was wondering if anyone knew how to create a planet ability that affected things outside its own gravity well. from my test so far ive been unable to get the actual buff to initiate without the ability being an active ability.
Might have to get a bit more creative in my approach to this. if said thing is not possible, anyone know if you can make a planet convert all buildings in it well to that of the captor when it is colonized? ill be testing the theory anyhow, although it will probably lead no where.
I wouldn't get your hopes up on this one. The only abilities that effect targets outside the casters gravity well are the Revelation's Clairvoyance and the superweapons, all of which need a target. What exactly are you trying to achieve? If you want a galaxy wide effect putting it in an artifact would be a better way to approach it.
well suppose could try that. someone asked me about creating the clairvoyance effect on a specific planet type. the two ways i could think of this was 1 an ability, but that does not seem possible since the buff requires an active target and trigger. the second is going with an invulnerable structure in said planets grav well that can only be captured or will be converted when you capture said planet. the problem is, can you have a "capture" ability thats passive and only affects structures in said gravity well? ill be trying this concept out now, although im not exactly thrilled about it lol. its a round a bout way to go about getting an effect.
on the other hand, is there a way to make a planet garanteed a specific artifact or whatnot? from my experience artifacts are random but its been about 2 years since i really got in depth with planet modifying.
Yes--you can specify that an artifact is found on a planet in the galaxy file.
sadly artifacts dont work in a way which allow you to use it like you want.
Oh the evil. Well--it was worth a shot.
one thing im trying to get get a neutral planet to spawn a building with no owner, sadily i cant seem to get it to work. unless the planet has either a militia, pirate, or player at it, buildings dont seem to want to spawn. anyone elce have an idea about this?
meh. screw it. when i get some free time ill go down the line of creating a frigate that cant move and does the same thing so i can get the effect i want. if it turns out i can do this it shal be interesting. i really should start working on my own mod.
what is the highlighted used for? anyone know? because its somewhat new. (it least i never seen it when entrenchment first came out)
targetFilter numOwnerships 2 ownership "Enemy" ownership "NoOwner" numObjects 1 object "Frigate" numSpaces 1 space "Normal" numConstraints 1 constraint "CanBeCaptured"
on my passive ability it causes my game to crash when set to the current. (when it is set to 0 it seems to work but not the way i want it to)
well spent a whole day at this and still cant get a planet to do what i want. planet abilities are REALLY limited in what they can do apparently. all the ideas i tried would work well as an active but without the actual user clicking to initiate the ability they do not initiate as passive. might try some more tomorrow in my free time but no guarantees.
Yeah--and I don't have the background from all the way back to know what can and could be done. Have to guess and randomly learn bits and pieces. At least more info is out now.
Succeed and be labled a genius...fail and vanish intro obscurity. There is no try.
Yes, planets without owners cannot have buildings orbiting them. You may want to try setting it up as a Starbase, with a corresponding unit that immediately spawns the starbase that you could then have in a template.
Space just seems to dictate when the ability takes effect. Virtually all abilities are "Normal", the only exception I know of is the ability that drains health and antimatter when you exit a gravity well with a hostile starbase in it.
And again, what exactly are you trying to do here? I still have no idea what effect you are trying to work towards.
no effect really. just like to know what things are generally used for if they will cause minidumps when used wrong. Imperium wanted an ability that mirrored another ability of mine on his planet (an "oracle" planet" that would eventually discover the entire galixy for who ever controlled it at the time. problems i ran into are getting the planet to actualy do said affect. planets can not have active abilities and abilities like clairvoyance need an active trigger (ie, active ability). i have not found a way to either
1: have the planet to this passively do this
or
2: have a frigate, etc in the grav well that will change with the owner of the planet and that can only be captured/owner changed when someone colonizes the planet.
although i have not tried having the planet so a passive spawn frigate ability i highly doubt it would work given what ive tried so far. if someone else wanted to try it, feel free.
How about a planet that triggers its ability from a created ability added to a ship class?
A frigate with "AccessOracle" as a suggestion which when it is used within the gravity well of the planet, triggers the planets clairvoyance?
Or the ship itself could be given the modified clairvoyance and then the planet type "oracle" triggers it when it enters its gravity well.
I've got an idea: What if you gave the specified ability to the faction specific construction ships? Those are always there and when you conquer a planet, one immiedietly shows up. If you want, as soon as the reference files for 1.2 are released, I'll look into it. Let me know.
lol. thats what i was thinking of last night as well. i already converted my own 1.2 game info files. im currently working on a small mod for myself but ill throw together something for you guys after. (keep in mind you will need to edit the galixyscenariodef yourself to get the "frigate" that has your ability to spawn for that specific planet, and that all i will be doing is adding a capture ability to the constructor, and the creation of the frigate itself. if you have any special request as to what the actual frigate looks like (you can use any mesh you want really, even mods if you like, although you run into permission problems then. worse comes to worse to negate that, i could always code it in for a mesh of a mod and you guys download the mod itself and copy over the mesh and textures, just cant redistribute it and it would probably be frowned upon.
Really great and intersting ideas.
The core is: you want an ability that ONLY works at the planet. Whether it is carried by the ship or not is not so important. It could be an orbital base or constructor.
Also, there is an ability that covers multiple systems--the culture broadcast and the Advent has the ability to see any area where its culture reaches.
Additionally, there is another ability that lets you see TWO phase lanes away when ships approach--as well as the one where you can see a single phase lane.
I'm really interested to see what anyone can come up with.
vasari's ultimate phase sight ability allows you to see all phased ships when researched. and as for advents sight in culture, keep in mind that that ONLY works when they have their culture passing through said planets (which will take a very long time on a large map).
Actually those are research, not abilities. Sadly the effects of the two are not interchangeable.
While I know it is possible to make captureable ships (Sins plus had them), the hard part is making them captureable when any player controls them. I think it is possible based on the neutral research extractors, I've just never looked into them.
i already did it lol. just need to get my frigate ability to work properly again before i release the mini mod.
the only real problem i have is that as it gets spawned as a neutral frigate (the broadcast center) it tends to use the ability itself, and the effect does not stack untill that of the previous owner has finished. sadily i dont know enough about the newer stacking system to really be able to fix this small problem. worse comes to worse you can reduce the finish condition timer at the price of having to re-apply it more often.
Oracle Outpost this is the finished mod. its only small. anyhow, for now the outpost spawns at asteroid planets. you can change the included galixy file to fit your specific planet if you like. it also contains a string file for the outpost and abilities included... for the most part, let me know if i missed any. cant 100% recall if i did every ability or just the outpost itself.
Edit: you can also change the mesh of the oracle building/frigate yourself to what you see fit. as of current its the PSI culture center with vasari voices (dont ask lol). also the galaxyscanariodef reference for the oricle building is as follows:
planetItemType designName "NEUT:ORICLE:OUTPOST" entityDefName "PLANETMODULE_ORICLE_OUTPOST"
to add it to a planet you would need to modify said planets milita template (or make a new one) and add in the highlighted. keeping in mind to increase the numbers ass you add it in:
planetItemsTemplate templateName "Template:LocalMilitiaVeryWeak" subTemplates 0 groups 2 group condition type "PlanetOwnerIsMilitia" param "" owner "PlanetOwner" colonizeChance 0 items 6 item "Tech:Frigate:Light" item "Tech:Frigate:Light" item "Tech:Frigate:Light" item "Tech:Module:CrystalExtractor" item "Tech:Module:MetalExtractor" item "Tech:Module:GaussDefense" group condition type "NoPlanetOwner" param "" owner "RandomMilitia" colonizeChance 0 items 3 <------ originally this line was 2 item "Tech:Frigate:Light" item "Tech:Frigate:Siege" item "NEUT:ORICLE:OUTPOST"
Very cool. I will go tinker and view it! Good job!
mind you this is giving you a few building blocks, you still need to do all the really anoying galixyscanariodef work for your actual planet. remember what i said about making sure you got the right number of templates in each section. i wish you the best of luck on doing the rest of your mod. just PM me should you have any questions (except for the really new lines added in, i have a fairly good understanding of how to mod sins from back when it was first released and through entrenchment. even now im starting to mod diplomacy once again (although that will probably stop aside from small side projects here and there once i get my gaming rig back)
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