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				February 1st, 2001, 04:03 AM
			
			
			
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 Sergeant |  | 
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				 Re: Multiple shipyards 
  Actually the game looks for abilities not the names of facilities. If you give something a spaceyard ability it won't work with an existing spaceyard no mater what the name of the facility is. Now you may be able to increase production with a facility but I wouldn't know how because I haven't tried that myself. I don't know if the production boosting ability will work in facilities. I don't see it used anywhere except for bonuses from happiness and population so I doubt that a facility can do this without a code change. But hopefully someone can prove me wrong. 
 [This message has been edited by Tomgs (edited 01 February 2001).]
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				February 1st, 2001, 05:33 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Multiple shipyards 
 raynor, thanks for the storage tip.       I filled all the empty space on my Large BY Ships with cargo storage.  Man talk about space now. Woooooooooooo.     
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				February 1st, 2001, 08:36 PM
			
			
			
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 Lieutenant General |  | 
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				 Re: Multiple shipyards 
   quote:Originally posted by Tomgs:
 Actually the game looks for abilities not the names of facilities.
 
 
its not based on the Group?
 
as in:
 
General Group := Construction
 
or:
 
Facility Group := Space Yard
 
[This message has been edited by Puke (edited 01 February 2001).] 
				__________________...the green, sticky spawn of the stars
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				February 1st, 2001, 08:59 PM
			
			
			
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 Lieutenant General |  | 
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				 Re: Multiple shipyards 
 no, everyone else is right. you cant do this. 
				__________________...the green, sticky spawn of the stars
 (with apologies to H.P.L.)
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				February 2nd, 2001, 01:18 AM
			
			
			
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 Corporal |  | 
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				 Re: Multiple shipyards 
 Why not just add to Components.txt :
 Name                  := Deep Space Yard IV
 Description           := Ship construction component which can work on one ship at a time.
 ....snipped.....
 
 A space yard that can't repair but can hold lots of supplies.. or change supply to cargo and get a yard for building fighters....Or include solar generation ability for the yard.
 
 
 
 [This message has been edited by jimbob55 (edited 02 February 2001).]
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				February 2nd, 2001, 01:36 AM
			
			
			
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 Lieutenant General |  | 
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				 Re: Multiple shipyards 
  quote:Originally posted by jimbob55:
 Why not just add to Components.txt :
 ...snip...
 
 
i because i believe the real goal to be increasing planetary production by taking up more facility slots.  its easy to make a better planetary yard, but we want the cost trade off to be in facility slots as well as initial build time.  the spaceborne stuff is just gravy on top.
 
as for cargo space, might as well just slap on a cargo container.  the repair is an added bonus, because you would expect anything that can construct to have some limited repair abilities as well. 
				__________________...the green, sticky spawn of the stars
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				February 2nd, 2001, 02:06 AM
			
			
			
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 Corporal |  | 
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				 Re: Multiple shipyards 
 OK, it would be possible (quite easy as well) to split the yards into a repair bay + a construction bay by creating a repair yard based on the repair tech. I know this doesn't seem realistic but until more than one yard is allowed on a planet it is impossible to muck about with it (i was thinking of having up to 3 modules for the yard, each using a different resource and you can have as many of each as you want).
 
 
 [This message has been edited by jimbob55 (edited 02 February 2001).]
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				February 2nd, 2001, 02:34 AM
			
			
			
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 Sergeant |  | 
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				 Re: Multiple shipyards 
 We should see if it is possible to get a building that increases the production of units as well.Such as a fighter factory (fighters), or boots camp (troops)!
 Hope Aaron is reading these.
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				February 2nd, 2001, 06:59 PM
			
			
			
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 Sergeant |  | 
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				 Re: Multiple shipyards 
  quote:Originally posted by Baron Munchausen:
 And, just by the way, it has occured to me more than once that a Space Yard ought to include a Resupply Depot. Surely an industrial complex designed to build and repair ships is going to have the relevant infrastructure to RESUPPLY them, too? Its seems idiotic that you can strand a ship by upgrading it's engines (if it doesn't have supply storage, too) at a space yard planet without a resupply depot.
 
 
 
As I think about this, a space port should also include a resupply depot, and a space yard should include a space port & resupply depot.  You would need to make the cost difference sufficient that people wouldn't just build space yards everywhere, though.
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				February 2nd, 2001, 08:27 PM
			
			
			
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 Sergeant |  | 
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				 Re: Multiple shipyards 
  You mean some people don't build space yards everywhere? I have a spaceyard on 99% of my planets because the time it saves building facilities is worth the time to build the spaceyard on larger worlds and on smaller worlds they sit there like lumps if there are no spaceyards on them. A tiny world with 6 or 7 spaceyard bases and a spaceyard can build a fleet. One with a research facility just sits there    . |  
	
		
	
	
	
	
	
	
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