Spawning PlanetModules in Enemy Gravity Wells and At Stars?

Hi,

            Working on a new mod and trying to figure out if i can spawn "PlanetModules" at enemy grav wells, or at stars?

Some of the planetmodules of course use abilities that can be used in frigates or capitals to produce those effects outside the well, like in enemy grav wells. Others like the culture center have the ability "built in" to the structure itself and have no abilities that let them do what they do. But some of that can be worked around by looking at the culture rate inside the capitals and adjusting it.  :)  I think...  :)

 

Of those planetmodules:

Defense Arrays:   Can be made mobile and therefor we can take them with us.

Hangars:  SC carriers are already mobile, this is good.

RepairBays: Hoshinko's and Mercy ships are already mobile.

AM projectors: This is used by the Advent Light ships, although i would need to make something like them for the Tec and Vasari i believe. Or maybe they already have it and i dont know.

Jump Inhibitors:  Some Capitals already have this.

Culture Center:  adjusting Capitals culture rate?

Trade Center: Hmmm....  This one i need to look closer at, but thought that the last time i looked i didnt see an ability, but like the Culture Center it was built into the module. Hmmmm.....   I think i remember in Wraiths HomeWorld mod, that he used planet modules embedded into resource asteroids that would mean altering some of the "additional" resource asteroids added to planets. Dont know if i can add asteroids to the stars.  Hmmm.... Also if i remember, the starbases have the ability to host tradeships, which means of course just parking a starbase in a grav well, or a star grav well.  :)   I think... maybe im off here.

Of course there is the "Planet Gun's" then, but they should be able to have the abilities dropped into a ship, or change out the mesh and "spawn" them, i did that with the Advent, though i havent looked at the Tec or Vasari yet, so maybe that will be more difficult.

Hmmmm....   Well... maybe i dont have a question after all, ooops! Haha, well... it was a thought, take care and Happy Friday!!!  Happy Modding!!!

-Teal

 

 

 

6,441 views 15 replies
Reply #1 Top

well, the 'buildings' spawned by capitals are actually frigates that have negative linear acceleration values. They are basically frigates without engines.

Capital culture is different from what I think that you think it is. Capital 'culture' is actually the rate at which a capital ship will REPEL enemy culture, not spread your own.

As for AM-restorers, the TEC&Vas don't have an equivalent. However, it is a relatively simple matter to create an ability based on the Mothership's shield regen or the Vasari's Skirantra Carrier Repair Cloud, and instead of having shields restored or hull repaired, have antimatter restored.

Jump Inhibitors use an ability to do so; that ability can easily be applied as the 5th ability on a capital ship.

Reply #2 Top

:)  Thanks for the info Whiskey  :)  I didnt know about the culture thing, but maybe i can figure something out, haha, that or ask on the forums, there are a ton of people here that can do almost anything.  :)

Take care and thanks again,

Keep Modding!!!!

-Teal

 

 

Reply #3 Top

Culture is easy.

It is very easy to make an ability to emit culture. Look at the Advents' cultrue cannon.

 

The hard part is trade and reaserch.

Reply #4 Top

trade is not impossible, due to the starbase trade ports, but I think that research will be the killer

harpo

 

Reply #5 Top

The starbase trade ports are hard coded, and can only be put on starbases.

I guess you could make a starbase that is really just a trade port...

Reply #6 Top

:)   hmmmm... an idea you just gave me when i read your reply was if research was not "tied" to the planet.  :) But then planets are the only points "at present" haha, had to throw that in there, that generate the crystal, metal and credits to buy the research and ships.

The pirates have stealresources, but it steals credits, the crystal and metal still have to come from somewhere.

Unless you know, if asteroids were in open space, well... that wont work... Sins is based on grav well to grav well, its where everything gets done, even the battles, even if some spills into open space out beyond the wells, it is still centered in the wells.

Hmmm.... Well...if it "wasn't" tied to a planet, where would it be tied to?  Actually there is no other place to put it.

But what might "make" it a tad different, would be if the number and kinds of asteroids and the size of the population were more randomly generated. If i played Tec on a terran planet one game and got 2 crystal asteroids, no metal asteroids and maybe half the population we normally get and have to struggle like heck to even stay alive. And in another game had twice of everything, except maybe research would be higher, and i would have to struggle again, not because i couldnt pump out quick and fast and mean ships, haha, but because i could barely keep up with research to keep from being out researched and therefor losing to the ai.

Just some ideas of course, probably far from modibility, maybe even far from an affordable expansion, but still nice to think about.  :)

Keep Modding!!!!

-Teal

 

 

Reply #7 Top

Tesla, thank you for the tip on culture.  :)  I will look at that.

-Teal

 

 

Reply #8 Top

Teal- in the Planet[planetname].entity files, it specifies the asteroid count, and the refinery income for the asteroids.

Also, it is a pretty simple matter to re-gear a races economic design. Just time consuming. All that is need is changing the prices to be set up much like they are now, but with higher costs of metal/crystal. Then, by re-rigging the research (I'm a little uknown to that part, right now anyway, hehehe), you can re-gear an economic design.

I'll include a spoiler about a mod I am working on- the new race(s) that I am including will not use the credit-dependant economies of the vanilla races. Instead they will be heavily dependent on large metal and crystal reserves. However, they won't have the extractor improvement researches, and instead will use alternative methods (like mining a gas giant/gas supergiant planet for Helium-3) to acquire their excess resources.

Reply #9 Top

I have had an idea that could help in this area, ie create a starbase refinery module, then just build a starbase in the gravwell

Reply #10 Top

:)  Harpo, sounds interesting.  :)

-Teal

 

Reply #11 Top

Whiskey,

                   thank you for the note on the planet.entity files... i have "re-rigged" that on occassion, but what i was suggesting is a "randomness" in the amount of different variables that change from game to game.  :)

-Teal

 

 

Reply #12 Top

I have found from the starbase files that we can only have ONE of either trade or refinery ships associated with a starbase, which also forces an issue of creating a second starbase type for the refinery sb idea and also modifying the starbase builder to ber able to build two different starbases and editing all of the planet entities to increase the numbers of starbases

harpo

 

Reply #13 Top

:)  Harpo,

                         In one of my mods for 1.03 i redid the numbers on the available slots for the starbase, the available vs. the total. When i increased the available to the same value as the total i could upgrade the starbase completely. All slots. You can of course also edit the research entities to raise or lower the costs of that research for those upgrades.  :)

Anyway, Happy Modding!!!!

-Teal

 

Reply #14 Top

teal,

I had created a personal mega starbase mod with  6 upgrades each of weapons, toughness and hangars giving 200+dmg/sec 32000+hull armour 34 shields 25000 and 36 sc EACH starbase and limited the starbases to only 24 upgrades for tec 26 each for vasari and advent and each starbase was not just a speedbump but a MAJOR barrier to invasion and I also had to increas the fleet supply so that each side could have a couple of invasion fleets that COULD destroy a fully upgraded sb while having a hajority of ships survive.

harpo

 

Reply #15 Top

:) Sounds very very cool!!  :)  I would like to play that one.

-Teal