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  #11  
Old February 27th, 2001, 03:56 AM
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Puke Puke is offline
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Default Re: Shipyard Mod Idea

quote:
Originally posted by raynor:
I wish there were some way you could design a massive space yard ...



create a hull more than 2x the size of a starbase, and make it require more life support stations than will FIT on a starbase. then make a shipyard component to take up the rest of the space that will also be too big to fit on a starbase. if you want, you can custom make a life support unit for it that has a hundred or so life support functions. this will make sure that it is to expensive to build for any other reason than for this one SY component, and for anything else you are just better off building SBs. of course, the whole idea breaks down when someone puts a master computer on one. not quite sure what to do about that.


or just do it on the same hull and make it as expensive as you want both resource and research wise, as the A.G. points out above.

Thanks AG.


[This message has been edited by Puke (edited 27 February 2001).]
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  #12  
Old February 27th, 2001, 04:15 AM

Aussie Gamer Aussie Gamer is offline
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Default Re: Shipyard Mod Idea

Enjoy!!!!

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

As you see you have to increase yards to 4 that's all......
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  #13  
Old February 27th, 2001, 04:15 AM

Aussie Gamer Aussie Gamer is offline
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Default Re: Shipyard Mod Idea

Enjoy!!!!

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

As you see you have to increase yards to 4 that's all......
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  #14  
Old February 27th, 2001, 04:43 AM
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raynor raynor is offline
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Default Re: Shipyard Mod Idea

I don't think what you suggested would do what I want. It's my fault. I wasn't very clear about what I was thinking. Can I try again, please?

First, let's just use existing vehicle sizes. That should simplify it so you don't confuse me.

Let's say I want a component whose size is 2480 KT so it will only fit on a StarBase with a Master Computer III. Together, they add up to the size of the StarBase. Let's just call it a Massive Space Yard and leave it at just one tech level. This component can't build anything or repair anything. It is as useful as the RingWorld's Gravity Plating or Cabling by itself.

I also want a Massive Space Yard Control component which I'll also say I want to be 2480 KT. This component has all the attributes of a shipyard except, of course, that it builds at a rate of 6000 per turn. In addition, this component will not operate unless there are four Massive Space Yard components present in the same sector.

(Ideally, I would like this component to build at 1500,3000,4500 with just 1, 2, or 3 components in the same sector. But to keep it simple for me to understand, let's just say the only way it operates is at 6000 per turn with 4 components in the same sector.)

Hmm... maybe the key difference between what you are suggesting and what I'm thinking of is the stipulation that ALL four are equally sized. Plus, I don't want to make something bigger than a Starbase. Instead, I want 5 equally sized starbases. In my earlier post, I said just 4. But 5 seems to make more sense in terms of a control object similar to the RingWorld generator.

[This message has been edited by raynor (edited 27 February 2001).]
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  #15  
Old February 27th, 2001, 05:02 AM

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Default Re: Shipyard Mod Idea

I like the idea of linking ship yards. It makes sense to me as well.

Good luck!
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  #16  
Old February 27th, 2001, 06:35 AM

Lupusman Lupusman is offline
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Default Re: Shipyard Mod Idea

I don't believe you can restrict a space yard component in that way. It's either there or not, you can't make it depend on if something else is accompanying it. At least I can't think of a way to do it.

But what's the difference of what you suggest (using multiple bases) and if you make it into one huge base instead? (Because that obviously can be done)
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  #17  
Old February 27th, 2001, 07:02 AM
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raynor raynor is offline
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Default Re: Shipyard Mod Idea

quote:
Originally posted by Lupusman:
But what's the difference of what you suggest (using multiple bases) and if you make it into one huge base instead? (Because that obviously can be done)


Well.. originally, I had my head in the clouds day dreaming and was thinking about how cool it would be if the shipyard spanned a total of four sectors. Clearly that is impossible if not quite a bit silly. After all, you don't want a shipyard to take up more than a huge planet.
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  #18  
Old February 27th, 2001, 08:21 AM

Darwin Darwin is offline
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Default Re: Shipyard Mod Idea

Slightly off topic but, it gives me an idea. I don't want it in the actual game but MM has hinted after bug fixes are complete they will add things to the game to make more complex and customizable mods. How about facilities that take up more space than just one slot.
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