ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
Actually what I've done is simply cranked the two movement field values to -999 on the ship hull and that ship does not move outside of wormholes and I have an idea on how to adjust that. The first move field is the basic movement, the second field refers to warp.
Basically ClassEmpire seems to overwrite any ClassShip / ClassFleet. I tried changing wormholes modifier to ship and class but that just broke wormholes completely.
iblise wrote: Basically ClassEmpire seems to overwrite any ClassShip / ClassFleet. I tried changing wormholes modifier to ship and class but that just broke wormholes completely.
Was afraid of this, I also am bit afraid that it has nothing to do with what that Path is.
I was hoping that loadorder for ship bonuses is:
Ship
Other modifiers
Components
But it seems that compontents are count before other bonuses. (makes sense since there is Percent values on some bonuses).
Last possible option is to make invisible Trait (or non set bonus) and let all components/ships has that but it just gets too messy and ugly.
Sadly it seems that we can't deny ships travel via wormholes (easily) without being able to edit order of which these variables are loaded and thats hardcoded.
Of course one could before that make galaxies without single wormhole (I haven't looked galaxy generator but I'm fairly sure that thats possible) but that once again is just temporary solution and renders couple techonologies completly useless.
Many people have requested starbases, stationary units which carry ship weapons and can prevent blockades and pirates. This thread contains some questions about how to make them.
On another thread there is a question about how to make a ship unit with movement 0. Changing the movement to zero is easy. However, *keeping* it at zero turns out to be hard. How can we prevent the game from allowing the starbase to move with:
* Advanced engines mounted in the starbase
* Fleet engines in other ships
* "Warp" or free movement (which uses a different movement rating)
* Hero abilities
* Random events (there is a +movement event)
* Others we haven't thought of?
Also, it is likely we cannot mod these things yet, but what else should we consider?
* Starbase will "warp in" at start of tactical combat
* Starbase will move in fleet formation with other ships during tactical combat
stacking them could make turtle'ing much more viable, maybe even too viable. if they have substantial bonuses, they need to have commensurate costs as well.
Maybe some exponential function to model cost per each starbase? that way the first one would be easy, for pirate defense and stray ships, but chokepoints and key systems would be worth the heavy investment to bring two or three starbases to bear.
seanw3 wrote: Sins made a special ship that can destroy starbases efficiently. We could make starbases strong to normal defenses, but weak to a new weapon type.
There is difference between Sins and ES starbases (for one ES doesn't have starbases but lets ignore minor details :P) ...
In Sins you have multiupgradeble starbases which can easily beat any enemy fleet alone and with support any capital ship.
One could argue that starbase with 50 weapons and similar amount of defence in ES could be better than starbase in Sins (now that would be match of day) but even that starbase in ES would be beatable with missileship armies.
(notice missile hits after ship has destroyed)
Anyway (oh, I am going to so make Igncom1 angry again) if something starbase should be from Master of Orion 2, where it was deadly until you overteched, over fleeted or just overovered (what? You are saying that warping, cloaking, capitalship with best weapons is powerful... njaah, you haven't seen endless dream capital ships yet :P) it.
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