Mod to make structures change ownership along with planet?

I've loved the longer Sins games for some time now, but I must say that I do appreciate the games that climax and wrap up within a couple hours too. I've come to find that shorter games fit my own, and everyone I play with, schedule's much better. 

You could always do this by increasing the damage of weapons you use to bombard planets, but I was thinking maybe it would add a unique twist if the structures would change ownership with the planet. I know it wouldn't be to everyone's liking, but I would like the change. I'm sure there would be a lot of debate regarding balancing, and many people would want specific requirements for certain things- I'm sure many people would not like end game weapons changing hands, but I'm not picky. Personally I think they should all change hands. It would sure make you think twice about spamming cannon fire. 

Has anybody ever thought about doing this? How hard would this be?

7,077 views 8 replies
Reply #1 Top

If you are serious about doing this, here is my thought process on it, assuming it is even possible...

Each planet would have to have a new ability on it...that ability would have an infinite looping periodic action that applies a buff to all structures in the gravity well...this buff would change the player index to the owner of the planet (basically, what Domination on the Rapture does)...if the owner changed hands, as soon as the new player colonizes the planet they should get the structures...

Not sure if it would actually work (or what happens when a planet is neutral and has no owner) but it's worth a shot...

If you are simply looking for ways to shorten the game, there are other things you could do though that don't make the "pace" of the game any faster (ie how many actions and microing you have to do per unit time)..

Reply #2 Top

Quoting Seleuceia, reply 1
Each planet would have to have a new ability on it...that ability would have an infinite looping periodic action that applies a buff to all structures in the gravity well...this buff would change the player index to the owner of the planet (basically, what Domination on the Rapture does)...if the owner changed hands, as soon as the new player colonizes the planet they should get the structures...

I think there is an easier way to do that. You can create a dummy ship that immediately applies a buff to the planet and destroys itself. You can set it so that buff ends when the planet changes owner. You can then apply another buff that changes the ownership of all structures in the gravity well once that buff ends, while simultaneously resetting the original buff  so that when the next player comes along it still works, creating a loop of alternating effects that reapply themselves.

The only thing I'm not sure of is technically the planet becomes unowned before it gets colonized, which may cause this minidump if structures can't be owned by "NoOwner". However, this can be avoided by having a buff change so that only on every other ownership change changes the structure owners. My exact steps may be off if I'm forgetting something, but the process should be adaptable to take anything into account. In a sort of Sins Pseudo code.

 

Setup

1. Starting Buff applied by dummy ship. (Planet Status: Unowned)

Buff terminates on Owner change, on buff end apply to orbit body

2. Starting Buff again (as there won't be any structures to capture when its first colonized) (Planet Status: Owned)

Loop

Buff terminates on Owner change, on buff end apply to orbit body

3. Loop buff A, which will two buffs on termination. (Planet Status: Unowned)

Buff terminates on Owner change

4. A player has colonized the planet, so apply the capture buff to all structures, and Apply loop buff B to planet (Status: Owned)

Buff terminates on owner change, on buff end apply Loop buff A (go to step three, creating the loop).

Reply #3 Top

 We  know structures remain when a planet is captured-- can the structure ownership change be done on a delay so there is less chance of a conflict?

I'd be interested to know if you get this working.

 

 

Reply #4 Top

Well, thanks for your input all. Now that sounds like some solid advice, Goafan, but I'm not sure if I'll manage. I'm quite a n00b when it comes to modding, but I'll give it a shot. Not quite sure how everything is going to come together, but we'll see how it turns out.

I was originally hoping someone else would have done it already, but sometimes if you want change you're the one who will have to make it happen. 

Reply #5 Top

Or you could just have a passive on the planet with an instant action application and finish condition on owner change.

Reply #6 Top

Quoting psychoak, reply 5
Or you could just have a passive on the planet with an instant action application and finish condition on owner change.

Ooh--that sounds good.

Would make a pretty good objective planet for a scenario.  You sure that would work?

Reply #7 Top

Quoting Sinperium, reply 6
Would make a pretty good objective planet for a scenario. You sure that would work?

The problem with that is I think the planet switching to neutral would cause problems. If the structures themselves switch to neutral without problem I guess it will work, but I'm betting it will cause minidumps.

Reply #8 Top

Can't you filter the changes to only occur on an actual new owner?  No need to have a condition for "NoOwner".