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

I (still) want more spaceyards

Submitted by BTAxis on Thu, 2006-09-21 03:09. SE:V MODs

What I don't like about the spaceyards as they are in SEIV and the SEV demo is that there is a hard-coded limitation of one spaceyard per planet. I want to be able to dedicate large planets to ship production, using up a large portion of their tonnage in return for better construction speed. This would make colonies much less uniform (and would make the "Construction Yard" colony type actually have meaning).

Spaceyard colonies would become strategically more important (as they are where most of the larger, more capable ships come from), and they would impact how well you could resupply with new ships in a conflict. Non-dedicated colonies would construct ships at a far slower rate; enough to provide themselves with basic defenses and create light ships, but undesirable to produce bigger ships.

The best solution is to simply remove the spaceyard limitation and make it moddable. However, there are other ways to do it: with a formula function that returns the planet's size, the planet's useable tonnage or the facility count of one specific facility on the current planet, I could either create special "extended" spaceyards per planet size, or create a new "factory" facility that boosts spaceyard output.

Malfador Machinations, PLEASE read this post, and please consider adding support for this so I may mod your game to my liking.

‹ IRTM v 0.54c is out! Cosmic Empires (mod concept) ›
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alarikf's picture

You should email this in to

Submitted by alarikf on Thu, 2006-09-21 06:07.

You should email this in to MM - I think that's the only way to get it heard - not that they don't read the forums, but I've heard from multiple sources that Aaron pays much more attention to emails he gets. And mention any other bugs or annoyances you might have as well...like the UI perhaps?

Smiling

AMF

EDIT Ps: I think the email addy to use is the one on MM's SEV page, or the one on MM's Contact page on their site.

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I did, but I didn't get any

Submitted by BTAxis on Thu, 2006-09-21 12:29.

I did, but I didn't get any reply. Well, I sent it to the email address listed on the Malfador page, I don't know if Aaron reads mail sent to that address. It should have arrived, though - the first time it got bounced by the security system, but the second time (when I sent it with a different email provider) it didn't.

EDIT: I may have used the wrong address. I'll try again.

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Captain Kwok's picture
Mod Designer

Give it some time

Submitted by Captain Kwok on Thu, 2006-09-21 12:59.

He looks at all the e-mails but give it a bit of time for a response if there is one. Sticking out tongue

-----

Space Empires Depot | Space Food Empires!

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Mod Designer

Multiple SY

Submitted by Fyron on Thu, 2006-09-21 21:13.

(in the full version of the game)

You could try modding in several sizes of SY facility, with different build rates. Add a 3000 kt, 5000 kt, and 10000 kt option. You can only build one on a planet, but it will be roughly equivalent to being able to build several separate SYs. The AI might need a bit of adjusting so they don't always try to build the 10 mt version. Eye-wink

In SE4, you can get multiple SY per planet via SY Expansions. I don't think this trick will work in SE5 though, due to how it handles items in a family all being from the same entry in the data file.

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That's a clever trick,

Submitted by BTAxis on Fri, 2006-09-22 07:49.

That's a clever trick, thanks for linking me to that mod. As it is now, I will probably have to settle for making additional SYs with increased tonnages, as you described. It just makes so much more sense to add facilities to increase the effect, just as building more mines, labs and intel facilities increases the output of their respective resource. You can emulate it by making the facility tonnage a function of the facility level, but this apporach is flawed. After a certain point, you wouldn't be able to build SYs on smaller planets at all anymore, since you can't opt to build a lowel-level facility once the tech level goes up.

The readme for the SEIV mod states the limit is there to prevent people from building really expensive ships in one turn, but with a simple mod to make the SY output 10^10 of everything this is possible anyway. Obviously that's not much fun, and it's not the aim of the mod I have in mind. In fact, I intend to tune DOWN the standard SY so it's only really useful to produce immediate planetary defenses, units and maybe small support ships (however, it would still be the most efficient in terms of the output/tonnage ratio). Vessels for a true war effort should come from larger installations, and the REALLY big ships will always take a long time to build. Just more so in non-dedicated spaceyards.

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alarikf's picture

Yeah, couldn't you have a

Submitted by alarikf on Sun, 2006-09-24 07:37.

Yeah, couldn't you have a wide variety of SY facilities, some that take up the entire planet fac space, and have humongous build rates, that would simulate a massive planetary-factory network etc...?

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Master Vitro's picture

Multiple Construction

Submitted by Master Vitro on Sun, 2006-09-24 10:57.

I think you should be able to build multiple different ships at the same time as well as facilities, seperate construction points like you do in reasearch!

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Mod Designer

Giant facilities will

Submitted by LordHavoc on Sun, 2006-09-24 12:44.

Giant facilities will probably one of the first mods out there when the game comes out...and it'll probably be called the "Superstructures Mod"...i can just see it.

Then after that people will bundle that mod into numerous compilation mods.

The question will be however: who will be the first? who? you? or YOU? *points at you.

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dwiebe18's picture
Mod Designer

Construction Yards and Queues

Submitted by dwiebe18 on Tue, 2006-09-26 21:05.

Master Vitro wrote:
I think you should be able to build multiple different ships at the same time as well as facilities, seperate construction points like you do in reasearch!

THAT would be really cool. as far as the more spaceyards thing it would probably work to mod in upgradeable addons like in atrocities Startrek mod.

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Multiple Construction

Submitted by Sinapus on Tue, 2006-09-26 21:29.

Master Vitro wrote:
I think you should be able to build multiple different ships at the same time as well as facilities, seperate construction points like you do in reasearch!

Actually, I think that does happen. The construction points carry over a bit and I swear on more than one occassion a planet produced two facilities on the same turn. Two research centers in the log report for the same planet and the date on the log entry was the same for each.

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Captain Kwok's picture
Mod Designer

Construction Points Spillover

Submitted by Captain Kwok on Wed, 2006-09-27 00:51.

Construction points do spill over in SE:V, so at a certain times you might produce two different items at the same time - however this is generally unlikely with ships due to their higher costs.

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Space Empires Depot | Space Food Empires!

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Well, I would like to see

Submitted by Z12LAZARUS on Thu, 2006-09-28 19:54.

Well, I would like to see major ship contruction occuring not on planet, but on those star bases or space stations. Is it possible to add in a flag or tag or something to that specific hull type and allow placing a specific module that wont go onto other hull types? Wouldnt making major ship contruction off-planet allow another human player to "blockade" planets and stuff like that? Heh

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dwiebe18's picture
Mod Designer

There are 2 sides to that.

Submitted by dwiebe18 on Thu, 2006-09-28 21:38.

You could say that construction a ship in space would be far easier as there would be very little if any danger of any heavy items being too heavy so to speak for any one person or machine to deal with, however there is a downside as they have to work in 0G environments, so would it really be esier?

______________________________________________________________
Interdum feror cupidine partium magnarum Europae vincendarum
Sometimes I get this urge to conquer large parts of Europe.

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Mod Designer

That would only work in

Submitted by LordHavoc on Fri, 2006-09-29 07:26.

That would only work in asteriod belts. If you are building at planets you still have to get the heavy metals 'off the planet'

Your lord and master (below Foamy) LordHavoc

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AngleWyrm's picture

How are space yards described in SEV?

Submitted by AngleWyrm on Sun, 2006-10-01 01:57.

"A large construction facility which allows the construction of ships in space."

I'de also like to be able to mod facilities so that more than one facility on a planet can contribute to shipyard production.

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Construction Nodes

Submitted by Shayvaan on Mon, 2006-10-02 06:25.

Unfortunately the only way to handle this at present is to build multiple space stations with space yard components (obtainable at level 10 in applied: space yards)

P.S. Once the full game arrives and we can edit the facilities file, you might be able to get more than one space yard on a planet by making a facilty that builds ships, but is not classified as a ship yard (different facility group) or possibly editing the present space yards.

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Mod Designer

I'm working on a mod to

Submitted by LordHavoc on Mon, 2006-10-02 06:54.

I'm working on a mod to allow players to create larger space yards (3k & 5k) models. I will probably need to change it on release because the data files might change. When release comes out i'll be going into full mod production.

Your lord and master (below Foamy) LordHavoc

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RogerN's picture

I share the feeling

Submitted by RogerN on Mon, 2006-10-02 08:44.

I had similar thoughts while playing the demo. Construction rates lagged behind resource extraction for a long, long time.

I had a thought, though, which would "kill two birds with one stone," as it were. Already, planets receive a construction rate bonus based on their population. What if that bonus were just increased significantly (can this be done in a mod?)? Your extremely populated planets, like the homeworld, could produce ships much faster. As an added bonus, this would make population more important, which I feel it should be.

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ekolis's picture
Mod Designer

Yes, you can change the

Submitted by ekolis on Mon, 2006-10-02 08:46.

Yes, you can change the population bonuses; they are in Settings.txt. Strangely enough they are a bunch of separate fields, not a formula, so they are rather painful to edit... Sticking out tongue There may be programs lying around somewhere which can generate them for you, though, but I don't recall where any of those are...

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

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Rilbur's picture

Pop Bonus Changing

Submitted by Rilbur on Mon, 2006-10-02 09:00.

I certainly hope there's a program (Heck, I could write a simple C++ one that could do it, I think) because its a PAIN in the BUTTOCKS to do it manually. I know, I did it manually a few years back.

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ekolis's picture
Mod Designer

Well, looks like Suicide

Submitted by ekolis on Mon, 2006-10-02 11:29.

Well, looks like Suicide Junkie wrote one...
http://imagemodserver.mine.nu/other/MM/SE5/Tools/SE4+5PopModifier.zip
From the filename it looks like it will work with both SE4 and SE5! Smiling

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

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AngleWyrm's picture

Don't need them all

Submitted by AngleWyrm on Sat, 2006-10-21 19:25.

You can put as few as you like; I just did a test with only TWO levels of modifier.

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BTAxis wrote:Spaceyard

Submitted by MrScribbler on Mon, 2006-10-23 21:48.

BTAxis wrote:
Spaceyard colonies would become strategically more important (as they are where most of the larger, more capable ships come from), and they would impact how well you could resupply with new ships in a conflict. Non-dedicated colonies would construct ships at a far slower rate; enough to provide themselves with basic defenses and create light ships, but undesirable to produce bigger ships.

Here's how to do it, although I don't know how much support the AI has for it as I haven't tested it out yet.

First, go into facilities.txt and remove the Space Yard entry, as well as go into the starting planet txt and remove the yard from the list (might replace it with something else).

Second, mod in a new satellite vehicle type called 'Scaffolding' or some such and give it a lot of space. Then, copy the Space Yard component entry and change it to satellite only, lower the output and change the cost to taste, and give it a unique name if you want. You might also want to make it use supplies, although I haven't found a way to do it yet.

Finally, after starting the game, create and build your new fabber. Launch it, and go into the construction listings to access it.

There's only two problems; both of which require MM to change the code to allow for it (if the code isn't there already and I just don't know about it).

One is that you can't directly access the construction queue of the satellite group. This is internal and would likely need to be addressed by MM's coders.

The other is making the AI use the fabbers correctly. I just don't know if they would or even could, and don't know at all if it would require MM to change the internal AI scripts.

Finally, if can make it use supplies though, you'll be able to get your dedicated yard planet because you'll have to stick so many resupply depots on it. It will also lower the possibility of abuse as it will require the player to ensure there are always enough supplies being fed into the fabbers (aside from resources) within the location the fabbers are placed.

Hope this all helps.

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Mod Designer

A quick question, since not

Submitted by phalzyr on Tue, 2006-10-24 10:32.

A quick question, since not at home to play with it. Does (Space Yard Rate Modifier) work on facilities or just globally? If it did and set at 100% then you'd only need two SY one for first then all other be +100% modifer ones... Just a thought.

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ekolis's picture
Mod Designer

I don't know but it's worth

Submitted by ekolis on Tue, 2006-10-24 14:50.

I don't know but it's worth a try... give it a planetary, sector, or system scope and I'd imagine it might work...
It is surprising that SY's are not stackable, though, given the freedom of defining our own restrictions on things that we've been given with SE5... maybe if enough of us bug Aaron he will replace the hardcoded restriction with a Facilities.txt-defined "one per planet" restriction? Same effect after all Eye-wink

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

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I can see it now...

Submitted by stl pnthr on Tue, 2006-10-24 17:27.

The sheer unstoppable might of my Sphereworld dedicated to simple mass production of warships. Oh how the universe would be mine... =)

"After one look at this planet any visitor from outer space would say 'I want to see the manager.'"
William S. Burroughs

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MageKing17's picture

Oh dear god.

Submitted by MageKing17 on Wed, 2006-10-25 19:39.

stl pnthr wrote:
The sheer unstoppable might of my Sphereworld dedicated to simple mass production of warships. Oh how the universe would be mine... =)
I think we've discovered the single reason space yards aren't allowed to stack...

----

"He is no fool who gives up what he cannot keep to gain what he cannot lose." -Jim Elliot

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Rilbur's picture

This sucks.

Submitted by Rilbur on Wed, 2006-10-25 23:58.

MrScribbler wrote:
One is that you can't directly access the construction queue of the satellite group. This is internal and would likely need to be addressed by MM's coders.

And I sincerly hope they do, since it breaks my mod within about 5 minutes of starting into it. My first "major" change, and the one everything was going to rest on!

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Rilbur's picture

"Scaffolding"

Submitted by Rilbur on Thu, 2006-10-26 00:03.

Has anyone tested whether satelites can be given the shipyard ability, and how that works out? Or shall I psend some of my "free" time on it?

edit:

I've tested it, it works just fine except you can't access the building que for the stack, you have to use the construction menu which could be an issue.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Trithemius's picture

Another idea for multiple 'yards?

Submitted by Trithemius on Thu, 2006-10-26 02:37.

I've no experience, and minimal ability, with modding but perhaps a new facility type could be created that improves the rate of an existing shipyard? They would occupy a facility slot, probably require more advanced 'Yard techs, and be a little pricey - you could call them "Auxiliary Assembly Yards" or something and say that they pre-assemble components for use in the main shipyard.

Some kind of "Space Elevator" facility might also provide an additional % bonus (in the same way that a minerals scanner does?

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Mod Designer

An ideas been bouncing

Submitted by LordHavoc on Thu, 2006-10-26 04:08.

An ideas been bouncing around for varying sizes of shipyards. When my shipset is done i'll probably make a mod that introduces 1x, 2x, 3x, 5x sized shipyards.

Your lord and master (below Foamy) LordHavoc

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AngleWyrm's picture

Great!

Submitted by AngleWyrm on Thu, 2006-10-26 04:30.

Made an Auxiliary Space Yard,

Ability 1 Type := Space Yard Rate Modifier
Ability 1 Description := Space Yard production increased by [%Amount1%]%
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 50
Ability 1 Amount 2 Formula := 0

And it took my space yard from 4000 min/org/rad production up to 5000 min/org/rad production. There seems to be a homeworld doubling thing going on, because ordinary space yards are only 2000. The bonuses seem to be applied separately.

One caveat: This bonus apparently falls into the "Only one per shipyard effective" type category. I tried making a third building type, (Space Yard Machine Shop), and even though the planet listed both bonuses in the abilities screen, it only applied the first one.

EDIT: EGADS! Editing text moves your post!

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It's progress.

Submitted by BTAxis on Thu, 2006-10-26 05:16.

Well, it's something at least. Thanks for this. Too bad only one of them works at a time, though. It would be so much easier if we could just count specific facilities on a planet.

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Rilbur's picture

Multiple SY in stock

Submitted by Rilbur on Thu, 2006-10-26 10:17.

Apparently if you tell it to construct 3 at once (or more, maybe) you can get multiple shipyards per planet in stock. You just have to have none on the planet, then put an entire "stack" up at once.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Mod Designer

'Ere, cut'n' paste that into your facilities.txt

Submitted by LordHavoc on Thu, 2006-10-26 16:26.

BACK UP YOUR FILES FIRST!!!

Full version only. 1.08
Overwrite your existing Space Yard Facility with this lot.

Name                                            := Small Space Yard Facility
Description                                     := Large construction facility which allows the construction of ships in space.
Facility Group                                  := Space Yard
XFile Class Name                                := SpaceYard
Picture Number                                  := 1
Maximum Level                                   := 50
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 20)
Cost Minerals Formula                           := 10000 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Space Yards. 
Requirement 1 Formula                           := Get_Empire_Tech_Level("Space Yards") >= (1 + ([%Level%] - 1))
Number of Abilities                             := 6
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                      := 2000 + (([%Level%] - 1) * 200)
Ability 2 Type                                  := Space Yard
Ability 2 Description                           := Can construct with [%Amount2%] organics per turn.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 2
Ability 2 Amount 2 Formula                      := 2000 + (([%Level%] - 1) * 200)
Ability 3 Type                                  := Space Yard
Ability 3 Description                           := Can construct with [%Amount2%] radioactives per turn.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 3
Ability 3 Amount 2 Formula                      := 2000 + (([%Level%] - 1) * 200)
Ability 4 Type                                  := Tonnage Repair Ship
Ability 4 Description                           := Can repair [%Amount1%]kT of ship tonnage per turn.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 160 + (([%Level%] - 1) * 20)
Ability 4 Amount 2 Formula                      := 0
Ability 5 Type                                  := Tonnage Repair Unit
Ability 5 Description                           := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 5 Scope                                 := Space Object
Ability 5 Range Formula                         := 0
Ability 5 Amount 1 Formula                      := 100 + (([%Level%] - 1) * 20)
Ability 5 Amount 2 Formula                      := 0
Ability 6 Type                                  := Tonnage Repair Facility
Ability 6 Description                           := Can repair [%Amount1%]kT of facility tonnage per turn.
Ability 6 Scope                                 := Space Object
Ability 6 Range Formula                         := 0
Ability 6 Amount 1 Formula                      := 200 + (([%Level%] - 1) * 50)
Ability 6 Amount 2 Formula                      := 0

Name                                            := Space Yard Facility
Description                                     := Large construction facility which allows the construction of ships in space.
Facility Group                                  := Space Yard
XFile Class Name                                := SpaceYard
Picture Number                                  := 1
Maximum Level                                   := 50
Tonnage Space Taken Formula                     := 2000
Tonnage Structure Formula                       := 2000 + (([%Level%] - 1) * 40)
Cost Minerals Formula                           := 20000 + (([%Level%] - 1) * 200)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in Space Yards. 
Requirement 1 Formula                           := Get_Empire_Tech_Level("Space Yards") >= (5 + ([%Level%] - 1))
Number of Abilities                             := 6
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                      := 4000 + (([%Level%] - 1) * 400)
Ability 2 Type                                  := Space Yard
Ability 2 Description                           := Can construct with [%Amount2%] organics per turn.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 2
Ability 2 Amount 2 Formula                      := 4000 + (([%Level%] - 1) * 400)
Ability 3 Type                                  := Space Yard
Ability 3 Description                           := Can construct with [%Amount2%] radioactives per turn.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 3
Ability 3 Amount 2 Formula                      := 4000 + (([%Level%] - 1) * 400)
Ability 4 Type                                  := Tonnage Repair Ship
Ability 4 Description                           := Can repair [%Amount1%]kT of ship tonnage per turn.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 320 + (([%Level%] - 1) * 40)
Ability 4 Amount 2 Formula                      := 0
Ability 5 Type                                  := Tonnage Repair Unit
Ability 5 Description                           := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 5 Scope                                 := Space Object
Ability 5 Range Formula                         := 0
Ability 5 Amount 1 Formula                      := 200 + (([%Level%] - 1) * 40)
Ability 5 Amount 2 Formula                      := 0
Ability 6 Type                                  := Tonnage Repair Facility
Ability 6 Description                           := Can repair [%Amount1%]kT of facility tonnage per turn.
Ability 6 Scope                                 := Space Object
Ability 6 Range Formula                         := 0
Ability 6 Amount 1 Formula                      := 400 + (([%Level%] - 1) * 100)
Ability 6 Amount 2 Formula                      := 0

Name                                            := Space Yard Complex
Description                                     := Large construction facility which allows the construction of ships in space.
Facility Group                                  := Space Yard
XFile Class Name                                := SpaceYard
Picture Number                                  := 1
Maximum Level                                   := 50
Tonnage Space Taken Formula                     := 3000
Tonnage Structure Formula                       := 3000 + (([%Level%] - 1) * 60)
Cost Minerals Formula                           := 30000 + (([%Level%] - 1) * 300)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 7 in Space Yards. 
Requirement 1 Formula                           := Get_Empire_Tech_Level("Space Yards") >= (7 + ([%Level%] - 1))
Number of Abilities                             := 6
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                      := 6000 + (([%Level%] - 1) * 600)
Ability 2 Type                                  := Space Yard
Ability 2 Description                           := Can construct with [%Amount2%] organics per turn.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 2
Ability 2 Amount 2 Formula                      := 6000 + (([%Level%] - 1) * 600)
Ability 3 Type                                  := Space Yard
Ability 3 Description                           := Can construct with [%Amount2%] radioactives per turn.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 3
Ability 3 Amount 2 Formula                      := 6000 + (([%Level%] - 1) * 600)
Ability 4 Type                                  := Tonnage Repair Ship
Ability 4 Description                           := Can repair [%Amount1%]kT of ship tonnage per turn.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 480 + (([%Level%] - 1) * 60)
Ability 4 Amount 2 Formula                      := 0
Ability 5 Type                                  := Tonnage Repair Unit
Ability 5 Description                           := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 5 Scope                                 := Space Object
Ability 5 Range Formula                         := 0
Ability 5 Amount 1 Formula                      := 300 + (([%Level%] - 1) * 60)
Ability 5 Amount 2 Formula                      := 0
Ability 6 Type                                  := Tonnage Repair Facility
Ability 6 Description                           := Can repair [%Amount1%]kT of facility tonnage per turn.
Ability 6 Scope                                 := Space Object
Ability 6 Range Formula                         := 0
Ability 6 Amount 1 Formula                      := 600 + (([%Level%] - 1) * 150)
Ability 6 Amount 2 Formula                      := 0

Name                                            := Space Yard Mega Complex
Description                                     := Large construction facility which allows the construction of ships in space.
Facility Group                                  := Space Yard
XFile Class Name                                := SpaceYard
Picture Number                                  := 1
Maximum Level                                   := 50
Tonnage Space Taken Formula                     := 5000
Tonnage Structure Formula                       := 5000 + (([%Level%] - 1) * 100)
Cost Minerals Formula                           := 50000 + (([%Level%] - 1) * 500)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Space Yards. 
Requirement 1 Formula                           := Get_Empire_Tech_Level("Space Yards") >= (10 + ([%Level%] - 1))
Number of Abilities                             := 6
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                      := 10000 + (([%Level%] - 1) * 1000)
Ability 2 Type                                  := Space Yard
Ability 2 Description                           := Can construct with [%Amount2%] organics per turn.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 2
Ability 2 Amount 2 Formula                      := 10000 + (([%Level%] - 1) * 1000)
Ability 3 Type                                  := Space Yard
Ability 3 Description                           := Can construct with [%Amount2%] radioactives per turn.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 3
Ability 3 Amount 2 Formula                      := 10000 + (([%Level%] - 1) * 1000)
Ability 4 Type                                  := Tonnage Repair Ship
Ability 4 Description                           := Can repair [%Amount1%]kT of ship tonnage per turn.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 800 + (([%Level%] - 1) * 100)
Ability 4 Amount 2 Formula                      := 0
Ability 5 Type                                  := Tonnage Repair Unit
Ability 5 Description                           := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 5 Scope                                 := Space Object
Ability 5 Range Formula                         := 0
Ability 5 Amount 1 Formula                      := 500 + (([%Level%] - 1) * 100)
Ability 5 Amount 2 Formula                      := 0
Ability 6 Type                                  := Tonnage Repair Facility
Ability 6 Description                           := Can repair [%Amount1%]kT of facility tonnage per turn.
Ability 6 Scope                                 := Space Object
Ability 6 Range Formula                         := 0
Ability 6 Amount 1 Formula                      := 1000 + (([%Level%] - 1) * 250)
Ability 6 Amount 2 Formula                      := 0

Your lord and master (below Foamy) LordHavoc

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It's been a long time since

Submitted by PyroMancer on Fri, 2006-10-27 05:31.

It's been a long time since I played SEIV or checked on it's mods so I could be wrong on this. But I know that just like in SEV the ability to have ONE SY per planet was hard coded. But someone figured a way around it and had a mod it was you could add the line adds "resource" to production line something like that. And didn't mark the facility as a SY so the computer never noticed the difference and you could build several of these buildings on your planet allowing for a rather large output. Now I don't know much about MODing for SEV as I don't have the time I once did cause RL to check it out so not sure if the same thing is even possible under the new system but just thought I might bring it up to give you guys some ideas.

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Rilbur's picture

Family

Submitted by Rilbur on Fri, 2006-10-27 09:14.

That was based off having the ability to upgrade from one facility in a family to another, SEV doesn't let you build anything but the latest in terms of components/facilities.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Mod Designer

you forgot

Submitted by Quantum on Fri, 2006-11-17 15:08.

LordHavoc wrote:
An ideas been bouncing around for varying sizes of shipyards. When my shipset is done i'll probably make a mod that introduces 1x, 2x, 3x, 5x sized shipyards.

Your lord and master (below Foamy) LordHavoc


If someone wants to play a small race, then make the facilities 1/2 size too Sticking out tongue

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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I must admit I quite liked

Submitted by Brad on Fri, 2006-11-17 16:13.

I must admit I quite liked the way SEIII handled space yards. As I dimly recall you could have multiple yards on ships/bases and bringing up the construction queue(s) let you move things around so you could change your build order based on immediate need.

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Orbital ship yards are the way to go

Submitted by evilginger on Fri, 2006-11-17 16:31.

If I wanted a major production base for ships I would research ship yards and bases to the point that I could build orbital ship yards to which there would appear to be no limit. Granted that they are not as fast as planet based facilities at the same level but they will do very nicely for building escort and support ships whilst your bigger ships get built on the ground. If you had the colony space you could give an entire system over to ship building. I did that in the game I just finished and was churning out ships by the squadron on a turn basis.

FYI a squadron being a ten ship task force whose composition varied by the role I intended it to fulfil but generally had 3 escorts (destroyers or frigates) a light carrier a repair cruiser a supply cruiser an assault cruiser (troop transport) and two heavy cruisers or battle cruisers(cruisers with lots of fire power or fast Battle ships)

The limit with ships is always economic rather than the speed you can build them which seems to be why many AI's love there frigate swarms (quick to build cheap to maintain) and not all going to get killed quickly

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Personally I like the idea

Submitted by BPiperDude on Fri, 2006-11-17 17:27.

Personally I like the idea of having a mod were orbital ship yards are more efficient than ground based one. This is more of a simulation that at the tech level that these games represent its easier to build the items in space than to build them on the ground and launch them into space. All of which is easily doable in the current game so I'll have to make a mod to do that.
One thing I haven't really liked though is that it would be nice to have it so when you build a ship or base etc it's built with NO supplies and NO ordinace. Ordinance and supplies must be generated through resuply instead. Anyone know if this is doable as a realism mod?

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eeeek no

Submitted by Journier on Mon, 2006-12-11 20:29.

i would like having a single larger shipyard, than running around with my head chopped off trying to find every shipyard i have on every planet i own, trying to make them all build ships...

to do this all on a few "shipyard" planets, would be sooooo nice.... unlike some, id rather not burn my time up trying to find every place that hasnt had a ship put on its build list.

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Rilbur's picture

Nope

Submitted by Rilbur on Mon, 2006-12-11 23:30.

Journier wrote:
i would like having a single larger shipyard, than running around with my head chopped off trying to find every shipyard i have on every planet i own, trying to make them all build ships...

to do this all on a few "shipyard" planets, would be sooooo nice.... unlike some, id rather not burn my time up trying to find every place that hasnt had a ship put on its build list.

Shipyards on planets don't have seperate ques; they replace the build rate of the planet. If youc onvince the game to have more than one, then they add their buildrates together (several SEIV mods did this, but the workarounds have been broken).

_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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thats what i meant??

Submitted by Journier on Wed, 2006-12-13 00:39.

my fault you misunderstood me probably.

I want a single larger "more points" shipyard. Not multiple shipyards that i still have to click to get into and put more ships on the list to build. god no.

1 single large shipyard that could build multiple ships at the same time. Eventually creating the technology/ finding enough resources on other planets to dedicate a single large planet to just shipbuilding.

While limiting colonies planetary factories to small ships, that you could put a global build list for.

i find the setup for shipbuilding right now monotonous, actually the entire shipbuilding, facility building / ship designing system seems this way. Im sure others enjoy all the excess clicking to get what they want though.

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Emtwo's picture

How about this...

Submitted by Emtwo on Tue, 2007-01-02 21:43.

Make it so the Mega-Shipyards can only be constructed in Asteriod fields. It makes sence that all those extra materials are coming out of the many small chunks of planet available in the field.

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Captain Kwok's picture
Mod Designer

Possible SY Expansion

Submitted by Captain Kwok on Tue, 2007-01-02 22:31.

You can probably use the "Space Yard Rate Modifier" (with space object scope?) ability on a SY Expansion facility to boost the rate of an existing Space Yard.

-----

Space Empires Depot | SE:V Balance Mod

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It doesn't stack

Submitted by Destroyer224 on Fri, 2007-01-05 14:23.

Captain Kwok wrote:
You can probably use the "Space Yard Rate Modifier" (with space object scope?) ability on a SY Expansion facility to boost the rate of an existing Space Yard.
Problem is they don't stack if you make another Expansion Facility.

Why not make your resource booster facility, but not class it under spaceyard! Sticking out tongue Since it is not 'technically' in the spaceyard family it should be able to boost the production of your origional spaceyard. Just give it like a 1000 mineral/organics/radioactives build rate. This would also solve the problem of it not stacking!

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Captain Kwok's picture
Mod Designer

Likely stacks

Submitted by Captain Kwok on Fri, 2007-01-05 16:16.

That ability might stack. It does if you use Hardy Industrialists and Builders together as racial traits.

-----

Space Empires Depot | SE:V Balance Mod

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You can already do this in stock

Submitted by jeep on Fri, 2007-01-05 18:44.

With a bug exploit.

1. Start building a SY on a planet that doesn't yet have one
2. Click "Create Item List" and save the queue
3. Now go to your SY planets and add the item list to queue
4. Repeat step 3 as many times as you wish.
5. Enjoy being able to build 4 Cruisers per turn on a large planet filled with SYs

construction rate of 70,000+ per home planet ROFL Laughing out loud

(I don't condone cheating like this though.)

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