[MOD] Series of JumpGate starbases

I've been playing around with JumpGates for possible inclusion in a future version of ILO but have been hesitant to release them due to hoping I could get the syntax for a starbase to add one to starting races and make -building- the most powerful ones epically expensive (effectively thereby turning non-core races into minor races & prevent too many from being created), but it doesn't look like that's going to happen


This Modadds JumpGates to the game in the form of the following starbase modules:

  •  A depot ring is basically intended to allow you to extend your life support range & was oeriginally intended as part of some orther possible changews under consideration for ILO. Building one adds  +1 StarbaseRange, a flat half credit tourism to covered planets, a flat .25 credit StarbaseMaintenance
    •  The original idea was to build a starbase module the AI won't freak out about being near their planets... but it has not yet worked out as hoped in my tests :(. When it's all said & done, I don't think that's a workable possibility from just xml moding(psst... Stardock).

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  •  A JumpGateNode builds from a Depot Module, cuts the StarBaseRange (the aura) by 50%, adds 50 MovesCap to ships entering its aura, it costs a flat 2 credits of StarBaseMaintenance/turn 
    •  It uses a military starbase ring appearance because adding a new ring type to non-core races doesn't look possible

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  •  A CalibratedJumpGateNode builds from the JumpGateNode... it costs -3- construction modules & 3 credits per turn on top of the 2.25 from prior steps ;) & adds an additional 25 points to the movescap (75 total)

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* A SpacialGateway is the next step. costs -6- constructor modules, & another 6 credits/turn (14.25/turn total)
* it adds +150 movescap (+250 total)
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Yes these are expensive, they really are more for using the lower tier for highway type travel lanes every 30-40ish hexes along the route so you don't bypass them -or- in place of engines on your much less mobile fleet. The AI doesn't seem to use them from what I've seen, but they add an interesting flavor to the game in my testing.

Enjoy!
- Tetra

 

latest version can be found here.  

7,289 views 5 replies
Reply #1 Top

How about also adding the requirement that you need 2 Elerium or 2 Durantium withing 5 spaces so can power it.

Reply #2 Top

Quoting ForesterSOF, reply 1

How about also adding the requirement that you need 2 Elerium or 2 Durantium withing 5 spaces so can power it.
End of ForesterSOF's quote

Seem to limiting to me, but maybe that was your intent?

Reply #3 Top

yes. do not want to see them all over and everywhere.

Reply #4 Top

Quoting ForesterSOF, reply 1

How about also adding the requirement that you need 2 Elerium or 2 Durantium withing 5 spaces so can power it.
End of ForesterSOF's quote

 

I doubt that's possible.  mining starbases work like this:

<Stats>
<EffectType>Mining</EffectType>
<Scope>AreaEffect</Scope>
<Target>
<TargetType>StrategicResource</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>

<Stats>
<EffectType>Mining</EffectType>
<Scope>AreaEffect</Scope>
<Target>
<TargetType>StrategicResource</TargetType>
<StrategicResourceType>Promethion</StrategicResourceType>
</Target>
<BonusType>Flat</BonusType>
<Value>5</Value>
</Stats>

You can limit them to what they extract, but not gate their existence on something

 

 

I had wanted to make them require a new resource made from a building that requires one of the existing ones, but they are  defined in -both- StrategicResourceDefs.xml as well as the schema in StrategicResourceTypess.xsd & StatTypes.xsd preventing that.  short of stardock adding ModderResource1, ModderResource2, ModderResource3, ModderResource4... ModderResource10, ModderResource11, ModderResource12 or something, that's not going to happen

Reply #5 Top

Quoting ForesterSOF, reply 3

yes. do not want to see them all over and everywhere.
End of ForesterSOF's quote

They were originally built for a future version of ILO with some other changes & released now as is just because I'm probably waiting till after 1.4 for that. 25 costs 2.25 credits/turn 75 costs 5.25/turn, 250 costs 14.25/turn.  I was also hoping someone at SD would post the syntax to start core races with a starbase (to give them jumpgates and make building more of them afterwards an epic feat)... but it doesn't seem likely at this point (poss technical issue)