travel from any planet to any planet how?

hi all,

i got some trouble making free planet to planet travel a standard for all races without structures.
as i see it there is a way to do it with the ability of the phasegate, but the planet ability i wrote seems to be bugged.
the ability apears on the planets in-game, but it doesnt work and i cant figure it out.
the basic idea was to simply give all planets the "Planet"-Ability wich gives the Planet the ""IsPhaseGateEndPoint" Bool.
so its like every planet having a phasegate, so they are all connected and the enemy can attack every planet from everywhere.
but its never that simple i quess.
has anyone allready done something like that or any suggestions?

here the self-writen "Planet"-Ability and the buff, maybe u see an error i dont.

Ability:
TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToLocalOrbitBody"
instantActionTriggerType "AlwaysPerform"
buffType "BuffPlanet"
targetFilter
    numOwnerships 3
    ownership "Friendly"
    ownership "Enemy"
    ownership "NoOwner"
    numObjects 1
    object "Planet"
    numConstraints 0
effectInfo
    effectAttachInfo
        attachType "Invalid"
    smallEffectName ""
    largeEffectName ""
    soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "Invalid"
aiUseTargetCondition "Invalid"
isAutoCastAvailable FALSE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget FALSE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
isPassive TRUE
researchPrerequisites
    NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_PHASEGATE_NAME"
descStringID "IDS_ABILITY_PHASEGATE_DESCRIPTION"
hudIcon "HUDICON_SUPPORTABILITY_PHASEGATE"
smallHudIcon "HUDICON_SUPPORTABILITY_PHASEGATE"
infoCardIcon ""

Buff:
TXT
entityType "Buff"
onReapplyDuplicateType "ReplaceWithNewBuff"
buffExclusivityForAIType "notExclusive"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 0
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 1
entityBoolModifier "IsPhaseGateEndPoint"
numFinishConditions 1
finishCondition
    finishConditionType ""
   
every help is welcome.
5,862 views 9 replies
Reply #1 Top
The first thing that jumps out is:

numFinishConditions 1
finishCondition
finishConditionType ""


You shouldn't have any finish conditions, I think, if it's an always-on thing. Don't know if that could be it, though.

The targetFilter looks a little wonky too, but I haven't created planet abilities so I don't know if that's the correct way of doing it.
Reply #2 Top
To elaborate, I think

buffInstantActionType "ApplyBuffToLocalOrbitBody"

is used by the phase gate because it's a building that modifies the planet near it. But since you're putting the ability on the planet itself, wouldn't it be ApplyBuffToSelf?
Reply #3 Top
i have seen this finishcondition on an other persistant ability, so it should work.
the target filter looks like this, because it should be active no matter who owns the planet.
i allready tried the abblybufftoself, but it didnt work(not even the text in the ingame-info-box of the planets apeared).

the only way to tell if it "works" seems to be the text in the info-box, in this case the phasegate-text in the planetinfo. so i assume that atm the planets have the phasegate-bool, but for some reason the ships dont use them.

maybe its because the planets are unowned at the beginning, but even the phasegate has the Friendly, Enemy and Noowner targeting, so that shouldnt be the problem either.
has someone ever tryed to use enemy phasegate-connections? refering to the targeting it should work.....
Reply #4 Top
I would also be interested in this combined with larger gravity well discs to make a great mod.
Reply #5 Top
managed to get the impulse speed circle value down. Can make large circles to have better more tactical battles...
Now need to know how to phase to any planet..........I suppose I could make a map with phase lanes to all planets. Geez that would be confusing to look at.
Reply #6 Top
oooooooooor just create an invisible unit with the passive ability and place it in all your mod's maps/make it automatically spawn as one of the starting structures
Reply #7 Top
i tried to just remove the research prerequisites from the phasegate and make it aviable from the beginning. it didnt work, they dont have any effekt now, but the phasenode text appears correct at the planet-text, so im sure at least the ability works and i havent touched the buff so it should work.(the ability itself also got their prerequisites removed).
so i assume that its hardcoded to the research.
im not sure anymore if its even possible to get interplanetary connections that way that all can use at the same time, i think this way results at best in free travel between friendly planets but not to hostile ones. ill try some workarounds later, for now i have to get the supply part of my mod to work(like in Conquest: Frontier Wars ;)
Reply #8 Top
maybe phaselanes are our only way to get real free travel, i have read somewhere, that u can make them invisible.
is there some way to alter the random map generator? would be easyest to let him do the work;)
Reply #9 Top
The option to hide phase lanes is in the game's options. So yeah, you can connect every planet to every planet in Galaxy Forge (I don't think the Random generator will do this) and just play with lanes not shown.