Idea for new ship (Communication blocking ship).

Ships for every fraction including the new rebel fractions that can block communications with planets and ships (Home planets and Capital ships are immune).

These ships will have an ability to block the controller of a planet and the ships in the
gravity well from seeing and controlling them (Home planets and Capital ships
are immune). The ability will only last as long as the ship has anti-matter, it
will not be activated unless manually done and left on, and it would take a few
seconds after leaving phase jump to activate. These ships would be small cruisers
with no weapons and low hit points but look like a cargo ship and there enemies
will not attack them unless told to.

7,213 views 12 replies
Reply #1 Top

It is possible to put in game. hmmm......

Reply #2 Top

just give it a high culture resist

Reply #3 Top

Quoting SemazRalan, reply 2
just give it a high culture resist
End of SemazRalan's quote
would only work against advent. even then they'd send a couple of scouts to die and keep the sight

Reply #4 Top

Pastebin is down atm for database maintenance or I'd post it there and still might later and post link.  I think I found something that might help against probes and spying attacks. I looked in AbilitySpeedBoost.entity

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffSpeedBoostSelf"
effectInfo
    effectAttachInfo
        attachType "Invalid"
    smallEffectName ""
    largeEffectName ""
    soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 3
levelSourceType "Intrinsic"
minExperienceLevelRequired
    Level:0 0.000000
    Level:1 2.000000
    Level:2 4.000000
aiUseTime "OnlyWhenMovingThresholdDistance"
thresholdDistance 15000.000000
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
    Level:0 65.000000
    Level:1 65.000000
    Level:2 65.000000
cooldownTime
    Level:0 45.000000
    Level:1 45.000000
    Level:2 45.000000
orderAcknowledgementType "ONGENERALORDERISSUED"
researchPrerequisites
    NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_SPEEDBOOST_NAME"
descStringID "IDS_ABILITY_SPEEDBOOST_DESCRIPTION"
hudIcon "HUDICON_ABILITY_SPEEDBOOST"
smallHudIcon "HUDICON_ABILITY_SPEEDBOOST"
infoCardIcon ""

Here is the buff: BuffSpeedBoost.entity

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
    buffInstantActionType "RemoveBuffOfType"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    buffTypeToRemove "BuffHyperspaceDisruptionTarget"
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 4
entityModifier
    buffEntityModifierType "LinearMaxSpeed"
    value
        Level:0 0.330000
        Level:1 0.660000
        Level:2 1.000000
entityModifier
    buffEntityModifierType "LinearThrust"
    value
        Level:0 0.500000
        Level:1 0.750000
        Level:2 1.000000
entityModifier
    buffEntityModifierType "AngularThrust"
    value
        Level:0 0.250000
        Level:1 0.500000
        Level:2 0.750000
entityModifier
    buffEntityModifierType "GravityWellRangeForHyperspace"
    value
        Level:0 -0.080000
        Level:1 -0.160000
        Level:2 -0.240000
numEntityBoolModifiers 1
entityBoolModifier "JumpBlockerImmune"
numFinishConditions 2
finishCondition
    finishConditionType "TimeElapsed"
    time
        Level:0 30.000000
        Level:1 30.000000
        Level:2 30.000000
finishCondition
    finishConditionType "OwnerChanged"

=====================================

You might be able to remove the BuffProbe and/or BuffSpyingAttacksTarget from a planet, but you'll need to be able to target friendly planets

RemoveBuffOfType

numInstantActions 1
instantAction
    buffInstantActionType "RemoveBuffOfType"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    buffTypeToRemove "BuffHyperspaceDisruptionTarget"

Insert these for BuffHyperspaceDisruptionTarget
"BuffSpyingAttacksTarget"
"BuffProbe"

==============================AbilityDeprobe.entity (sounds sick, sorry)

TXT
entityType "Ability"
buffInstantActionType "ApplyTargettedBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffDeprobe"
targetFilter
    numOwnerships 1
    ownership "Friendly"
    numObjects 1
    object "Planet"
    numSpaces 1
    space "Normal"
    numConstraints 0
range
    Level:0 30000.000000
    Level:1 0.000000
    Level:2 0.000000
effectInfo
    effectAttachInfo
        attachType "Invalid"
    smallEffectName ""
    largeEffectName ""
    soundID ""
needsToFaceTarget FALSE
canCollideWithTarget FALSE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "Anytime"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
    Level:0 0.000000
    Level:1 0.000000
    Level:2 0.000000
cooldownTime
    Level:0 50.000000
    Level:1 0.000000
    Level:2 0.000000
orderAcknowledgementType "ONATTACKORDERISSUED"
researchPrerequisites
    NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_DEPROBE_NAME"
descStringID "IDS_ABILITY_DEPROBE_DESCRIPTION"
hudIcon "HUDICON_ABILITY_PROBE"
smallHudIcon "HUDICON_ABILITY_PROBE"
infoCardIcon ""

==========================BuffDeprobe.entity (maybe... I'm just bullshitting my way through this, but it might help you out or point you in the right direction.

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling TRUE
numInstantActions 2
instantAction
    buffInstantActionType "RemoveBuffOfType"
    instantActionTriggerType "OnDelay"
    delayTime 5.000000
    buffTypeToRemove "BuffSpyingAttacksTarget"
instantAction
    buffInstantActionType "RemoveBuffOfType"
    instantActionTriggerType "OnDelay"
    delayTime 5.000000
    buffTypeToRemove "BuffProbe"
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
    finishConditionType "AllOnDelayInstantActionsDone"

 

========================

Requires new entities to be put into entity manifest and the ability to be put on a ship or planetmodule; perhaps a culture tower?

Hope this helps, it something I'm going to explore for 7DS and will keep you posted.  Only through research can "CultureResistPercent" be given as part things.  Only capitalships can have cultureprotectrate start and valueincreaseperlevel values although I'm total ignorant of what might be in diplomacy or the abilities on Envoys.

Reply #5 Top

just tried it.  I made BuffDeprobe.entity have 3 instant actions, vs spying attacks, probe and farsight... didn't work, but I think I know why.  The entityBoolModifier "ProxySensor" isn't an actual instant, periodic, overtime action or entity modifier.  Infallible Jump Drive, BuffUnstoppablePhaseJump[race].entity has an eneityBoolModifier "JumpBlockerImmune" which counters the 700% increase to hyperspace chargeup rate.

SOASE Rebellion would have to include "ProxySensorImmune" or "DisableProxySensor" to its entityBoolModifier list for your idea to work.  Would also help to have "HasProxySensor" included as a constraint for the ability file so the Blackout ship or structure only uses the ability when the ability is used against the planet.  Another interesting way to make the ability would be to have a tactical culture tower that prevents spying attack, probe and farsight from being used on it.

Wish I could have gotten it to work.  Would have been a damn cool feature.

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit -1
buffExclusivityForAIType "ExclusivePerPlayer"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
    buffInstantActionType "PlayPersistantAttachedEffect"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    effectInfo
        effectAttachInfo
            attachType "Above"
        smallEffectName "CapitalBuff_Farsight"
        largeEffectName "CapitalBuff_Farsight"
        soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 1
entityBoolModifier "ProxySensor"
numFinishConditions 1
finishCondition
    finishConditionType "TimeElapsed"
    time
        Level:0 90.000000
        Level:1 120.000000
        Level:2 150.000000

Reply #6 Top

Semaz everytime you post code like that i want to punch you in the ballz.

You don't break it down, put comments in different colors between the code to explain the workings and know how. I did programming  too but this what your doing just puts people off from trying to look at it. 

 

 

 

Reply #7 Top

Quoting RiddleKing, reply 6
Semaz everytime you post code like that i want to punch you in the ballz.

You don't break it down, put comments in different colors between the code to explain the workings and know how. I did programming  too but this what your doing just puts people off from trying to look at it.
End of RiddleKing's quote

What he said.

Reply #8 Top

Meh, read through it or don't.  It's not possible because new stuff would be required and SOASE is outdated, limited and some stuff just can't be done apparently.  FFS, we've all got a raging hard-on for Rebellion and it's the same basic engine with just a few bells and whistles.  it's like a getting your own car for christmas, but it has blue taillight bulbs

Reply #9 Top

Let us hope we will get a little more than a few blue tail light bulbs... :P

Reply #10 Top

Some pimped windshields would also be nice.

Is there an ability that halts the production of structures?

 

Reply #11 Top

Halts?  There are options.

You just need the modifier PlanetModuleBuildTime, ShipBuildTime, and/or UnderConstructionRate to be a really high negative number.

OR

You can use the bool modifier DisableConstruction.

Things to look at for examples would be BuffEmbargoPlanet.entity (Sova Carrier) or the BuffCannonShellPhaseOnStructures.entity (Kostura Cannon)

There's probably more, but that's just what comes to mind right away.

Reply #12 Top

might have been a major assumption on my part, but OP seemed to want way to prevent planets being visible by culture vision, probes from scouts and ships with farsight.  You just can't get around the proxysensor from probes; can't disable it once active, it has to time out.  Neither can you prevent probe from getting out unless you kill the scout or don't kill the advent scout.

Not sure you can do anything either about ships visible through hyperspace detection (all races) 1 jump, 2 jumps, whole galaxy [phase] (researchsubject_Sensor_systemwidejumpdetection) or through culture vision [PSI]. Check through the files yourself or I'll post every one of them here in a wall of text that'll make your eyes explode.  You'll find we're up against stuff that can't be negated away.  WTF does this have to do with preventing structures from being built?  How on earth is that relevant?

Way to hijack the thread Riddleking, you muppet, but good answer Stant.  If anyone can find a way around the above, hats off to you.  Go bug a programmer.