Disabling phasejump for capital ships

Can it be done?

Hello

 

I was wondering if there was a way to disable planet to planet phase jumping for capital ships?

I've been looking in to the files but i can't see any "obvious" way of doing it, but maybe someone out there is a lot smarter than me and knows a way? :)

 

 

/Vap

11,886 views 16 replies
Reply #1 Top

Okay, what do you want exactly? Do you want capital ships to never phase jump? To be able to keep them from phase jumping in certain situations? Abilities at least can do it, but I can't really tell you much more until I understand what you are wanting to do.

Reply #2 Top

An ability, passive or active, that applies the modifier "PhaseJumpDisabled" applied to a CapShip only filter.

Look at BuffPhaseOutHull.entity.

Reply #3 Top

Okay, what i'm wanting to do, is to disable phasejumping passively on capital ships, possibly using the 5th ability slot to hide it, and then have another ability, an active one, that i can activate for x amount of antimatter and override the passive ability.

 

I'm just not sure it's possible?

 

/vap

Reply #4 Top

Quoting Vaporific, reply 3
Okay, what i'm wanting to do, is to disable phasejumping passively on capital ships, possibly using the 5th ability slot to hide it, and then have another ability, an active one, that i can activate for x amount of antimatter and override the passive ability.



I'm just not sure it's possible?

It is possible, though as you realized that is going to require 2 abilities, which means if you are doing this for Vanilla capitalships you will have to get rid of one of their other abilities to accommodate it. But anyways, as Krdax mentioned, the PhaseJumpDisabled Boolean modifier will prevent capitalships from phase jumping on a passive ability. An active ability can then apply the AblitiesDisabled boolean for a certain time and will disable the passive, allowing the ship to phase jump. Note that this will also cancel any other active abilities on the capital ship and will prevent any other abilities from being used until it expires.

Reply #5 Top

Or you could have a separate ability apply the override target buff buff to the ship with the passive ability.

Reply #6 Top

Quoting KrdaxDrkrun, reply 5
Or you could have a separate ability apply the override target buff buff to the ship with the passive ability.

Wouldn't the passive just immediately reapply the buff? Though it may work if you set a duration on it, not sure how that works.

Reply #7 Top

Okay, so it's possible, now, the final part.. Is it possible to incorporate some sort of check for phase jumping to see if a certain variable is true.. Basicly, what i want to do is:

 

1: Disable permanent phasejumping on capital ships.   = Check

2: Make an ability to temporarily enable phase jump for x-amount of antimatter.   = Check

3: Make it so that while phase jumping is available, the ship can only jump to a planet with a phase stabilising structure/ability active. = How? If at all possible?

 

I have a horrible feeling that the last one might be tricky if not impossible, any help would be appreciated, and many thans for the speedy replies so far :)

 

/vap

 

 

Reply #8 Top

That^^^ was how the mines were debuffed by scouts pre-Entrenchment 1.011 or so. I think that they changed it, maybe its still there.

Reply #9 Top

no, not possible.

Reply #10 Top

Okay i thought not, still, 2 out of 3, not bad, opens up some options :)

 

Thanks everyone for the help

/vap

Reply #11 Top

I mean, you could make a custom map with no phase lane connections, and start out each planet with a neutral phase stabilizer node, and then have the ship be disabled from phase jumping until you need it to.

 

What you are talking about it really rather complex.

Reply #12 Top

If you change the phase jump speeds, you can.  There is a modifier to alter phase gate travel speed, you can set phase jump travel rates to say, 400, and then use the phase gate unlock to give a massive boost to jump rates.  Ships will probably still jump, but travel at "sublight" speeds.  It's possible that they wont even jump if you make the jump speed slower than the normal travel rate, I don't know how the pathfinding system was designed with respect to that.

 

Edit:  The AI will be utterly boned regardless, and players would have to be very careful about oops maneuvers.

Reply #13 Top

he's talking about something like what the Empire Interdictor Cruiser does in 7DS by totally shutting down phase jump. I can't really post 1 ability and 2 buffs that do the job.  Check http://forums.danmangames.com/ -register- and sign up for playtester status for 7DS or on main page http://www.danmangames.com/dmgadv/ to sign up for membership to download.  This way we get your feedback and you get to see the Interdictor ability.

But, here you go.  Ability Toggles on and off and prevents all phase jump in the gravity well until deactivated or ship destroyed.  This makes the Empire an absolute monster if your fleet gets caught by even one planted at the far edge of the gravity well or you race to it only to have a fleet drop on your forces and have a couple of other interdictors.  This however is a two edged sword and can get them caught just as easy.

(REMOVED)

The ability/buffs could be used to determine if using a phase gate is possible while [entityBoolModifier "DisablePhaseJump"] is active, but you could try to apply it as a planet ability.

 

Reply #14 Top

Quoting SemazRalan, reply 13
he's talking about something like what the Empire Interdictor Cruiser does in 7DS by totally shutting down phase jump. I can't really post 1 ability and 2 buffs that do the job. Check http://forums.danmangames.com/ -register- and sign up for playtester status for 7DS or on main page http://www.danmangames.com/dmgadv/ to sign up for membership to download. This way we get your feedback and you get to see the Interdictor ability.

But, here you go. Ability Toggles on and off and prevents all phase jump in the gravity well until deactivated or ship destroyed. This makes the Empire an absolute monster if your fleet gets caught by even one planted at the far edge of the gravity well or you race to it only to have a fleet drop on your forces and have a couple of other interdictors. This however is a two edged sword and can get them caught just as easy.

Yet again you fail to read all the posts, in which case you would realize that isn't what he wants.

Reply #15 Top

No, he wants it always off, with a way to enable it, only between phase gates.

Reply #16 Top

Quoting SemazRalan, reply 13
he's talking about something like what the Empire Interdictor Cruiser does in 7DS by totally shutting down phase jump. I can't really post 1 ability and 2 buffs that do the job.  Check http://forums.danmangames.com/ -register- and sign up for playtester status for 7DS or on main page http://www.danmangames.com/dmgadv/ to sign up for membership to download.  This way we get your feedback and you get to see the Interdictor ability.

But, here you go.  Ability Toggles on and off and prevents all phase jump in the gravity well until deactivated or ship destroyed.  This makes the Empire an absolute monster if your fleet gets caught by even one planted at the far edge of the gravity well or you race to it only to have a fleet drop on your forces and have a couple of other interdictors.  This however is a two edged sword and can get them caught just as easy.

(REMOVED)

The ability/buffs could be used to determine if using a phase gate is possible while [entityBoolModifier "DisablePhaseJump"] is active, but you could try to apply it as a planet ability.