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Citadel & Ion Wave Support

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7 years ago
Aug 21, 2018, 7:39:28 PM

Hey,


I'm currently working with the new features added by Supremacy DLC for one of my reworks, and come across two roadblocks:

  1. The Ion Wave entity action cannot be reassigned at all. I mentioned this already to MonAmiral (likely you, reading this now) on the Discord, and Cyrob also confirmed it appears to be set in the code to insist on ShipRoleBattleship, but that it could be made so that it only checks xml prereqs. Is there any chance please that an edit could go through so that the code doesn't bind it and that it can be reassigned by using the Entity Actions xml?

    This can already done with the Obliterator action, and works perfectly when all other properties and modifiers are also redirected to the new prereq.

  2. There doesn't seem to be any way to create ClassCitadel on a star system without the specialization action. Cyrob was good enough to look into this one too, and thinks there may be a chance you could define a new action that is also allowed to generate citadels for modding purposes - something like the major pop transform. The functionality I am after - in case there is a way to do th is I haven't found yet - is to be able to create a citadel on system using a unique constructible element/improvement instead.

    *If it were a choice between the two, this one is more significant.
    1. Alternatively, if there's any way to attach the free movement block, citadel manpower and citadel weapon to a normal improvement and show the GUI elements, I'd be all ears for that, but my attempts and searches so far have had no results.

Any support you could offer on these would be much appreciated, as it'd allow the mod to be fully compatible with all the features, and open up the opportunities for new mods and modders also working now with the Supremacy DLC.


Thanks,

Updated 7 years ago.
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7 years ago
Aug 21, 2018, 8:19:11 PM

Hey Aitarus, good to see you are back. Or Kinda back. Idk. Good either way! Wish you luck.

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7 years ago
Aug 22, 2018, 9:33:11 AM

Hey Aitarus,


My time for modding is very scarce (only one day someday maybe not even soon) and the Citadel feature will require several hours/one whole day to work properly, so there are few chances I'll be able to do it.

I'll still put it on my modding task list, but I don't even know when I'll be able to spend time on it :/

Updated 7 years ago.
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7 years ago
Aug 22, 2018, 11:11:35 AM

Hey MonAmiral,


Thanks for the response either way - I understand. Who do we have to petition for you to get paid for your modding support? ;)

Updated 7 years ago.
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7 years ago
Aug 22, 2018, 2:28:27 PM

I think you'd have to ask SEGA, haha

They decide how much we can allocate to each DLC, how much time there is between each, etc., and if we can spend time on "secondary" features such as modding.

Updated 7 years ago.
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7 years ago
Aug 23, 2018, 4:14:34 PM

I'll prepare the change.org petition, stat


As an alternative to would it be easier to unlock the specialization fleet actions for other ship roles? If you unlocked the Ion Wave action too I think I could make a reasonable compromise. The only issue is it might require some GUI work as the specialization window doesn't seem to be dynamically adjusting to whether or not a spec is disabled. i.e. if I disabled two and kept one, I'd expect to see the remaining option slotted in the middle with no others, but instead the page breaks and shows placeholders.

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