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Interesting Stellar Abilities info...
OK--After a week of testing and what-not, I've come up with some interesting findings in the StellarAbilities.txt file.
First of all--besides the sector abilities, like damage or shield disruption, there are three abilities which function when applied to planets. (This gets interesting. http://forum.shrapnelgames.com/images/icons/icon7.gif ) Number One: Cargo Storage--no big surprise. Could make things a little more interesting; not sure if negative values work with it. Number Two: Stop Planet Destroyer. Whoa! Could be lots of fun to sneak a planet killer into enemy territory on turn 30, only to find it protected. http://forum.shrapnelgames.com/images/icons/icon7.gif Number Three (don't peek if you have heart problems): Resource ConVersion. What in the world?!?!?! Colonize a planet, find a small society of alchemists, hey presto! All your resource conVersion needs met in an instant. No abilities besides the standard sector ones (and warp point-turbulence for warp points) work for any of the other sector types. http://forum.shrapnelgames.com/images/icons/icon9.gif [ July 31, 2002, 03:33: Message edited by: Krsqk ] |
Re: Interesting Stellar Abilities info...
Did you test the 'Planet Point Generation Modifier - Research/Intel' abilities? It is not possible to make a planet that enhances one or the other? I seem to recall hearing that this worked somewhere or other...
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Re: Interesting Stellar Abilities info...
I've actually run into the Cargo enhancement in a PBW game! Easy to spot this one, of course as it shows up on the planet's cargo tab.
The other two? How would a player be able to spot these abilities? Would there be something in the description, or what? Kim |
Re: Interesting Stellar Abilities info...
None of the point generation or point generation-modifier abilities functioned on planets. http://forum.shrapnelgames.com/images/icons/icon9.gif
It is possible to get extra cargo in unmodded SEIV; build Cargo Storage Facilities on a planet. It's pretty pointless most of the time, though, as facility slots can usually be put to better use. If you set the descriptions in StellarAbilities.txt to blank, the only way a player could detect the abilities is to test them. The resource conVersion button lights up when the planet is selected. The destroy planet dialog says the planet is protected against planet-destroying weapons. If you give the abilities a description, they appear under the Abilities tab when the planet is selected. |
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