I am working on creating a way to force the game to build only one ship of a certain type (aka a Flagship) at a time. I am currently working the direction of using Fleet Beacon and am attempting to find some way to make it only active if there is no Flagship alive.
A question for a question then as I've wondered on this too.
Here's what I'm wondering.
If I use the fleet beacon to call in the flagship and use the following: a buff (lets call it FlagshipAlive) that has no finish condition other than when the structure is destroyed. And have another buff (FlagshipDead) that waits for that buff to finish.
Then have a passive ability on the flagship as the fifth ability that simply starts a buff that waits for owner death.
OnOwnerDeath the buff targets all structures you own and removes the buff (FlagshipAlive) that is on the flagship structure.
The structure's buff FlagshipDead now finishes off allowing the main buff to rexecute the buff sequence (using stacking rules to keep it from re-executing).
General Idea:
AbilityFlagship (Passive)
buffInstantActionType->BuffFlagship
BuffFlagship
PeriodicAction->BuffFlagshipDead
BuffFlagshipDead (non-stacking, PrioritizeOldBuffs)
InstantAction->BuffFlagshipAlive
finishCondition->FirstSpawnerNoLongerHasBuff(BuffFlagshipAlive)
BuffFlagshipAlive
InstantAction->FleetBeacon
So two questions:
- Can a buff target structures anywhere in the galaxy? if not, can a buff target planets (similar to psi ability) to target structures owned by you?
- Can a buff wait for a sub-buff to complete? I know sub-buffs can wait for the parent buff to complete, but I haven't tried the opposite.
This may not be possible, just thinking outside the box...