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Home » news » forums » Space Empires V » Space Empires V General

Is there a way to count facilities?

Submitted by Daedalus on Wed, 2007-01-24 15:58. Space Empires V General

Is there any way to count the number of facilities on a planet?

Like a Get_ function? I believe there is one that works system wide (Sys_Get_Facility_Count_In_System), but I didnt notice one for a planet. Am I missing one?

Thanks

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teh phear's picture

Re: Is there a way to count facilities?

Submitted by teh phear on Wed, 2007-01-24 16:05.

There may be one for the robotoid factory or planetary sheild or spaceyard!!! SPACEYARD! yes, check that!

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Thy Reaper's picture
Mod Designer

Re: Is there a way to count facilities?

Submitted by Thy Reaper on Wed, 2007-01-24 21:49.

Nope, won't be there. The Spaceyard's limit is hard coded, and you can build any number of robotoid facilities. The only reason no more than one robotoid works is because the modifier ability's amount2 has a certain number, and only one ability of that kind with that number will be applied.

As far as I know, no function exists that does this, though you may want to look through the list of function in the Docs folder.

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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Re: Is there a way to count facilities?

Submitted by Fallen Haven on Wed, 2007-01-24 22:30.

The construction script DOES count how many facilities of each types there is on each planets (it count the abilities though). That's why you can set a limit on how many facilities of each types there can be on a planet. It does not prevent them from existing, just from being built by the AI after the limit is reached.

call Add_Facility_Construction_Percentage("Facility type", % of space, Max per location)

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How to Count Facilities

Submitted by Omnius on Thu, 2007-01-25 09:55.

If you want to know how many of each type of facility you have in total go to a colony and open up the construction queue. You will see that among the data about each facility type on the left is the amount of facilities already constructed and how many are in the construction queue. As for how many are on any planet I guess the old fashioned counting does the trick faster than any function you'd have to program.
Omnius

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Rilo57's picture

Re: Is there a way to count facilities?

Submitted by Rilo57 on Thu, 2007-01-25 14:03.

Thy Reaper wrote:
The only reason no more than one robotoid works is because the modifier ability's amount2 has a certain number, and only one ability of that kind with that number will be applied. quote]

Does this work for other things to control how many of them will work, by using the amount2 field?

SEV, more than a feeling.

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Re: How to Count Facilities

Submitted by Daedalus on Thu, 2007-01-25 15:15.

Omnius wrote:
If you want to know how many of each type of facility you have in total go to a colony and open up the construction queue. You will see that among the data about each facility type on the left is the amount of facilities already constructed and how many are in the construction queue. As for how many are on any planet I guess the old fashioned counting does the trick faster than any function you'd have to program. Omnius

If I am doing it, I can't program any logic around it, and the game won't know.

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Re: Is there a way to count facilities?

Submitted by Daedalus on Thu, 2007-01-25 15:20.

Fallen Haven wrote:
The construction script DOES count how many facilities of each types there is on each planets (it count the abilities though). That's why you can set a limit on how many facilities of each types there can be on a planet. It does not prevent them from existing, just from being built by the AI after the limit is reached.

call Add_Facility_Construction_Percentage("Facility type", % of space, Max per location)

I think this is only good when it comes to AI programming.

Let me try to explain better. I am trying to get around the "1 shipyard" facility problem.

So, by doing this, I would create two facility types. One: a "Construction Yard", which, as far as game mechanics work, does nothing but sit there and look pretty. You can fill a planet up with these.

The second facility would be a "traditional" shipyard. However, Instead of constructing with X # of resources a turn, this would build with X * (# of construction yards on planet) resources a turn.

I would need a function to return the number of a facility on that planet.

Does that help?

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Thy Reaper's picture
Mod Designer

Re: Is there a way to count facilities?

Submitted by Thy Reaper on Thu, 2007-01-25 15:26.

Yes. Combat sensors, ecms, the talismans, stealth armor, etc. all use abilities that would not usually stack, but each component has a unique Amount2 on the applicable abilities. Only one of each component with a given unique number is counted.

Using this, you could have two components that both provide the same, unstackable attack bonus, but each provide a stackable defense bonus, for example.

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Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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Re: Is there a way to count facilities?

Submitted by Fallen Haven on Thu, 2007-01-25 17:00.

Daedalus wrote:
Let me try to explain better. I am trying to get around the "1 shipyard" facility problem.

What's the point of having multiple shipyard on a planet? One fast shipyard will do exactly the same as two normal ones. You basically want more production, look into ways to boost shipyard buildrate... Did you know that SY buildrate is based on how much population you have on the planet, and that it's not a formula? Did you know that the shipyard stats are used regardless of a shipyard being on the planet? A planet with or without shipyard build at the same rate, the only difference in having one is a boolean variable that state you can build ships on that planet...

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Re: Is there a way to count facilities?

Submitted by Daedalus on Fri, 2007-01-26 09:08.

Fallen Haven wrote:
What's the point of having multiple shipyard on a planet? One fast shipyard will do exactly the same as two normal ones. You basically want more production, look into ways to boost shipyard buildrate... Did you know that SY buildrate is based on how much population you have on the planet, and that it's not a formula? Did you know that the shipyard stats are used regardless of a shipyard being on the planet? A planet with or without shipyard build at the same rate, the only difference in having one is a boolean variable that state you can build ships on that planet...

Yes, I am completely aware of all of this.

I want, for all intents and purposes, the ability to create more than one facility with ship yard capabilities, for game dynamics other than population bonuses, etc.

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Grendel's picture

multiple shipyards?

Submitted by Grendel on Fri, 2007-01-26 09:13.

What about building 1 or more bases with a space yard component? that should do the trick... And you save space for other planet facilities.

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pikcachu20's picture

Re: multiple shipyards?

Submitted by pikcachu20 on Fri, 2007-01-26 09:21.

Grendel wrote:
What about building 1 or more bases with a space yard component? that should do the trick... And you save space for other planet facilities.

I don't think the space yard component is stackable. It's still a great idea though, it seems to take longer to build on a base ship then on a planet..

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Re: Is there a way to count facilities?

Submitted by Fallen Haven on Fri, 2007-01-26 09:27.

Daedalus wrote:
Yes, I am completely aware of all of this.

I want, for all intents and purposes, the ability to create more than one facility with ship yard capabilities, for game dynamics other than population bonuses, etc.

But why? Is it to make a planet dedicated to ship building? In that case you could create a larger space yard facility that take more space and significantly boost production. That might work better than try to stack shipyards on a given planet... You could also make it so you need a given planet tonnage to make use of that facility so the "mega space yard" don't get built on tiny planets...

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Grendel's picture

Re: Is there a way to count facilities?

Submitted by Grendel on Fri, 2007-01-26 09:29.

Yes, but with smaller ships you can build fleets in a planet. Place 10 space yard bases in a planet, use emergency build, and you´ll get a full fleet in a few turns. The planet, with its extra built rate, can be used to build the capital ship of the fleet.

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Re: Is there a way to count facilities?

Submitted by Daedalus on Fri, 2007-01-26 10:50.

Fallen Haven wrote:
But why? Is it to make a planet dedicated to ship building? In that case you could create a larger space yard facility that take more space and significantly boost production.

No, it is not. That is easily done now, anyway.

I want different types of facilities to have different construction abilities, but it is not possible currently to have more than one building that has "Ship yard" capabilities. If there was another way around it, I could count the particular facilities and have the main one perform all of the construction.

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Re: Is there a way to count facilities?

Submitted by Fallen Haven on Sat, 2007-01-27 09:52.

Daedalus wrote:
I want different types of facilities to have different construction abilities, but it is not possible currently to have more than one building that has "Ship yard" capabilities. If there was another way around it, I could count the particular facilities and have the main one perform all of the construction.

So it's different facilities to build different things... Something like one for units, one for ships or special ones for organics and cristalline?

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Re: Is there a way to count facilities?

Submitted by Daedalus on Wed, 2007-01-31 16:00.

No, something like a "town" that produces a little of everything, including a space yard functionality, and a "City" that produces a little more of everything, etc...

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