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

Way for an item to be repairable only by Planet based Shipyard and not by other (mobile) repair facilities?

Submitted by Dizzy on Thu, 2007-10-04 03:43. Space Empires V General

I'd like that certain items like boarding parties and emergency resupply pods, among just a few, should be able to be toggled so that they are able to be repaired only by planet based repair facilities... Dry dock in other words...

Is there a way to achieve this ability?

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Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Pit Fiend on Thu, 2007-10-04 03:59.

Build a frigate design with repair bay. Build one or two and send them away with your battle ships. After combat, all componets are 'repaired' and fresh for use.

I know it's ship based and you want a planet based solution, but the ship solution is independent.

Best regards,
Pit Fiend

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Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Innuendo on Thu, 2007-10-04 06:14.

That's what he's trying to avoid. The fact that you can have a repair ship with your boarding party ships, and capture another ship every turn.

I agree that it doesn't really make sense that your hardened marines can be repaired out in the middle of the quadrant. I don't see any way around it though.

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Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Dizzy on Thu, 2007-10-04 06:38.

So then there is no way to prevent a repair facility on your ship from repairing an item you want to be able to toggle not to repair unless at a planet shipyard?

Then what about adding a line of true or false code ability where item may be repaired only at a planet shipyard?

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Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Hearteater on Thu, 2007-10-04 09:32.

It would be nice if components could be flagged as: REPAIR_REQUIRES_FRIENDLY_COLONY = Yes/No. I wouldn't say conceptually only planetary facilities should be able to repair ship capture components in this case, because a repair base in orbit of your homeworld should probably be able to handle the job too (just ship the new marines up from the surface).

A more general and fun control would be: REPAIR_REQUIRES_FACILITY = xxx

This would allow mods to have a Marine Barracks facility and Ship Capture components could only be repaired when in orbit around a planet with such a facility.

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Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Dizzy on Thu, 2007-10-04 12:08.

Yeah... something like that. I mean there are a slew of components I'd flag so that they'd only be able to be repaird planet side... or with an orbital spaceyard. The standard quicky repair facility and smaller components shouldnt be able to repair in deep space things like marines, emergency resupply pods, etc. Be a wonderful tool.

I guess to have the most moddable setup, you'd want some kinda code that lets you select an orbital space ship-spaceyard, and OR a planet-spaceyard.

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Thy Reaper's picture
Mod Designer

Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Thy Reaper on Thu, 2007-10-04 12:09.

I've requested that MM add this in, but he's been focused on bug fixes for the most part. However, he seems to be moving closer to adding things, such as the abilities you want here. Request it, and you have a decent chance to see it happen.

-----
A project a day keeps the deadline away.

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Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Dizzy on Thu, 2007-10-04 12:10.

How? And what's the best code line to implement for the easiest and most moddable format?

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Rilo57's picture

Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Rilo57 on Thu, 2007-10-04 15:25.

I don't think boarding parties need anything more to get in the way of them being used effectivily. I haven't as of yet used them effectivily. It's just too hard to only remove the shields without blowing up the whole ship, deal with all the other bad guys and capture a ship... in realtime it's just too difficult. I agree with your points about finding marines in deep space... but...

Maybe I'm going about it wrong.

SEV, more than a feeling.

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Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Dizzy on Thu, 2007-10-04 15:38.

Marines dont work right yet... Something about elevation that will be fixed next patch.

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groovyfishguy's picture

Re: Way for an item to be repairable only by Planet based Shipya

Submitted by groovyfishguy on Thu, 2007-10-04 16:01.

It would be really nice if marines did get fixed. I would love to play as a pirate race that got most of their ships via capture. Smiling
Groovy Baby Yeah!

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Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Khemul on Thu, 2007-10-04 16:17.

Marines work. The last few games I've played have been roleplaying a pirate race and getting all my tech via ship capture. What the fix refers to is the fact that the pods when launched won't change elevation so if you are at a different elevation from the target they won't work. Rather then changing elevation they orbit above the target till they die. It is not all that common a situation. I've personally only run into it a few times (mostly when raiding stations in orbit of a planet).

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Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Solymr on Thu, 2007-10-04 17:00.

If my memory serves me correctly, this ability was in SEIV. It'd be a nice addition to SEV too, however.

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Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Dizzy on Thu, 2007-10-04 19:35.

Really? Im playing an SEIV game... so tell me how not to be able to repair my emergency supply pods and marines in deep space.

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Captain Kwok's picture
Mod Designer

Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Captain Kwok on Thu, 2007-10-04 19:43.

In SE:IV, some components require a SY to be repaired.


Space Empires Depot | SE:V Balance Mod

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Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Dizzy on Sat, 2007-10-06 09:25.

Captain Kwok wrote:
In SE:IV, some components require a SY to be repaired.


Space Empires Depot | SE:V Balance Mod

Any chance on enlightening me as to how I'd add that ability to boarding parties? Oh... and in SEIV as long as you dont add a completely new component to the middle of the list, individual line changes on components will take mid game?

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Captain Kwok's picture
Mod Designer

Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Captain Kwok on Sat, 2007-10-06 10:01.

I believe it was the "Component Destroyed On Use" ability that would control this behaviour for SE:IV. It's already on some of the emergency components.

You can change any entry in SE:IV's components.txt as long as it doesn't shift the order of components in the file.


Space Empires Depot | SE:V Balance Mod

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Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Dizzy on Sat, 2007-10-06 19:42.

!!! THX !!!

Does SEV have the same ability?

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Re: Way for an item to be repairable only by Planet based Shipya

Submitted by Dizzy on Sun, 2007-10-07 09:42.

Name := Boarding Parties I
Description := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num := 65
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 200
Cost Radioactives := 100
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2024
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Capture
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Boarding Attack
Ability 1 Descr := Provides 20 space marines for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Ability 2 Type := Boarding Defense
Ability 2 Descr := Provides 12 space marines for boarding defense (all stations on ship will be used for defense).
Ability 2 Val 1 := 3
Ability 2 Val 2 := 0
Ability 3 Type := Component Destroyed On Use
Ability 3 Descr := Component is destroyed after use.
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Weapon Type := None

I added that to the bottom of the component and changed the number of abilities to 3. But my repair bay still repaired the item afterwards which isnt what I wanted. I wanted to have to go back to spacedock. So how I fix?

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