I forget what I was after with my tinkering but I found that this trigger
<Triggers> <OnEvent>OnConstructImprovment</OnEvent> <Target> <TargetType>Planet</TargetType> </Target> <Lifetime>Instant</Lifetime> <PerformAction> <Action>Wormhole</Action> </PerformAction> </Triggers>
in an improvement definition will successfully wormhole your colony. I would have expected a crash and doubt it's usefulness for anything balanced. I just thought it was interesting enough to note.
Thanks that is good info to know.
Moving planets. Inter-Galactic U-Haul. Astro Mobile Homes.
Interesting, I would call it the "AI Killer".
Although this sounds like a fun exploit, I suspect it is a bug that they will soon fix.
What would make it a bug? Its just a piece of code he discovered works while he was modding. Not like its in the live game as a thing.
I find it difficult to believe that they intended a planet to "wormhole" from one star system to another, or to empty space. Then again, perhaps the bit of code he discovered doesn't act the way it looks. If it really does cause a planet to move, then it should be a bug.
Or it could be that there are lots of bits of code that do completely unintended things and thats perfectly ok because in the context of the game they dont do anything wrong when they arent implemented. In the context of modding all those unintended things are perfectly alright and are the heart and soul of what modding is. In the case of something implemented in the live game doing something unintended then yes its a bug, but using code that is intended to wormhole ships to random spots on other items such as planets etc in a mod its in no way shape or form a bug.
My guess: This is useful for campaign building.
@LuckyJack:
I tend to agree with Deathwynd. It may not be intentional for planets to be able to be targeted by a wormhole effect, but I rather doubt that it's a bug or exploit that the developers will or should bother fixing. Teleporting planets to random points in the galaxy may be entertaining, but it isn't terribly useful. It's also something which requires the completion of a construction project to perform, which means that the world isn't doing more useful things like building ships and other planetary improvements, conducting research, or generating income. I doubt that the developers intended for planets to be able to do this, but on the other hand it's also unlikely to matter in any significant way. Adding controllable movement to a planet at little cost would be something else, but this isn't anything like that.
After some more thought(it was late when i made this happen), i decided to try a more global effect. However, attempting to wormhole all planets results in a crash. Not very surprising i suppose. I was hoping for this to take effect on galaxy generation(onstartturn 1) or possibly a galactic event. I believe that I was originally trying to make an improvement that would wormhole ships on construction. Kind of like an Event Horizon thing but to no avail so was like screw it let's try the planet.
There is most definitely a serious draw back to a planet "wormholing". If the planet is sponsoring a shipyard (don't most?) then the movement of the planet some distance away would change how much manufacturing support it is giving the shipyard.
I do appreciate your feedback Lucky Jack. I lurk the forums a whole lot. However, what you are mentioning are issues with the effect but not so much when intending it to happen. I do apologize if this is crass, I am getting too far too early into my state tonight. I was simply more surprised than anything that the effect worked. I hope for more from it if I can think it up. Definitely on galaxy generation it would be an issue but then just make everyone start with nothing as some people like to start pre-warp anyway. Another thought i had on this effect was like a super defense improvement costing loads of manufacturing as a come find me now card if that makes sense. No offense intended whatsoever, i hope that is clear and that it is not a last thought negating what i have said.
i think the issue would be warping into another's zoc, haven't bothered taking it far enough to see influence but seems to disappear from where the planet used to be. i assume it is calculated every turn based on where the influence sources are
I agree with Christian_Akacro, this is most likely good for that, i know they can specify coordinates for creation of stuff since it is a predefined map, not sure the wormhole action will take coordinates as a parameter though that would be very nice.
From some things i've posted, some may be waiting for a mod from me. I am not determined enough to do such a thing, however if you want something simple just pm me about it and i can attempt to create a file for you. Not sure if i've said before in public, i just tinker for my own personal use but sometimes attempt odd things and get stuck on making it work so there you go...think i will shutup for the night. Love this forum, will never be on steam forums, it appears there is one for this game.
All the this; the idea that they will 'patch out' things which aren't actually in the game is ludicrous.
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