Can the limit for space yard's be removed? |

I was wondering if the limit on space yards can be removed (for both component and facility) because it never made much sense to me to even have a limit. I mean irl you could have a base or planet with multiple construction facilities so why limit it on the game? What would also be awesome is if you could gave multiple space yard components/facilities and have each of them be able to construct.
Re: Can the limit for space yard's be removed?
I guess that would be Components.txt and Facilities.txt 
Also I strongly believe that allowing more spaceyards will only increase the overall build rate, but not generate more build queues.
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Re: Can the limit for space yard's be removed?
There is little to no need for multiple build queues, and it would in fact be detrimental to gameplay to introduce them. If you have enough build points to build 2 ships in a turn, they both get built. If you had 2 separate queues, you get both ships built slowly. With 1 queue, one is done in half the total time, then the other. There is not much benefit to slowing down production of final units when the total amount of build points is still the same. Why bog the game UI down with 5, 10, 20 times as many queues in the lists? It might have made sense with SE4's lack of point spillover, but SE5 eliminates that issue.
Re: Can the limit for space yard's be removed?
"Realism" is a terrible metric, sense one's perspective is bound to be "wrong" according to everyone else.

Re: Can the limit for space yard's be removed?
Additional queues is a bad idea. It how BM actually works with the Space Yard Bases. I can tell you that having 5-20 construction queues (EDIT: per "contruction yard" planet) instead of one is REALLY tedious!
Agreed, realismis good only as long as it doesn't hamper gameplay. If you could choose between multiple queues and only one, it would be another thing, but since you can't, it's best to have only one.
By the way, is it possible to mod a component that would increase the construction rate of the planetary space yard in the same sector?
Have a question? Search the wiki first!
Re: Can the limit for space yard's be removed?
I would have to agree that having multiple buld queues is kind of pointless.
There is really no difference between building 5 things sequentially in one turn, and 5 things in parallel in one turn. Either way, those 5 things are complete in one turn.
"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

Re: Can the limit for space yard's be removed?
Of course it's better to have a single queue for things that take several turns to be built. But that would probably be a good thing - that way bigger ships would be more worth researching.
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Re: Can the limit for space yard's be removed?
It's not about the performace of the game engine, but the "performance" of the player.
When you hit "Q" when your planet is selected, to what construction queue would it take you?
Some remarks about the chore that is managing multiple space station yards:
As it is now, you have to rename every base that is built if you want to manage them efficiently in the constructon queues list.
You probably won't group them in fleets (I'm not even sure you can), in order to be able to acess them from the system view. That means they will clutter the ship list in the sector.
The worst is when you want to plan ahead the construction of your ships:
Say, I need 5 ships A, 3 ships B, and 1 ship C ready in N turns. With the current system, it is a CHORE to distribute your construction between different space stations (while they are in the same sector!):
"Damn it this ship won't fit in this construction queue, what if I remove those two and place them in separate construction queues? Doesn't work... looks like I have to take my calculator AGAIN."
Most of the time I end up by overbuilding ships, or forgetting to build one ship because I don't remember anymore what I put in the first construction queues! (Or I re-check, and write down on paper the list of ships, then put little x-es in front of them...)
So, I would really appreciate if there was only one construction queue per sector, or if at least you could build components supporting existing construction queues instead of starting a new one!
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Re: Can the limit for space yard's be removed?
There's nothing wrong with overbuilding ships.
After all: The best kill, is overkill.
"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

Re: Can the limit for space yard's be removed?
No, of course, building an extra ship is not really a problem, forgetting to build a scout (for instance) is, my main point being that the whole system is horribly complicated compared to what it could be.
Also, I don't play like THAT against the AI, only multiplayer deserves this kind of micromanagement. In SP often I just put the space stations on repeat build, with basic attack ships and units.
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Re: Can the limit for space yard's be removed?
There are tons of other things that I'd rather see added as options first. For example, Get_Vehicle_Size() in components.txt...

Re: Can the limit for space yard's be removed?
No, it isn't, otherwise there wouldn't be a multitude of people complaining about it.

Re: Can the limit for space yard's be removed?
It's been talked about repeatedly. It just doesn't work yet.
As for multiple ques, if you really want 'em, you can always build a space station. Or six.




Re: Can the limit for space yard's be removed?
Edit the corresponding data files to remove the limit.
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