OK, some fairly disparate questions here so...
First, an explanation of what the following actually means.
buffInstantActionType "ApplyBuffToTargetsInColumn"
instantActionTriggerType "AlwaysPerform"
buffType "BuffBeamBlastDamage"
targetFilter
numOwnerships 1
ownership "Enemy"
numObjects 1
object "Frigate"
numConstraints 0
columnRadius
Level:0 1000.000000
Level:1 0.000000
Level:2 0.000000
Now logic says that the radius is exactly what it says it is, so that basically the buff in question would be applied to ships 1000 on either side of the firing line, but then how is the range of the column determined? does it just extend to the original targeted ship and then stop? or does it have no range and just keep going until some other limitation kicks in?
Second, I know some people had been experimenting with removing phaselanes, to me the obvious way to do it is to add an ability to every planet that gives them...
numEntityBoolModifiers 1
entityBoolModifier "IsPhaseGateEndPoint"
That. My question is, if you remove Phaselanes do the things dependent on them (Culture, Hyperspace detection,Trade calculations,refineries) stop working? I'm assuming that they probably do.
Third, Is it actually possible to limit travel between stars to phaselanes?
Fourth, How would I go about making an ability that paired two ships together? Specifically what i want is a buff ability on Ship A that it would cast on Ship B, and then Ship A would be unable to cast the ability again until Ship B died or the ability was cancelled