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.
)
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.
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.
[ July 31, 2002, 03:33: Message edited by: Krsqk ]
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." -
Freefall