type := None
Hear is the file text for them that I decided on. You have to add them to the end of the components file or you get all sorts of problems with the game.
Enjoy!!!
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February 23rd, 2001, 04:44 AM
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Sergeant
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Location: Des Moines, IA
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Re: Massive Space Yards
quote: Originally posted by Aussie Gamer:
Hear is the file text for them that I decided on. You have to add them to the end of the components file or you get all sorts of problems with the game.
Enjoy!!![/b]
Does anyone know why this is true?
__________________
Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
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February 23rd, 2001, 06:22 AM
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Sergeant
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Re: Massive Space Yards
It seems to point the components back to the position and not what they are.
This only effects games in progress, not new games.
When I first did this I had 6 master computers instead of engines on a designed ship. Very smart but does not move!!
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February 23rd, 2001, 11:20 AM
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Lieutenant General
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Re: Massive Space Yards
quote: Hear is the file text for them that I decided on. You have to add them to the end of the components file or you get all sorts of problems with the game.
This is because of the following line:
Family := 6
That is the same family that Space Yard component uses. If you just give Massive Space yard a new family number (unused one) you can pretty much place it anywhere in the file.
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February 24th, 2001, 01:44 AM
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Corporal
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Re: Massive Space Yards
I like the idea of bigger space yards, but making them as big as suggested would make temporal space yards useless.
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February 24th, 2001, 12:27 PM
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Private
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Re: Massive Space Yards
hay aussie figured a cheep way around the problim and would be a logical part of the massave space factory use the % storage.. and make my componant have storage in it.. ill post the edited parts later once i get the bugs worked out...
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