Another "Is this possible" Thread

Hey guys!  I am working on a new race mod for Rebellion, and have a lot of questions-expect to see me here several times over the next few weeks!  First and foremost on my list, I want to know if there is a way to make a race so that their phase engines (upon upgrade if at all possible) completely disregard phase lanes and jump anywhere they are ordered to?  Preferably, they would only be able to jump to revealed or at least allied territory, as the ability to jump to any enemy planet at a click would make it impossible to intercept or defend against them.  I had an idea of somehow having the simple action of my race seeing a gravity well to cause it to have a phase stabilizer node, but I honestly have no idea on where to start with this one.

Second, I want my faction's capital colonizer to have the secondary effect of developing a planet by 1/2/3 stages whenever it colonizes a planet.  Can a planet be ordered to terraform by ability?

Third, I have a capital ship whose job is literally to act as an orbital foundry and has two abilities that turn out ships over time-one that produces one frigate every two minutes (increasing with level), and a level 6 ability that creates one "automated" capital ship every 5 minutes that lacks abilities and leveling functions, but doesn't need capital cap.  I want the abilities of this ship to randomize the vessels produced, but I do not know if there is a randomization function available in sins.

Theses are the main problems I want to trot out right now.  I will probably update this thread with more later, once I have discovered them.  Thanks for the help!

7,458 views 10 replies
Reply #1 Top

1. No, but some mods made it so there scouts spawn phase stabilizer buffs on every planet they visit, which sounds close to what you want. They have to find things first with the normal lanes first though. Though IMO this would be horribly unbalanced, so unless you're making a total conversion where all the races are super powerful I'd recommend against it.

2. Nope. Best you can do is reduced the build time and costs of all upgrades.

3. Um... kind of. Only starbases can be upgraded to have a factory where you pick the ships you make, but if want say 3 light frigates to be made every x amount of time that's simple.

All capitalships and titans use capitalship slots, there is absolutely no way around that. If it doesn't have abilities and levels though why make it a capitalship? That's the only thing that makes capitalships unique.

You can randomize the ships made, the only thing is they need to warp in like a pirate raid or returning armada, not built next to the "factory".

Reply #2 Top

you can use Returning armada?

"I want the abilities of this ship to randomize the vessels produced"

Vasari Loyalists have a spawn-able structure that uses 3 ability's, that summon a "random" selection of ships and caps

 

as goafan says only ones I can find are

  • PlanetBombingDamageAbsorption
  • PlanetHealthMaxAdjustment
  • PlanetMaxPopulation
  • PlanetModuleBuildTime
  • PlanetPopulationGrowthRate
  • PlanetProductionStolen
  • PlanetResourceOutput
  • PlanetUpgradeBuildRateAdjustment
  • PlanetUpgradeCost

 

 

You can make random planets phase stabilizer nodes with a ranged autocast ability that just spams away or a HUGE aura that converts all inside.

But, you will pretty much Break phase space... since they don't seem to stack and you can only have 1 per planet. with other players Allies or Enemy you will end up overwriting other peoples buffs, or theirs will overwrite yours.

  I did this, and found that I could use all the nodes but nobody else could use a Stabilizer.

 

I did this when I was messing about with Target bodys inside orbit but a simple way to do this would be to Clone/Copy the Vasari Superweapon, Remove all the damage and Crowd control, remove the animations, Remove the antimatter cost, reduce the cool down to 0, remove the needs to face target to fire etc etc, and increase the stabilization effect to whatever.. 60 mins?

pop it on say... a research station or a frigate or... crystal extractor?

It will auto fire at any planet you discover

Reply #3 Top

 

numPeriodicActions 1
periodicAction
    actionCountType "Infinite"
    actionIntervalTime
        Level:0 1.000000
        Level:1 1.000000
        Level:2 1.000000
    buffInstantActionType "ApplyBuffToTargetNoRange"
    instantActionTriggerType "AlwaysPerform"
    buffType "BuffPhaseGateEndPoint"
    targetFilter
        numOwnerships 3
        ownership "Friendly"
        ownership "Enemy"
        ownership "NoOwner"
        numObjects 1
        object "Planet"
        numSpaces 1
        space "Normal"
        numConstraints 2
        constraint "WithinCurrentSolarSystem"
        constraint "IsExplored"
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        largeEffectName ""
        soundID ""

 

then a buff "BuffPhaseGateEndPoint.entity" with

numEntityBoolModifiers 1
entityBoolModifier "IsPhaseGateEndPoint"
numFinishConditions 1
finishCondition
    finishConditionType "TimeElapsed"
    time
        Level:0 90.000000
        Level:1 0.000000
        Level:2 0.000000
        Level:3 0.000000

the tricky part is sorting out

onReapplyDuplicateType "PrioritizeOldBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE

 

cause an enemy phase stabilizer will turn yours off?

 

Reply #4 Top

About spawning a capital ship, the mod Sins of the 13th Tribe had an ship the could spawn the Mecury class that only took up crew slots.

Reply #5 Top

SilentHawk, I like your idea on the Vasari superweapon converted into a phase lane generator.  I think I'll try that.

If it ends up breaking phase space, I may make it so my resource extractors or something act as stabilizers so that my planets "automatically" become modes, although I did want to be able to move to allied G-Wells as well...

GoaFan77, when I say capital ship, what I mean is that the ability summons a vessel with the same model, HP, weapons, damage, shields, armor, etc as the standard built from the factory capital ship.  However, rather than being a "true" capital ship, they do not level up, and do not share the powerful abilities of their genuine counterparts.  In exchange, they are assembled for free, and require only standard fleet cap, without capital points.  The ability is not a way to build more "capital" ships, but rather a way to supplement your fleet with what are more like superior frigates/cruisers.

Reply #6 Top

Quoting Lavarider, reply 6
GoaFan77, when I say capital ship, what I mean is that the ability summons a vessel with the same model, HP, weapons, damage, shields, armor, etc as the standard built from the factory capital ship.  However, rather than being a "true" capital ship, they do not level up, and do not share the powerful abilities of their genuine counterparts.  In exchange, they are assembled for free, and require only standard fleet cap, without capital points.  The ability is not a way to build more "capital" ships, but rather a way to supplement your fleet with what are more like superior frigates/cruisers.
End of Lavarider's quote

You can easily do this by making a frigate with stats equal to the capital ship in question, and it's abilities will automatically be capped at level 1. Then you can set up a ship spawning ability to spawn 'em.

Reply #7 Top

@Lavo_2 Oh, i always knew how to do this.  The question was not how to make a frigate with the same stats as a capship, but rather how to have an ability make them RANDOMLY.

Reply #8 Top

Quoting Lavarider, reply 8
but rather how to have an ability make them RANDOMLY.
End of Lavarider's quote

What exactly do you mean by this? Edit: You can set up the ability to have a chance of spawning either X or Y frigate, which have different stats, if that answers your question.

Reply #9 Top

Quoting Lavo_2, reply 9


What exactly do you mean by this? Edit: You can set up the ability to have a chance of spawning either X or Y frigate, which have different stats, if that answers your question.
End of Lavo_2's quote

 

Yeah, that's what I want.  I want the ability to spawn a random frigate out of the faction's selection of ships every time it is called.

Reply #10 Top

Quoting Lavarider, reply 10
Yeah, that's what I want. I want the ability to spawn a random frigate out of the faction's selection of ships every time it is called.
End of Lavarider's quote

I would recommend you look at the AbilityDarkCombatFleet to see how to do this. If you set the weights for all the frigates you want to 1 it will randomly pick one of them to build every time. Greater weights increase the chances of the ship getting picked The big issue will be that the smallest possible frigate to spawn cannot be less than half the supply of the largest frigate to spawn.