There is any way to change the max number to star bases per planet instead of per player?

There is the, maxStarBaseCountPerPlayer, there you can change the amount the amount of player can have, so if you put 1 there, each player can have 1 starbase at max on this planet.

There is something that I can change, that make this limit per planet instead of per player?

Example: The planet can have 10 starbases and players can have any amount of starbases there they want, until there is 10 starbases (from no matter what player or combination of players) on this planet.

 

And mines, there is such thing to mines too?

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Reply #1 Top

Once you find a way of counting buffs, and making a certain stack amount a prereq for other buffs, you can simulate it with abilities.

So once the limit is reached, you can disable the abilities of Ruiners and constructors, though the only way of forcing it for the Jarun would probably be to mod the deployment ability and make it "malfunction" if too many SB's are present, refunding the costs in the process.

For TEC mines you will probably have to destroy and refund every single one that goes over the limit.

I have no idea how you're supposed to count the buffs in the first place, so I hope someone comes up with a working solution. You could possibly make a chain of 10 buffs, or whatever your desired limit is, and only apply the next one if there is another eligible target beside the one already carrying the current chain link. Then, make the 10th buff the prereq for things to start malfunctioning. If you want to try this, and run into problems, you can also necro my Fleet Synergy thread (read it to get a basic idea of how to set up this mechanism), where I'm doing a similar setup, albeit with a different purpose.

All of this will get very messy and complicated, so I suggest you forget about it unless someone comes up with a simpler solution or you have a lot of free time.

Also this would break Vasari, as their SB is their only siege weapon, and Advent/Vasari could quickly spam a defending player out of available "mine slots".

Reply #3 Top

Oh, and if you come up with a "buff counting system" that actually works, please post how you did it, as I'm sure quite a few people will love you for that.

But really, unless it's crucial for some realistic total conversion mod I suggest you stick to the existing system, and possibly exclude certain "killer combos" of custom structures/mines through a modified version of my synergy ability (i.e. you don't limit all SBs/mines, just the ones you can't easily balance through other means)