Geoff the Medio wrote:
I pre_unlocked the drive and beacon, and built the drive on the homeworld and the beacon in an adjacent system. The result was a turn or two later, I had no homeworld and my beacon was gone.
If you're still using v0.3.13, try a different effect, such as changing the planet type or adding a special. I'm suspect the problem is with WithinDistance and the And or Or conditions.
Just by replacing Destroy with SetPlanetType type = Ocean, I am able to see results.
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Edit: I also researched and built a lighthouse and then built a beacon and nearby drive, and the result was a successfully moved planet and uncrashed game. /Edit
I'll take that to mean that the problem is fixed in the latest build of FO and design accordingly.
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There are no plans for different sized slots.
There are External and Internal slots, and there could perhaps be a HullType name = "NAME" condition that would match ships with the indicated hull, or a ContainsPart name = "NAME" that works the same for ships that contain the indicated part. ContainsPart could perhaps also take parameters to indicate the number of such parts in the ship, although I'm not sure how useful that'd be.
The only thread I was able to find on the subject was
this one, and it was hardly conclusive.
v0.4 Design Pad wrote:
Hulls have a set number, layout (and possibly sizes) of slots into which parts may be placed to make a ship design.
Has this idea been dismissed? I would find slot sizes extremely useful for balancing different hulls and parts, but if that's not possible there are still ways to give strategic differences to different hull sizes/shapes.
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Edit2: In your buildings.txt, you've got several bits of script along the lines of:
Code:
EffectsGroup
scope = Contains Source
activation = And [
PrimaryFocus Industry
SecondaryFocus Industry
]
effects = CreateBuilding name = "BLD_T_INDUSTRY_CENTRE"
EffectsGroup
scope = Source
activation = And [
PrimaryFocus Industry
SecondaryFocus Industry
]
effects = Destroy
Is there a reason not to have both effects in a single effectsgroup?
Since CreateBuilding doesn't work on v0.3.13 (at the moment, circumstances prevent getting a subversion client; I should be able to soon), I couldn't be sure that specifying Source as the scope for the CreateBuilding effect would create the building on the object containing the source object. If that is the case, those two effects groups could be merged easily.
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Also, for the whole transformer web, is there anything it does that couldn't be accomplished by a single building with appropriate focus-dependent effects? The transform-via-destroy is a nice test case, but is of doubtful use in game... /Edit
The point of the transformer isn't to simply have the effects of multiple buildings - on the contrary, it's meant specifically
not to have those effects, but rather to pretend to. If the name BLD_T_REPLICATORS appears on the building list as Replicators, and the description it uses is the Replicators description, there's no way for an enemy to distinguish them from the real thing when he mouses over the buildings list for a planet. As such, the enemy will mistake the planet housing that object for a strategic target, potentially drawing his forces away from the real targets. Also, this might cause the enemy to get a false impression of the empire's current state, since he will suppose that minerals are being replicated, and thus infer that the owner's empire is low on minerals, possibly giving him another false target.
Or, take Imperial Palace, for example. Supposing Imperial Palace doesn't have its telltale construction bonus (which is of dubious value now anyway), and further suppose that the name of an empire's capitol which appears on the galaxy map isn't distinguishable from that of a regular colony. Now, if an empire's stockpile is to be kept at his Imperial Palace, that makes it a perfect target for blockades. Most likely, the enemy will divert significant attention to a planet on which he thinks is the empire's capitol. A blockade lasting many turns ensues, the enemy thinking he has frozen the other empire's production, leaving him free to take his time building up his own forces. The enemy comes in with his fleet of warships, thinking he has obtained an easy victory with his clever blockading tactics... only to come face to face with a massive death fleet which destroys his own fleet and subsequently sweeps through his empire, capturing and/or destroying all of his colonies.
This is the purpose of the Transformer: not versatility, but subversion and deception.
Edit: Also, allowing ship hulls to have a certain base stealth value would be very useful, and I believe that is something for which there are plans?