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  #1  
Old May 7th, 2004, 12:35 AM

spoon spoon is offline
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Default Re: Modding Question?

The amounts can be modded, but the location must always be over a star...

The DevNull mod does this with Stellar Moons. Here are the areas you'd need to mod, using Stellar Moons as an example:

From components.txt:
-----
Name := Artificial Moon Placement Generator
Description := Provides the gravitational matrix needed to assemble a stellar moon.
Pic Num := 178
Tonnage Space Taken := 500
Tonnage Structure := 500
Cost Minerals := 25000
Cost Organics := 25000
Cost Radioactives := 25000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 3022
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Artificial Stellar Moon Construction
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Create Constructed Planet
Ability 1 Descr := Will create an artificial moon around a star.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Constructed Planet Requirements
Ability 2 Descr := Must have 5000kT of artificial moon components present at location.
Ability 2 Val 1 := 3
Ability 2 Val 2 := 5000
Weapon Type := None

Name := Artificial Moon Component
Description := Provides the ground material and infrastructure used in artificial moon construction.
Pic Num := 245
Tonnage Space Taken := 500
Tonnage Structure := 500
Cost Minerals := 5000
Cost Organics := 5000
Cost Radioactives := 5000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Stellar Manipulation
Family := 3023
Roman Numeral := 0
Custom Group := 3
Number of Tech Req := 1
Tech Area Req 1 := Artificial Stellar Moon Construction
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := None

----
From PlanetSize.txt:

Name := Stellar Moon
Physical Type := Planet
Stellar Size := Tiny
Max Facilities := 25
Max Population := 10000
Max Cargo Spaces := 20000
Max Facilities Domed := 10
Max Population Domed := 4000
Max Cargo Spaces Domed := 8000
Constructed := True
Special Ability ID := 3

-----

That Last line (special ability ID) matches up with the value given to the "Create Constructed Planet" ability on the component.
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  #2  
Old May 8th, 2004, 02:03 PM

ace joh ace joh is offline
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Default Re: Modding Question?

Ah OK, that means any solar generation facilities stop working once you build something there, no matter how small it is I guess?
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  #3  
Old May 9th, 2004, 01:32 AM
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Fyron Fyron is offline
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Default Re: Modding Question?

Nope. RWs and SWs count as a star for purposes of solar generation abilities.
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  #4  
Old May 9th, 2004, 01:42 AM

ace joh ace joh is offline
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Default Re: Modding Question?

Oh yeah? In that case, do the star and RW/SW both count as stars (so there's two stars in a single-star system), or do they just count as one?
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  #5  
Old May 9th, 2004, 01:45 AM
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Fyron Fyron is offline
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Default Re: Modding Question?

When you build a RW or a SW, the star that was there disappears. So no, there is only 1.
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Old May 9th, 2004, 01:49 AM

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Default Re: Modding Question?

OK, thanks
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Old October 2nd, 2004, 08:40 AM

ace joh ace joh is offline
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Default Re: Modding Question?

Well, it's been a long time now since my Last question (didn't have time to work on it any further), but now I have some time again and here's another question: I wanted to add a Space Elevator facility, its purpose would have been to increase the (planetary) Space Yard production rate by making it easier for materials, tools, ... to reach orbit, where I assume the shipbuilding occurs. Unfortunately, there's no 'increase space yard rate' modifier, so I fear that's another no-no
Unless it's possible to use a racial modifier for a facility? 'Cause there's a production modifier for races, wouldn't it be possible to use that for it?
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