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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Temporal Space Yards

Rilo57's picture
Submitted by Rilo57 on Mon, 2006-11-20 11:50. SE:V MODs

I am working on my Mod, fixing some things that irritate me. One is temporal space yards. You should be able to upgrade from a regular space yard to a temporal one. Correct me if I'm wrong, but currently you have to trash your regular space yard, then build a temporal one (but a drastically reduced rate).

In SEIV I changed the temporal SY ID code to match that of the regular SY, but with the new way SEV does upgrades (by formula), you can't upgrade that way...

My idea was to change the abilities of the temporal SY to the "Space Yard Rate Modifier" giving it something like 200% increase in build rate. I want to limit building to only one facility though.

Any ideas on how to limit the number that can be built on a planet?

‹ Racial Traits BM 1.10 ›
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Rilo57's picture

stone age

Submitted by Rilo57 on Mon, 2006-11-20 18:58.

This seems to work well. I will require continued research, in both temporal tech and space yard tech.

And you don't have to make a planet go back to the stone age, in order to rebuild a vital facility.

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Rilo57's picture

I need to check if this

Submitted by Rilo57 on Wed, 2006-11-29 12:55.

I need to check if this could be added as a component to a space Yard ship. So far it's been working as a facility.

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Captain Kwok's picture
Mod Designer

Not such a bad thing... :P

Submitted by Captain Kwok on Wed, 2006-11-29 15:11.

You could argue that the demolition and re-build is the cost of gaining access to a Space Yard that has much improved build rate. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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So...

Submitted by Sinapus on Wed, 2006-11-29 18:40.

Temporal races don't start with a Temporal Space Yard on their home world?!

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Rilo57's picture

If you look at a full

Submitted by Rilo57 on Wed, 2006-11-29 19:16.

If you look at a full upgraded temporal SY and a full upgraded regualr SY, there's not a whole lot of difference. At full upgrade (like level 50 or something) The difference between temporal and Regular isn't big enough to warrent building one... That's why I like the second facility idea. The trick is making it pay off enough that it's worth building, but by the end isn't so awsome that it's unbalanced.

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Re: Temporal Space Yards

Submitted by Nevyn on Mon, 2007-07-23 20:46.

Alternativly.
One could make them both the same facility and use a combined production rate which is say (Normal Spaceyard Rate)*((Temporal Tech Level+100)/100) so that all races use the same spaceyard, Temporal races just get faster production out of it.

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Rilo57's picture

Re: Temporal Space Yards

Submitted by Rilo57 on Wed, 2007-07-25 13:53.

Nevyn, what would the actual formula be? I didn't know you could use other tech levels in a formula for a different tech.

SEV, more than a feeling.

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Re: Temporal Space Yards

Submitted by Dvoongar on Wed, 2007-07-25 15:12.

Just an observation from someone who doesn't know about modding these things: It looks a lot like you're wanting to do the same thing the cultural techs do. Couldn't it just be implemented the same way they are, and give such-and-such bonus to all shipyards as soon as it's researched?

The only difference play balance would be the lack of a separate facility, and if the planet was cap'd, the new owners would miss out.

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Re: Temporal Space Yards

Submitted by marhawkman on Wed, 2007-07-25 18:04.

One thing I'd considered was to make the Temporal space yard an add-on (that boosts contrustion rate by a %) to the existing SY. Maybe give it a size of 0 to keep it from cluttering the planet.

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Re: Temporal Space Yards

Submitted by rahlubenru on Thu, 2007-07-26 05:43.

You could make a seperate facility weight 0 that you can only have 1 of that provides a boost to the rate of the standard spaceyard maybe...call it the temporal field or something

*edit* oops, i should read the whole thing before replying

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Re: Temporal Space Yards

Submitted by Nevyn on Thu, 2007-07-26 20:16.

Ability 1 Type := Space Yard
Ability 1 Description := Can construct with [%Amount2%] minerals per turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 1
Ability 1 Amount 2 Formula := (3000 * (1 + (([%Level%] - 1) * 0.05))* (1*(Get_Empire_Tech_Level("Temporal Technology")*0.01))

This formula should give a %age increase over a normal building rate based on Temporal tech level, so lvl 50 Temporal Tech you would get 50% faster than the same level space yard without temporal tech.

Another Alternative way to do it in a similar way would be make Temporal Space Yards use Space Yard tech levels for build rates, but just require the Temporal Trait to build them, and make it so temporal races start with a temporal space yard, so that Temporal races never get the option of building a normal space yard.
*has idea's for a mod based off that, which should make AI much easier to code since it will have less tech area's to worry about*

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BlueTemplar's picture

Re: Temporal Space Yards

Submitted by BlueTemplar on Fri, 2007-07-27 06:15.

There IS an advantage in Temporal Space Yards working as they are now, Taking "Bunglers" (-10% ShipYard Construction) racial trait hurts less: by scrapping your normal Space Yard you'll actually get a boost of construction speed.

You get the "drastically reduced rate" only because you took racial traits that boost ShipYard construction speed, like Hardy Industrialists. And those are already imbalanced IMO. No need to make them even more powerful by changing the way how Temporal Space Yard work.

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