Moving starbases? Mod query

Curious if anyone has been able to mod a starbase to move. Kinda think it'd be cool to have military bases be able to move 5 spaces ( and not stack effects) 

 

Alternate question, anyone been able to make it so you can have multiple shipyard types to build? My experiments have been partially successful. 

 

Thanks

 

 

42,905 views 16 replies
Reply #1 Top

I've not directly tried, but from what I know of the code structure I'd seriously doubt either are possible without schema edits.

Reply #2 Top

Since shipyard can move is there a way to mod shipyards to have the effects of a Mil starbase by adding module(s) to it.

Reply #3 Top

<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<StarbaseList
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="../Schema/StarbaseDefs.xsd">
<Starbase>
<InternalName>BasicStarbase</InternalName>
<DisplayName>BasicStarbaseName</DisplayName>
<Stats>
<EffectType>HitPointsCap</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>200</Value>
</Stats>
<Stats>
<EffectType>BeamWeapon</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>
<Stats>
<EffectType>BeamAttack</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>6</Value>
</Stats>
<Stats>
<EffectType>MissileWeapon</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>
<Stats>
<EffectType>MissileAttack</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>8</Value>
</Stats>
<Stats>
<EffectType>KineticWeapon</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>
<Stats>
<EffectType>KineticAttack</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>5</Value>
</Stats>
<Stats>
<EffectType>ShieldStrength</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>10</Value>
</Stats>
<Stats>
<EffectType>ArmorRating</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>10</Value>
</Stats>
<Stats>
<EffectType>PointDefense</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>10</Value>
</Stats>
<Stats>
<EffectType>SensorRange</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>4</Value>
</Stats>
<Stats>
<EffectType>Influence</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>10</Value>
</Stats>
<Stats>
<EffectType>StarbaseRange</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>5</Value>
</Stats>
<Stats>
<EffectType>Mining</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>
<Stats>
<EffectType>Maintenance</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>
<Stats>
<EffectType>StrategicRepair</EffectType>
<Scope>Fleet</Scope>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>5</Value>
</Stats>
<Stats>
<EffectType>MovesCap</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>

<InfluenceTallyInit>10</InfluenceTallyInit>
</Starbase>


</StarbaseList>

 

should allow starbase to move 1 tile at a time

Reply #4 Top

<Stats>
<EffectType>MovesCap</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>

^^^ is the only thing you changed though, correct?

Reply #5 Top

Moving a fixed Star-base would be nice. I always thought they could not be moved. 

Reply #7 Top

If you were able to move a starbase (ie thusters or warp modules) wouldn't you also need a way to log any changing effects its revised placement would have on the area effects ?

Planets, fleets, influence and other unknown stuff ??

I would think a "can of worms" would be a good analogy here.

Regards Colin

 

Reply #8 Top

Moving them should not only be slow like shipyards but potently catastrophic.

moving as starbase could have  a 50% chance of destroying itself from the structure not being as strong as a ship. With a tech one is able to build better starbases and reduce this to 25%.

Reply #9 Top

Quoting ForesterSOF, reply 8

Moving them should not only be slow like shipyards but potently catastrophic.

moving as starbase could have  a 50% chance of destroying itself from the structure not being as strong as a ship. With a tech one is able to build better starbases and reduce this to 25%.

So on average it would destroy itself after 2 or 4 tiles of movement?

Sound like a good way to make it completly unusable.

Reply #10 Top

Each movement would have its own chance. The negative would not build up.

 

Reply #11 Top

Quoting ForesterSOF, reply 10

Each movement would have its own chance. The negative would not build up.
 

So it would trigger when you issue the command? If we have access to that trigger it could work but:

Moving the Starbase 1 tile or half way across the map would have the same chance of destruction.

imo just don't destroy the starbase on a coin filp, I fail to see why it would need such a large downside.

Being restricted to one tile per turn makes the impact already minimal and it takes ages to get anywhere.

Reply #12 Top

This would force people to still plan where to build them.

The movement would only be useful for short movements. Like re-positioning the base for max resource gathering.

Reply #13 Top

To me, this is all about "can we do it" not so much, about "should we do it" lol. 

If its possible, it does indeed open a can of worms. Worms, I intend to fish with. So-to-speak. And I may just throw back whatever I catch.

 

But I haven't had the time to try out the proposed method.

Reply #14 Top

I once asked about creating a custom/second type of shipyard during one of the dev streams way back & the answer was (iirc) something about how they were thinking about having different types but didn't think there was code to implement it (at least given the forgotten phrasing of my question).   I think it had something to do with making a jumpgate

back in gc2, the moving starbases Q would have caused all sorts of problems with how their aoe effect is calculated, calculating it in a way that allowed them to move would have been a huge effort& involve always checking if there was a starbase covering that hexfor any calculation (movement, battles, sensor range, all the planet stuff, diplomacy, influence, etc).   while it might be "easier" now with many core processors being more common; I don't think that a couple extra threads wouldn't even begin to cover it & suspect that with hololens & other vr type devices on the near bleeding edge that it would make going from flat 2d maps to multilayer 3d  maps a frick'n disaster... of course maybe some of ut could then be offloaded to the gpu then... but using the gpu for calculations & math is wayyy outside my realm of expertise.

Reply #15 Top

Quoting ManiiNames, reply 4

<Stats>
<EffectType>MovesCap</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>

^^^ is the only thing you changed though, correct?

 

For the sake of curiosity, I tried it and it doesn't seem to work.

Reply #16 Top

If you were able to move a starbase (ie thusters or warp modules) wouldn't you also need a way to log any changing effects its revised placement would have on the area effects ?

Planets, fleets, influence and other unknown stuff ??

I would think a "can of worms" would be a good analogy here.

Regards Colin

Well, the effects would be the same as decomissioning the starbase and building a new one in the new location and building all the modules. If programmed properly, it wouldn't be that difficult.