Refitting vessels. -1 reply

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delta_dids

What Lies Beyond...

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9th December 2006

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#1 10 years ago

Right now, we have the option of three different known methods for refitting a vessel.

1) A fusion weapon 2) FLOPS 1.2.5 patch replaceWeapon, or 3) Different shipyard with buildable refit option

As you know, the upgrade stations replace the built pod with a different one on the build menu, so I was wondering, is there a way to have a secondary build option on shipyards. This would mean that, for example, your primary shipyard can built the bog standard Excelsior. When you research say, the "Refit Pod", the standard excelsior is replaced on the build menu with the Excelsior-Refit.

I have tried to do this, but I haven't got it working, so I thought I'd ask the community.

Many thanks, Delta_Dids




Flash525

The Carbon Comrade

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14th July 2004

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#2 10 years ago

To my knowledge, it isn't possible to change the build buttons in shipyards.




Guest

I didn't make it!

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#3 10 years ago

Well there is the secondarybuildItem = command but I've never tryed it with one of the yards yet. I would think that in order to do this as your example states you also need to set somthing in the tech tree so that you first ship can't be made any more at the moment the second ship becomes avalible. This is all a guess but thats how I would go about testing it.




Majestic-MSFC

Majestic is thy Name!

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2nd April 2006

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#4 10 years ago
starfox1701;4214408Well there is the secondarybuildItem = command but I've never tryed it with one of the yards yet. I would think that in order to do this as your example states you also need to set somthing in the tech tree so that you first ship can't be made any more at the moment the second ship becomes avalible. This is all a guess but thats how I would go about testing it.

That may be the only possible way it can be done. Your only other option is to have another yard with the upgrade vessels.




B3ta

The forums staffers think I'm Cool

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22nd April 2004

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#5 10 years ago

For the tech tree alteration, i though it was something like, the research pod is built, then you set the object you don't want to be built anymore to -1 or -2 i think.....or it might be 3 instead of 0 with the research pod on the end.




exodus_499

... soon to be "reconditioned"

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16th April 2007

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#6 10 years ago

Doesn't the number refer to the number of different required things? (Obviously excepting -1 & -2)




B3ta

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22nd April 2004

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#7 10 years ago

possiblely but i know you can get it to work, because it was done in a mod....but i can't remember which one. Yet....




Avon

Ageing Rapidly

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27th October 2006

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#8 10 years ago
B3taFor the tech tree alteration, i though it was something like, the research pod is built, then you set the object you don't want to be built anymore to -1 or -2 i think.....or it might be 3 instead of 0 with the research pod on the end.

I'm sorry I dont understand. Set what to -1 or -2 ??? You can do this in the AI which will limit how many the AI will build, but that doesn't stop the ship being buildable when you play them yourself. If such values can be used in a techtree, then I'd love someone to explain this to me. Or am I mis-understanding?




Guest

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#9 10 years ago

Well in this case its not a reasearch pod and I'm assuming the buildItem# = ship will keep building until it is opted out by the tech tree but what I'm thinking is that you have another station say a reasearch station that you up grade through one of the other meathods and since the odf changes that means ship 1 can't be made anymore but ship 2 is now avalible.




Aelita

ZZZZZzzzzz

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4th January 2006

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#10 10 years ago

There is another... :Puzzled: unusual option, but I don't know if it'd work or not. Technically it should though.




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