Militia Starbases

With some info from Stant123, 7DS will have deployable pirate starbase at some point.  Biggest task is how to get militias to do it.  To get the Pirates to build a starbase, I put the starbase in the starbase info area (after all the research).  If I put FrigateTechSBC_NPC, the starbase builder, in our City template (in the GalaxyScenarioDef file) the ship is there, but it won't build a starbase like the pirates do.

Attempted to give PlayerPirate.entity 5 starbase infos, 1 for each NPC starbase.  Militia NPC StarBaseConstructor won't build starbase.  So, how exactly to do it...  Do the Militias use a particular player entity file or nothing?  I'm assuming nothing, but could be wrong.

Help from community is appreciated.

4,443 views 8 replies
Reply #1 Top

I dont think NPCs do research. You could try creating a separate player.entity for them? Copy of PlayerPirateentity maybe with all units no jumping.

Can you not just use templates for NPCs to spawn SBs at game start. 

Reply #2 Top

You need to have the militia own the planet. It will not work otherwise.

Reply #3 Top

As I somewhat stated at the end of my last PM which looks like was an hour after this post was made.  Hmm.  At least we're all on the same page.

Reply #4 Top

Ah, Okay, so far in test maps the militias have not owned the planet.

When my tech npc starbase constructor has been on a planet with militia, but not owning world, I get the error below which will hopefully end once the militia owns the planet.

c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(4405): assert! [allStarBases.Find(def.entityTypeToCreate) != allStarBases.ConstEnd()]

Reply #5 Top

If the error persists, then maybe the ability is trying to create a starbase that doesn't exist.  The constructor, ability, and starbase must match up as per my last PM.  Just verify that they do.  Even an extra space could mess things up.

Reply #6 Top

If you have one working adding more should be childs play as all you have to do is replicate it and add in the necessary additions to the files.

Remember though, the militia use the Player races (TECH, PSI and PHASE) as their base. So they will need the additional starbases adding in to them for them to be able to deploy and use them correctly. Not forgetting to update the Starbase count as necessary.

Also its best to remove any research requirements for the ones that actual players wont be using as the AI is too stupid to understand the requirements and this will often cause them never to be used.
Part of the AI's stupidity is why the starbases wont usually deploy. To get around this (see'ing as you are using our Distant Stars Pirate one as a base) we created a "passive" ability to force the deploy of the starbase.

Reply #7 Top

As of yet, the NPC starbases are all assigned to the pirate player entity.  I will try giving PlayerEmpire, PlayerOrion, PlayerTech, and PlayerDarkFleet the NPC starbase as below in the PlayerDarkFleet.entity :

    starBaseInfo
        count 2
        entityDefName "StarBasePhase"
        entityDefName "StarBaseVasari"

This should, hopefully, permit deployment.

Reply #8 Top

NPC Starbases for 7DS.  Work derived with help from Distant Stars team. 

This is still a work in progress as the 10 new "NPC Players" overrideRaceName "Pirate" instead of the names used by players -thus, NPC Starbases currently use Pirate starbase names.

5 NPC Starbases: for Advent Revival, Vasari Resurgence, NEB, Blackgaurd Alliance, Corsair Hegemony using PSI, Phase, TEC, Imperial, and Pirate starbase designs.

The NPC Militias: Advent Revival, Vasari Resurgence, New Economic Bloc (tec), Blackguard Alliance (tca), New Republic (Empire), Corsair Hegemony (Rogues), Encapsulators (KzerZa), Pathfinders (KohrAh), Migrators (Taalo), Voyagers (Arilou).

Remember, this is a WIP and may or may not be in 7DS.  Cast your Vote HERE! On the Forums -good time to register too.



BEST IN 720P, just a quick vid of them in game, not too glamorous.