[MOD] Movable starbases, tiny mod

http://files.filefront.com/starbasesmove11zip/;13403773;/fileinfo.html

It annoyed me that only the Vasari starbase could move, and it just felt totally unbalanced as they are so powerful when upgraded.  I could either make all of them move, or none of them move... I chose to make them all move, to make assaulting enemy planets even harder.  TEC starbase coming towards you, is much scarier than seeing it sitting harmlessly on the other side of the gravity well, helplessly watching as you destroy everything out of its range.

I'm sure anybody that has the ability has already done this themselves, heck it took me all of five minutes to make, but I figured I'd post the files for those that haven't done it yet or didn't know how.  The files are already converted to binary, so just install them normally:

Create a folder in the \Documents and Settings\<username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.01\<name folder whatever you want>

Then copy the two .entity files into it, and enable the mod inside the game.  Alternatively, if you are already running a big mod (like when Sins Plus is modified for entrenchment TODAY *crosses fingers hopefully* :D ), just copy these two into the Sins mod folder, overwriting if it prompts.

Easy Cheesy.

Updated a fixed version, where the TEC and Advent SB's will now start on the proper tactical defense mode (protect entire gravity well).  Missed it completely when I went through the entity files the first time, thanks.  :D

11,806 views 15 replies
Reply #1 Top

Filefront seems to be having some problems when I tested the download link for the updated file, I put it up at a mirror until they get their act together.  Just a quick fix to make so the default mode is "gravity well" instead of "hold position" the first time you build a SB.

 

http://www.filefactory.com/file/af3h5f6/n/starbasesmove1_1_zip

Reply #2 Top

Hey thanks! I was hoping someone would finally get this out there. Now if there was just someway to grand SBs the ability to phase jump!

Reply #3 Top

Havent seen this work yet.. would be nice though:/

Valkajin

Reply #4 Top

I believe phase jumping is limited to ship types.  starbases seem to be classified as modules, looking at their entity files.

This suggests something very interesting, that we can mod any module to move within it's grav well:  research stations, trading posts, even ship factories.  I'd probably leave the gun platforms as stationary modules since that's how it's designed for all races, but imagine being able to move your trade posts and research stations to the other side of your planet while your starbase and fleet deal with an enemy invasion.

Correct me if I'm wrong, but does a -1.000 on the linear speed turn off a module or ship's ability to move?  the Vasari base didn't have this set, so I imagine that's what you did to the tech and advent bases as well.

Reply #5 Top

The linear speed is one of the variables.  The following are also set to zero, and need to be given positive numbers to work properly:

 

maxAccelerationLinear

maxAccelerationStrafe

 

And rotateToFacePlanet needs to be set to FALSE, for obvious reasons (how weird would it look flying around and always facing the planet, lol).  Oh, and you have to set the attack radius to entire gravity well, instead of hold position.

 

Reply #6 Top

It strikes me that you could use this to produce "System Defense" style starships, too - using the right "starship shaped" models.  Essentially, warships without the Jump Drive.  Maybe they could be cheaper, maybe they would be faster within the gravity well, maybe they mount more guns, armor, or shields ... :)

Reply #7 Top

well since you did this im sure you added vas a new ship to kill starbases than right since that was one o there main reasons forit to move

to kill other starbases as tec gets there topedos and advent gets the star vas had there starbase  thats my thought

Reply #8 Top

Ok, I'm not sure what the deal is, but I tried installing this mod by itself, and merging it with the other mod I use (Bailknights) and the starbases still do not move. I'm sure I'm doing something wrong, I just don't know what? :(

Reply #9 Top

im not sure but i think bailknights mod has a gameifo folder in it so if you have this mod set to before it  knights will over ride it in theroy might want to check there or wait for another thought

Reply #10 Top

Quoting eqfan592, reply 8
Ok, I'm not sure what the deal is, but I tried installing this mod by itself, and merging it with the other mod I use (Bailknights) and the starbases still do not move. I'm sure I'm doing something wrong, I just don't know what?
End of eqfan592's quote

 

did you turn off hold position? i havent played the mod itself but thats what i got from the previous post.

Reply #11 Top

Well, there's no movement options for the starbases themselves while in game, so not sure how to turn off hold possition. I checked bailknights mod, and there weren't any folders with that name in it. I even checked through all of the folders and couldn't find any files with the same name as the two downloaded for this mod.

Reply #12 Top

you might want to try creating a 'GameInfo' folder in the mod, and then putting the files in there. Then you should use harpo's manifest maker to check it all.

Reply #13 Top

Hey thanks! I was hoping someone would finally get this out there. Now if there was just someway to grand SBs the ability to phase jump!
End of quote

There might be.  Maybe use a ship, and change it so its exactly like one the SB's, essentially it would be one that could phase jump.

Reply #14 Top

:)  Now that might be very very interesting!! 

-Teal

 

 

Reply #15 Top

Is there going to be an updated version of this mod? I am getting a minidump crash to desktop.