Seeding dyson forests as a strategic defensive tactic?
Moderator: Oberlus
Seeding dyson forests as a strategic defensive tactic?
The idea is to be able to build dyson forests to frustrate enemy efforts. E.g. have a dyson seed ship part then scrap the ship in target system to seed a dyson forest. Perhaps the same could be done with other monsters.
Re: Seeding dyson forests as a strategic defensive tactic?
Nice idea. Not really possible currently. Scrapping does scrap before there is time to apply an effect. One OK way to do it currently would be to have an e.g. floater lure part and if by chance a floater comes to the system (it could also actually influence floaters to move into the direction of this system), the floater creates a forest.
The good way to support this in FOCS is in my opinion, expanding the planet-actions (e.g. colonize,bombard...) to being more generic. After that could also introduce system-actions to make UI more focused (and to allow seeding when there are no planets).
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Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Seeding dyson forests as a strategic defensive tactic?
maybe as a variant of outpost / colony / troopers? could make a ship part imop with current focs mechanics to do the trick without having to write extra gui stuff. makes it so that the original outpost/colony/troop action button would appear but the special part effect then kicks in to create the monster and remove outpost/colony/troop effect again. i think.
edit; could of read the previous answer instead of just skimming it .. yeah, what he said. +1 for the generalizable system action, if u do it ;P
edit; could of read the previous answer instead of just skimming it .. yeah, what he said. +1 for the generalizable system action, if u do it ;P
Re: Seeding dyson forests as a strategic defensive tactic?
its on my infinite list
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Seeding dyson forests as a strategic defensive tactic?
another bad but possible idea: by using ship aggressiveness, on could also abuse the ship focus setting for giving the command to start the forest
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Seeding dyson forests as a strategic defensive tactic?
FWIW it has to be empire-owned. A dyson forest from floater in the mp game was destroyed automatically by planetary defenses with no other ships in system.
Re: Seeding dyson forests as a strategic defensive tactic?
wouldnt an empire owned floater be enough? could steer it where you want to grow the forest and leave it parking there until random turn_event chance tells it to bloom. can have a tech that lets you build floaters at an orbital breeder or whatsitcalled, all in focs no trouble.
Re: Seeding dyson forests as a strategic defensive tactic?
going for randomness you might need to take care to always keep them moving if you dont have the right spot to put it.stpa wrote: ↑Mon Feb 14, 2022 7:11 pm wouldnt an empire owned floater be enough? could steer it where you want to grow the forest and leave it parking there until random turn_event chance tells it to bloom. can have a tech that lets you build floaters at an orbital breeder or whatsitcalled, all in focs no trouble.
this is probably ok if floaters are built and not grown.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!