Is there any way to limit extractors to just a certain amount? Say 2000 credits, or 5000?

Just an idea, i thought of building a little mini-mod that would have no extractors on the home planet, and a scattering of asteroids that would have them, but it would be nice to have only a certain amount and then stop, you know? So that the fleet would have to continue on to find other asteroids with extractors that weren't used yet.  :)

-Teal

 

 

10,997 views 28 replies
Reply #1 Top

i lke this idea alot it would go along nice with some of the campaing  people are trying to do

 

edit: i think the easyest way to do it would be to give the 2000 or 5000 every 10,000 secs  or longer

Reply #2 Top

Wow cursed, every 3+ hrs of gameplay just for 2000 credits?

Reply #3 Top

Can't be done to my knowledge.

Reply #4 Top

mooster for that one extracter goes along with the same thing that teal wants by the sound of it " 2000-5000 and than none at all" because i dont think thers any way to limit the amount an extractor can produce but you could limit how ofton and how per sec ther for my idea would give you a lump sum at the start than you wouldnt get any futherfrom it. so in reference to what hes asking i think its the only way to make it work unless you have a better idea???

im open to hear it

 

edit: i also think that hes aming for for senarios and campaiges to stop ppl from fortfing and building massive fleets forcing players to push out and take over more plaets and astroids  down side to this is he abuse i think destroyt your extractors and rebuild ect to farm your materials faster

Reply #5 Top

Teal-

Your working on the mod you mentioned in your other post?

 

If you are, I really like the idea.

 

Here is my thought: You have a mobel extractor (or NOT mobile if you prefer) Instead of having a *normal* extraction ability, here is how it would work.

First, you will need to find if you can target astroids with abilities. I think thier is a line for that, but not sure. If not, you'll have to collect resources from planets.

Eathier way (you target astroids or the planet entity itself). Your extraction ability applies a buff to the target. This buff then gives you reasources for a certain amount of time, then stops. This buff has NO ending conditions, and you can NOT replace it!

so, hopefully you see how that would work.

 

That is actully a problem I have pondered for some time (to make a Homeworld Mod if I ever feel like it) SO, kudos to you if you get it to work.

 

Also, PM me so we can set up a date and a time to discuss the fine details over Impulse.

 

Lastly, you should join me and shadow. You don't have to work on Shadow's mods if you don't want to. But you should join our forums and stay active on them so we can all get more input.

Reply #6 Top

A question over which I have also pondered. Here's what I suspected would be the 'Best way'

 

Make a new asteroid model, or various shapes and sizes (to represent their 'rich' content). Now on each of these asteroids, add the wanted ability with 'make dead' as finish condition!

So let's say you have a 'small gold asteroid', create an ability for it (Ie. Foraging), make it last lets say 10 minutes..since its small asteroid..and give it an income rate of 5 credits per sec (low quality crap). Now once those 10 minutes are over (the time set can be made acording to what you want it to give total..Ie. in this case, this asteroid will net: 600 x 5 = 3 000 credits worth of resources).

 

Make the asteroid neutral and capturable and build a new type of ship (salvager) who will be able to capture that asteroid and reap the benefits!

Make the ability passive so that it triggers THE MOMENT its captured.

 

Now add the various shapes and sizes and tie that same ability to them but alter it to make em generate more or less income!

 

Get where I am going?

 

Means a lot of Galaxy Forge editing..but once you get used to it! Theyres no stoping you ;)!

As for regular sins asteroids...well to make game nice...simply open up the planet entities and set them to 0!!! AND VOILA!

 

Limit resources for even greeater challenge ;)

 

Reply #7 Top

Eathier way (you target astroids or the planet entity itself). Your extraction ability applies a buff to the target. This buff then gives you reasources for a certain amount of time, then stops. This buff has NO ending conditions, and you can NOT replace it!
End of quote

How do you have a buff that stops after a certain amount of time if you don't give it a finish condition? And if it has a finish condition, it can be re-applied.

Reply #8 Top

Annatar check my reply!

I suspect it should work pretty damn well ;)

Reply #9 Top

Quoting Annatar11, reply 7

Eathier way (you target astroids or the planet entity itself). Your extraction ability applies a buff to the target. This buff then gives you reasources for a certain amount of time, then stops. This buff has NO ending conditions, and you can NOT replace it!


How do you have a buff that stops after a certain amount of time if you don't give it a finish condition? And if it has a finish condition, it can be re-applied.
End of Annatar11's quote

A number of ways!

It COULD give reasources by applying a new buff to a nearby ship. THIS buff is what gives the resources, and it does have a finish condtion.

You could then make this new buff have a very short life span, and give very few resources.

the original buff would be a periodic buff that applies the new buff a certain number of times to get the total resources you want.

 

Of course, thier are probably better ways to do it.

I think I might like shadow's idea better. It is probably a little more flexable.

Reply #10 Top

Of course it is Tesla....it's signed Justin!

 

Meaning 99.9999% chance of success ;)

 

LOOOOL

Reply #11 Top

These are all wonderful replies, thank you!!!  Yes, EvilTesla, im starting to lay out the starting folders for the stackable mini mods that we talked about, and seeing if i can get some of them workable, some i am having trouble with. I'm trying for just about 5 to start- ships-planets-resources-research-opponents, and wanted to start work on the resources first, but will try your and justin's ideas, and let you know how it is going.

:)

Thanks everyone for the wonderful feedback!!!!   :)

-Teal

 

Reply #12 Top

Quoting CursedSpirit, reply 1
i lke this idea alot it would go along nice with some of the campaing  people are trying to do

 

edit: i think the easyest way to do it would be to give the 2000 or 5000 every 10,000 secs  or longer
End of CursedSpirit's quote

 

:)  Sounds like a cool idea CursedSpirit, thank you, i will take a look and see what it looks like. I will let you know how it goes,  :)  if it works, i will have to name a planet after you, haha, :)

-Teal

 

 

Reply #13 Top

Your welcome Teal! Here to help ;) You know me ;)

Reply #14 Top

lol sounds good

good luck

Reply #15 Top

:)  Some small success so far, was having a heck of a time limiting to just one cap ship in the game, apparently the templates for the main races, advent, tec and vasari are all coded to load a frigate factory by default when you load the map. So i took my other races and noticed that it didn't. My guess is there is no template for my newly created races and therefor no loading of default values.

I was able to get the lone cap ship just fine. So will rename my new races something close to the original races so they are recognizable as advent, tec and vasari, but not the original names so as to pick up the template.  :)

So now that i have the first one as go, will start the other stackable mods for the ship groupings i want, test and then move on to probably planets, etc...  :)

Will keep everyone updated, wish me luck,  :)  The resources i will probably try after the planets, wanted to get some success before i run into that brick wall...  :)  But with everyone's suggestions, perhaps we can pull it off.  :)

I will keep you posted, thanks for the interest in the new mod, and take care, keep gaming and keep modding!!!!

-Teal

 

:)

 

 

Reply #16 Top

:)  ohhh....  p.s. :   critical part will be when i get my second stackable to work and see if i can load them both and if it gives me what im hoping.   :)  We will see though.  :)

-Teal

 

 

Reply #17 Top

The file you are looking for is the GalaxyScenarioDef.entity file.

Otherwise known as teh GSdef.

I sugest you look at it, and learn to use it well. It is VERY important.

 

(FYI, shadow HATES the thing...lol)

Reply #18 Top

FYI! Shadow hates the world in general ;) so the GS Def os the least of my problems ;) LOOOL

Reply #19 Top

:)  you guys are silly, haha, anyway, here is where i am at. I made three mini's so far, ships 1 capital, ships 6 frigates and planets start planet volcanic. Each load and run by themselves ok.  :)  whew!!!!! 

Anyway, when i put "two" mods in the enabled window, i get the one on top to start, lets say i start with the volcanic planet, but not the other one, not the 1 capship mod with it.

If i go back and move the other one up, say the 1 capship mini, then it starts and i have my 1 capship, but now i am back to the normal terran home world.  :(  

At this point they are workable by themselves, but my idea of loading little mini's for an overall effect is well.... doesnt look like its going to happen, unless im doing something wrong, or unless i mod the vanilla files in the main folder also. which would do it i think.  but i would need to copy the whole folder thing and then change it, and keep the copy in a safe place just in case, you know?

Anyway, thats where im at now. Im going to keep making the little mini's anyway, but it seems at this point that the only way to get a overall effect is to make one mini that way. Or like change the vanilla folder too.  Anyway, any suggestions would be wonderful, im still jazzed about the mini's, but a little bummed that they wont seem to stack. 

Thanks for listening,

-Teal

 

 

Reply #20 Top

teal my suggestion is to ONLY have the files that are altered for each minimod leaving all others out, that should also help with the stacking issue, as entrenchment seems to look at the first mod for a file if not found then looks in the second, then looks in the third if not found and so on through the stack until it has only entrenchment and sins left, and I think that each minimod will want it's own manifest.entity

harpo

 

Reply #21 Top

thank you harpo, wonderful suggestion, i wasnt sure how this worked, but will give it a try and let you know.

hmmm.... i have three little mini's so far,

one has just the cap factory and a single capship for each player.  only thing changed was the player.entity file

the second has the frigate factory and 6 frigates for each player.  only thing changed was player.entity file.

the third changes the start planet to volcanic.  changed start planet.

but how do i get the changed player.entity file for the frigates if that player.entity file was already picked up in the first mod?  hmmmm.... 

It that is true, then it would mean i cant change weapons for a ship in one mod and then change the speed for that same ship in a second mod and run both of them, if it loads the first one and says, "I have this file, I dont need it again" then that would mean i can change other files, as long as i dont change the same one more than once across all the little mini mods i make.  :(

I will try, but this is not looking very promising, :(  sorry for the attitude, im just sorta bummed. I had visions of making little tweaks to each mini and then loading them one after another to produce you know, different little scenario's,   ... like 1 cap, no frigates and start planet volcanic, with heavy pirates and only weapon research.  That kind of stuff. Then after a game, go back and load a different set of little mini's, like no caps, all frigates, start planet asteroid and only shield and armor research and trickles of resource asteroids available. That kind of thing.  You know?

If i cant get the stack to work, then of course the only option available will be to build each little scenario like above into one little mod and then build another for the other scenario's.  :(  A lot of work to be sure... but still hopefully in the end, still the same result) Not as easy nor as convenient as loading a bunch of little mini's that i can change a single item in and be done and on to the next little mini.  But we will see.

Thank you for the suggestion though, i appreciate it, i will let you know,

-Teal

 

 

 

 

 

Reply #22 Top

darn.

 

I have no sugestions, as I have no experiance modding Entrenchment.

Reply #23 Top

Tesla...I'm on our website you know!<

I might be at university but doesnt stop the fact that it has internet and I am tapping it +_+

Reply #24 Top

:)  Okie Dokie, here goes, i have a workable set of about 18 little mini's that add different planets as your start planet, load just one capital, or just 6 frigates, or all of them. One adds heavy strikecraft, another heavy weapons for the capitals, another low ship costs, one has low resources and one high, one has low research.

I think it is ready for testing, i've been playing it since finishing the last mini last night, there could of course be more to come, and it is fairly straightforward. The only couple of things you have to keep in mind, are that the mini's load what the others have that it doesnt, so its a little like make heavy ships, take out ships in the planet mini. And the other thing to keep in mind is that they act in a sorta class way, and what i mean by that is : say i make 1 cap mini, i have to change the player.entity to get that 1 cap all by itself.

So then i make a 6 frig mini, i also have to edit the player.entity file to get that. SOOOOO the 1 cap and the frig mini become mutually exclusive. I can load one, but if i load the other, it wont show, the player.entity file has already loaded and is no longer required. Maybe the devs can tweak this downstream, but right now this is the way it goes.

So, i have labeled the mini's by class, ship or planet or resources or foes. The research is tied through the player.entity file, so you can only use it in place of a ship class mini. Anyway, im guessing that this will all become readily apparent after someone has a chance to work with it a bit.  :)  I think its fun, the mini's are relatively quick to make and they produce a lot of customizability into my game, i can choose my start planet, i can choose how many ships i want, heavy or light weapons, add heavy strikecraft? I can lower or raise my costs (depending on which mini i use) and have little or no research or a ton of it.  :)  The high resources is done, but  the high research mini im still working on it.  :)

Well... this is BETA... okie?  :)  So if you want give it a try and let me know what you think, and how perhaps i can tweak it to make it better. Oh, i used my starfire mod as a base, because i didnt have to create new races from scratch again, but it does add things that arent used in the mini mods, so the files are perhaps a little overweight.  :)

But to be honest taking an hour to take out 24 mb of files from 18 files seemed a little, well... haha counter-productive. I thought, it is small enough, its okie to leave in.  Anyway, keep gaming and keep modding !!!!

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Reply #25 Top

p.s I tried to post a picture, it didnt work. :(