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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Homeworld facility

Rilo57's picture
Submitted by Rilo57 on Mon, 2007-02-26 13:32. SE:V MODs

In SEIV, someone had made a homeworld facility. Which in their words represented hundreds of years of building... I wanted to put something like this in a mod I'm working on... but I forget how you would stop the AI from trying to build this facility.

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Re: Homeworld facility

Submitted by Mylon on Mon, 2007-02-26 19:53.

I think the AI won't attempt to build it unless you tell it to.

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Mod Designer

Re: Homeworld facility

Submitted by Fyron on Mon, 2007-02-26 20:06.

The AI adds facilities by ability type, so that is not correct. The AI will definitely try to build it if, for example, it makes more minerals than the mineral miner facilities. If it produces fewer resources though, you will be in the clear. Even just 1 fewer mineral will suffice.

It isn't entirely clear how you could use the default AI setup for this without altering it to resort to specific facility names:

set lng_facility_id_mined_minerals := Sys_Get_Best_Facility_With_Ability(sys_long_Player_ID, "Mined Resource Generation - Minerals")


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Re: Homeworld facility

Submitted by Sinapus on Mon, 2007-02-26 20:28.

Make a facility that requires a tech level that can't be researched, like Light Hulls lvl 100 or similar, then use the HomeworldStartingFacilities.txt file to place however many facilities you want on a homeworld.

The AI shouldn't be able to build it then, though if they lose any of the facilities they won't be able to rebuild them. May want to give them a lot of structural points.

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Mod Designer

Re: Homeworld facility

Submitted by Fyron on Mon, 2007-02-26 23:58.

Can you actually start with facilities you don't have the tech for?

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Mod Designer

Re: Homeworld facility

Submitted by Phoenix-D on Tue, 2007-02-27 00:35.

Yes. AFAIK, SE5 doesn't do any checking, it just plops them down in order until the planet fills up..

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Re: Homeworld facility

Submitted by gnosis on Tue, 2007-02-27 07:31.

That is very interesting. It could be used to create scenarios, where victory comes as a result of controling special planets to gain a significant advantage.

Now where did I place my SEV scenario editor...

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Rilo57's picture

Re: Homeworld facility

Submitted by Rilo57 on Tue, 2007-02-27 11:37.

There is a victoryconditions.txt file... you can already set a condition that says the games over if all the players loose their homeworlds... I wonder if you could set a condition that ends the game for a player if they loose thier homeworld...

You could set the loss of your homeworld to cause a huge increase in unhappieness and cause the rest of the empire to rebel...

SEV, more than a feeling.

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Rilo57's picture

Re: Homeworld facility

Submitted by Rilo57 on Tue, 2007-02-27 13:12.

Well, i've tried it out and Sinapus your right. The tech level is unachievable. but the homeworld does have 19 of them...

I wonder what wout happen if you clicked on have all tech... You could make it a type of racial tech that you don't get when you start with "all tech".

SEV, more than a feeling.

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Thy Reaper's picture
Mod Designer

Re: Homeworld facility

Submitted by Thy Reaper on Tue, 2007-02-27 21:00.

All tech simply sets all technologies to their maximum level and then recalcs all related formulas. As long as the requirements are unobtainable at max tech levels, it would remain unobtainable. Same goes for the racial traits.

You can't make it special in the way you described, though. If you could ever get the tech with a given start, you will get it with an all tech start. Making it depend on a new racial trait will still reward it with an all tech start and the trait chosen.

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Rilo57's picture

Re: Homeworld facility

Submitted by Rilo57 on Wed, 2007-02-28 10:46.

This technique could be used to make homeworlds that much more difficult to capture. putting massive planet shields and structure points...

SEV, more than a feeling.

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Re: Homeworld facility

Submitted by gnosis on Wed, 2007-02-28 11:03.

There is a need for that in stock game. It shouldn't make it very very hard mind you.

Capturing homeworlds in the early game is extremely cheap right now especially given the state of the AI.

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Psieye's picture

Re: Homeworld facility

Submitted by Psieye on Wed, 2007-02-28 13:49.

Woo, this works? Mmm, then this certainly would be a good option - some sort of Palace that has abilities which depend directly on the empire's tech state so it never needs to be upgraded (see IRM for this concept in action). So for example, if you upgrade Armour then it automatically gets even more structure, if you upgrade Space Yards it could (if you decided to give this ability in the first place) build faster automatically, etc etc

Then it'd be a matter of getting the AI to quickly build 3 weapon platforms early on so as to avoid early troop capture.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: Homeworld facility

Submitted by Sinapus on Fri, 2007-03-02 06:45.

Rilo57 wrote:
Well, i've tried it out and Sinapus your right. The tech level is unachievable. but the homeworld does have 19 of them...

If you dig into the names of various facility pictures and the XFile class name there should be some unnamed file types not used by stock facilities.

I picked the "Gambling Mecca" for mine. Smiling

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Re: Homeworld facility

Submitted by Nevyn on Fri, 2007-03-02 08:05.

Wonder if you can create SB's in the setup stage also.....

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Rilo57's picture

Re: Homeworld facility

Submitted by Rilo57 on Wed, 2007-03-07 10:53.

SB's? what?

SEV, more than a feeling.

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Re: Homeworld facility

Submitted by evilginger on Wed, 2007-03-07 11:08.

Rilo57 wrote:
SB's? what?

SEV, more than a feeling.

SB Star Bases I think

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Rilo57's picture

Re: Homeworld facility

Submitted by Rilo57 on Thu, 2007-03-08 10:21.

I doubt it, there would need to be a design for that SB to place it.

SEV, more than a feeling.

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Ardius's picture

Re: Homeworld facility

Submitted by Ardius on Sun, 2007-03-11 20:11.

What is the Homeworld Facility?

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Rilo57's picture

Re: Homeworld facility

Submitted by Rilo57 on Sun, 2007-03-11 21:59.

It would be a facility that generates intel, research, provides storage harvests minerals, organics and radioactives... what ever. it's a concept that makes your homeworld that much more valuble. It has facilities on it that you can't build anywhere else. It represents the centuries of life on one planet before spacetravel.

Also I don't want to be taking credit for this idea. Someone else came up with it in SEIV. If anyone remembers who. please say...

SEV, more than a feeling.

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Mod Designer

Re: Homeworld facility

Submitted by Fyron on Tue, 2007-03-13 03:43.

PvK in Proportions.


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