|
|
|
|
|
July 6th, 2002, 02:23 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Location: Netherlands
Posts: 479
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
a few wee little questions...
these abilities:
Change Population Happiness - System
Change Bad Event Chance - System
Planet Value Change - System
Planet Conditions Change - System
can they be used on a component?
i was thinking about a space cruise ship, and a ship which generates pollution, thus increasing the chance of a natural disaster, or decrease in planet value/conditions.
[ July 06, 2002, 13:24: Message edited by: Lemmy ]
__________________
[Boo!]
|
July 6th, 2002, 06:55 PM
|
|
Captain
|
|
Join Date: Mar 2002
Location: Santa Cruz, CA
Posts: 947
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: a few wee little questions...
From using the Ultimate Mod extensively in 1.49, I know the Change Population Happiness - System and Change Bad Event Chance - System do work on components. There were religious components with these effects and I used them to create happiness ships I could move from system to system. I don't know if they still work in 1.67, but I don't recall anything in history.txt that says otherwise.
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
|
July 6th, 2002, 07:05 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: a few wee little questions...
Planet Value Change - System
Planet Conditions Change - System
These only affect your own planets when on facilities (including the Religious Versions), so I would imagine that they wouldn't work as you had planned. You could of course always test them yourself.
|
July 6th, 2002, 07:12 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Location: Netherlands
Posts: 479
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: a few wee little questions...
ok, 2 out of 4, not bad
i'm planning to do some testing, but i want to look through the files some more, test everything i want to know in one big try and see what's possible
__________________
[Boo!]
|
July 6th, 2002, 08:23 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: a few wee little questions...
One more note: Religious value/conditions-improving shrines only affect the planets in your systems that you have colonized. They do not affect the uncolonized planets.
|
July 7th, 2002, 04:33 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Location: Netherlands
Posts: 479
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: a few wee little questions...
more questions:
Can planets be cloaked?
i figure this should happen in StellarAbilityTypes.txt, and should look something like this:
Name := Normal Planet
Number of Poss Abilities := 1
Ability 1 Chance := 50
Ability 1 Type := Cloak Level
Ability 1 Descr := Prevents level 2 Active EM scans.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 3
but then you can only cloak against one type of scanner, since only one abilty is chosen.
[ July 07, 2002, 15:34: Message edited by: Lemmy ]
__________________
[Boo!]
|
July 7th, 2002, 04:57 PM
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: a few wee little questions...
No, planets cannot be cloaked. The idea you posted will result in an error as far as I know. The cloak level ability is for ships, not stellar objects. You can hide a planet but it will not be cloakable/uncloakable with a command. Give it the 'sight obscuration' ability, which is a stellar ability, and everything in the sector, including the planet itself, will be invisible until you have sufficient sensors.
We'd like to see planetary cloaks but it's one of a zillion things we'd 'like' to see.
|
July 7th, 2002, 05:05 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Location: Netherlands
Posts: 479
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: a few wee little questions...
ah, ok, 'sight obscuration' is what i was looking for then, thanks.
__________________
[Boo!]
|
July 7th, 2002, 08:35 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: a few wee little questions...
it might work as-posted.
works for fighters.. but you can't turn it off for them
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
July 7th, 2002, 09:14 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Location: Netherlands
Posts: 479
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: a few wee little questions...
Quote:
Give it the 'sight obscuration' ability, which is a stellar ability, and everything in the sector, including the planet itself, will be invisible until you have sufficient sensors.
|
but this would also hide any ships in that ssector
What i wanted was to "cloak" tiny planets, uncolonized, untill you researched sensors good enough to detect them, but if you see enemy ships dissappearing in that sector, you would know there is something there.
Then my only hope for that is the way i posted it?
__________________
[Boo!]
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|