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

Facility ships: Possible with scripting?

Submitted by Mylon on Fri, 2007-02-02 17:07. SE:V MODs

I would like to create a component for ships that can convert itself into a facility on a planet, consuming the ship, or piggybacking on colony modules. The idea is a homeworld or other large planet with lots of manufacturing can manufacture an expensive facility, like, say, an atmospheric converter, and fly it to a colony and set it up there.

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Re: Facility ships: Possible with scripting?

Submitted by evilginger on Fri, 2007-02-02 17:14.

Nice Idea since most of the places you need to teraform dont exactly have the best production base to build this sort of facility quicky. It might be an idea to build this as some sort of advanced colony module it would give a point to the extra tl's of colony tech in stock

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Re: Facility ships: Possible with scripting?

Submitted by Mylon on Sun, 2007-02-04 05:57.

I looked at the scripting documentation and there does not appear to be a "add facility" type function. There is a function to add a facility to a construction queue, but that's not exactly what I'm asking for.

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Mod Designer

Re: Facility ships: Possible with scripting?

Submitted by Fyron on Mon, 2007-02-05 21:48.

You can't really use scripts arbitrarily. They are only applicable for AI, random events and intel projects. Components et all have no access to scripts.


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Prankowski's picture

Re: Facility ships: Possible with scripting?

Submitted by Prankowski on Tue, 2007-02-06 05:54.

but the idea is great. maybe it´s worth of making a request for a new feature?

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Re: Facility ships: Possible with scripting?

Submitted by Alpedar on Tue, 2007-02-06 06:02.

Is it possible to make component that would when ship is consumed (colony ship) give boost to construction rate on planet for one turn? (something like universal prefabriced parts).

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Mod Designer

Re: Facility ships: Possible with scripting?

Submitted by Phoenix-D on Tue, 2007-02-06 15:41.

Fyron wrote:
You can't really use scripts arbitrarily. They are only applicable for AI, random events and intel projects. Components et all have no access to scripts.

The events don't have to be random, however. Its entirely possible to use the "event" script to call an event every turn, which can be used to simulate facilities on a ship (in a painful round-about manner)

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Badger's picture

Re: Facility ships: Possible with scripting?

Submitted by Badger on Sun, 2007-02-11 22:21.

Brilliant!
Brilliant!
Elegant AND resourceful!

..and we don't have to hear any more about how better colony techs are pointless.

You rock.

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