|
|
|
 |

June 25th, 2002, 07:02 PM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modding multiple shipyards per planet?
SJ, this is the best mod idea i have seen since Porportions. it goes on the top 5 list with Q-N movement, Point Defense Repulsars, and a few others. (most of which were your ideas too)
I was thinking that instead of having an expansion project that has no function until it is upgraded, that it could instead be a repair yard. that way it would give some added utility before the upgrade finishes.
ELN-G, here is a sample of the expansion project:
Name := Space Yard Facility I
Description := Large construction facility which allows the construction of ships in space.
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 1
Restrictions := None
Pic Num := 16
Cost Minerals := 10000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 1
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 2000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 2000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 2000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 2000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 2000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 2000
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 5 components per turn.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0
Name := Space Yard Expansion Project I
Description := An expansion project that may be upgraded to a fully functional spaceyard
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 1
Restrictions := None
Pic Num := 16
Cost Minerals := 0
Cost Organics := 50000
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 1
Number of Abilities := 0
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|

June 25th, 2002, 07:03 PM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modding multiple shipyards per planet?
Here, ELN, this what he means. Paste this in your "Facility.txt" file. That file is in the Data directory.
I put a low cost, 2000 mins, on it because I am currently trying to get the AIs to build one, (no luck so far). If they do, they will upgrade it automatically I think.
Name := Space Yard Expansion
Description := Large construction facility which allows the construction of ships in space.
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 0
Restrictions := None
Pic Num := 16
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 1
Number of Abilities := 0
|

June 25th, 2002, 07:22 PM
|
 |
First Lieutenant
|
|
Join Date: Mar 2002
Location: North Carolina
Posts: 720
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modding multiple shipyards per planet?
Quote:
(snip) ...because I am currently trying to get the AIs to build one, (no luck so far). If they do, they will upgrade it automatically I think.
|
It's a shame that the AI won't use it , this is a great idea. You'll probably have to give it a dummy ability and mod the AI, then it should build as many as you want.
__________________
This is the 21st century, right? Then where the hell is my flying car?
|

June 25th, 2002, 08:07 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Modding multiple shipyards per planet?
Add the armor ability to the expansion project, and then have the AI call for armor on its planets.
__________________
Things you want:
|

June 26th, 2002, 01:15 AM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modding multiple shipyards per planet?
Yeah, thanks , Sj, but I was trying to see if I could get the AI to do something without modifing the AI_Facility_construction.txt.
Not sure if adding "armor" ability is going to work either anyway. It would call the construction of the expansion facility, but then, after it upgraded, would it not call another expansion because the "armor" is now missing?
If I put "armor" on the space yards too they'd never call "armor".
I need a drink. This is driving me crazy. LOL!
|

June 26th, 2002, 03:39 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Modding multiple shipyards per planet?
If you're going to make a change as major as allowing multiple spaceyards, there's not way you can use the default AI_facility_construction_facilities.txt
Use:
AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term), Not Connected
Construction Queue Type := Construction Yard
Num Queue Entries := 8
Facility 1 Ability := Spaceport
Facility 1 Amount := 1
Facility 2 Ability := Supply Generation
Facility 2 Amount := 1
Facility 3 Ability := Space Yard
Facility 3 Amount := 1
Facility 4 Ability := Point Generation - Research
Facility 4 Amount := 1
Facility 5 Ability := Ship Training
Facility 5 Amount := 1
Facility 6 Ability := Fleet Training
Facility 6 Amount := 1
Facility 7 Ability := Resource Reclamation
Facility 7 Amount := 1
Facility 8 Ability := Resource Generation - Minerals Armor
Facility 8 Amount := 100
Where italics means delete, and bold means add.
Note that as soon as the AI decides that it's orders mean to build an expansion project, it will continue making more and more.
(since each time it upgrades, it loses the ability it called for originally)
[ June 26, 2002, 02:41: Message edited by: Suicide Junkie ]
__________________
Things you want:
|

June 26th, 2002, 03:58 AM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Modding multiple shipyards per planet?
Yes, I understand. I was addressing getting it to build rather a specified amount, like just 2 or 3 not just fill up the remaining space. That may be fine for the construction yard planet, but on other types, a specific amount would be wanted.
Anyway, I think I'll scrap the idea for now. My personal Mod is focused on compatability with the TDM race files.
While it is really neat to be able to stick more then one SY on a planet, it looks like it can't be done without messing with the TDM files right now.
Who knows, maybe a future patch will remove the code block on more then one per planet. It was probobly done because the AI is too stupid to allocate its biggest projects to its biggest yards. It probobly just sticks next job in first empty yard on its 'yard list'.
It is cool to know it can be done anyway. Thanks again.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|