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				July 3rd, 2002, 04:58 AM
			
			
			
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 National Security Advisor |  | 
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				 Re: Can space yards (bases) be transported ... 
 Mac, I can tell you that as far back as 1.19 you have not been able to fleet with sats. I know this because I had your idea way back then and tried it myself and learned that for a fact. You can fleet with bases (at least for now), that is probably what you are thinking about.
 Geoschmo
 
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				July 3rd, 2002, 06:16 AM
			
			
			
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 Brigadier General |  | 
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				 Re: Can space yards (bases) be transported ... 
 Geo, it could be, its been awhile, at my age the mind plays games with ya..      don't have any of my old save games left to go back and ck, so I owe ya a brewski whenever you drop in the cantina, I'll even put it on my tab....    
tks
 
just some ideas   mac
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				July 6th, 2002, 03:05 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Can space yards (bases) be transported ... 
 
	That's what we need -- the ability to 'add' space yards together and make several contribute to one project. If only there was a 'redirect production' option... Call it Space Yard Entrainment.Quote: 
	
		| Originally posted by Baron Munchausen: 
 quote:Originally posted by geoschmo:
 SJ, You can mod a sat to hold a space yard, but it doesn't get a build queue, and it doesn't add to the build queue of a ships or planet in the same sector, so your idea won't work. The only thing you get for putting a space yard on a sat is the repair capacity if any.
 
 Mac, you can't fleet with sats, so your idea wont work.
 
 Geo
 |    It would be SOOOOO nice to be able to do that very thing.  Build a BAseship with 2 or even 3 Space Yard components.  Or better, fleet several Space Yard Ships together, and have a *single*, unified build queue for the entire mess.
 
 It would also be nice (I haven't personally noticed this happening myself) if the Ship, and Fleet, training level modified the build rate for Space Yard ships and bases.  Relying solely on training, you could at most gain +40% production.  If you recycle fleets, and even retrofit ships, from battle-line vessels and fleets (to get over 20% training levels for each), while you then can increase productivity by a lot ... there are other costs (like no longer having those high-training-% ships and fleets on the front lines).
 
 I'd also like to be able to build multiple space yards on planets, with the same result.  I don't care about multiple build queues, but the speed would be worth it.
 
 Perhaps, for a mod, a "Space Yard Expansion" component / facility, that adds SY rate to pre-existing space yards (and adds slight repair capacity as well), without functioning as a space yard itself ... ?  Say, extend the Space Yard tree, and get SY Expansion I through III, each one good for ... um ... 1/4 to 1/2 as much as a SY of the same rating, both in terms of production and in terms of repair?
 
 Temporal SY expansions would also be needful, ofc, to retain balance on that front.
 
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				July 7th, 2002, 01:59 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Can space yards (bases) be transported ... 
 Oh, as for *moving* bases, here's an odd observation: apparently you can equip Bases with Emergency Propulsion units.
 No clue if it'll MOVE them, but apparently you can at least *assign* them.
 
 Then again you can assign supply-Category components to base designs too, and don't have ANY real use for 'em.  *shrug*
 
 It'd be nice though, to be able to build a base that can "nudge" itself ot a new location upon completion.  8)
 
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				July 6th, 2002, 02:11 PM
			
			
			
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				 Re: Can space yards (bases) be transported ... 
 
	I believe SJ found a way to do this, SE4 won't allow you to build a new facility with the space yard ability if there is one present, but it will allow you to upgrade a facility to another facility with the space yard ability.Quote: 
	
		| I'd also like to be able to build multiple space yards on planets, with the same result. I don't care about multiple build queues, but the speed would be worth it. 
 Perhaps, for a mod, a "Space Yard Expansion" component / facility, that adds SY rate to pre-existing space yards (and adds slight repair capacity as well), without functioning as a space yard itself ... ? Say, extend the Space Yard tree, and get SY Expansion I through III, each one good for ... um ... 1/4 to 1/2 as much as a SY of the same rating, both in terms of production and in terms of repair?
 |  So you would have to mod a facility without the spaceyard abilty, and let that be upgradeable to a space yard facility.
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