Homeworld facility |

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.
Re: Homeworld facility
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")
Re: Homeworld facility
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.
Re: Homeworld facility
Can you actually start with facilities you don't have the tech for?
Re: Homeworld facility
Yes. AFAIK, SE5 doesn't do any checking, it just plops them down in order until the planet fills up..
Re: Homeworld facility
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...

Re: Homeworld facility
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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Re: Homeworld facility
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.

Re: Homeworld facility
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.
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Re: Homeworld facility
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. 
Re: Homeworld facility
Wonder if you can create SB's in the setup stage also.....
Re: Homeworld facility
SEV, more than a feeling.
SB Star Bases I think

Re: Homeworld facility
What is the Homeworld Facility?




Re: Homeworld facility
I think the AI won't attempt to build it unless you tell it to.