View Full Version : System Gravitational Shields
Enigma
February 23rd, 2005, 12:06 PM
Does the system Gravitational Shield stop the creation of Ringworlds, Sphereworlds and new planets?
Alneyan
February 23rd, 2005, 12:19 PM
It does not stop any of those things. You cannot prevent Stellar Construction (Ringworld/Sphereworld) directly, and the only thing that prevents Planet Creation is removing all the stars from a system.
The Gravitational Shields do not stop Planet Destroyers either, or Storm Manipulation. They stop everything else: the three Stellar Destruction components, and Warp Openers/Warp Closers.
Slick
February 23rd, 2005, 12:41 PM
I don't think that planet destroyers will work on ring/sphereworlds either. Never tested this, though.
Suicide Junkie
February 23rd, 2005, 12:46 PM
Slick said:
I don't think that planet destroyers will work on ring/sphereworlds either. Never tested this, though.
Unmodded destroyers don't have the power. You can mod them up to destroy ring/sphereworlds, though.
In any case, you need a planetary grav shield to protect against the planet-busters, in addition to your system shield.
AMF
February 23rd, 2005, 03:11 PM
I really hope that in SE5 that we will be able to "turn off" facilities without having to scrap them. I've often wanted to turn off my sys grav facs, but I can also see times where other types of facilities might be useful turned off temporarily...
Thanks,
Alarik
Enigma
February 23rd, 2005, 03:19 PM
I agree with turning them off for a turn. I just want to make sure I do not screw up. I have a System Grav shield that will be done in 10 turns and my Ringworlds stuff will be done in 14 turns. Be a real bummer to have to scrap it so I can create my Ringworld. But looks like I will just proceed.
geoschmo
February 23rd, 2005, 03:26 PM
Enigma said:
I agree with turning them off for a turn. I just want to make sure I do not screw up. I have a System Grav shield that will be done in 10 turns and my Ringworlds stuff will be done in 14 turns. Be a real bummer to have to scrap it so I can create my Ringworld. But looks like I will just proceed.
Well, as pointed out previously in this thread the system grav field doesn't interfere with the ringworld creation. But if you were in that situation and say you wanted to do a little more warp manipulation, you could always put the build queue on hold that is making the system grav shield.
Alneyan
February 23rd, 2005, 03:41 PM
alarikf said:
I really hope that in SE5 that we will be able to "turn off" facilities without having to scrap them. I've often wanted to turn off my sys grav facs, but I can also see times where other types of facilities might be useful turned off temporarily...
I am not sure it would be a good idea given how powerful this particular facility is. Then again, if you have the money, you can build two such facilities, and put the second one on hold one turn before completion, and do something similar, so.
I would like this sort of things for components at the very least: shutting down an engine could be useful when perfect timing is needed, or disabling sensors to avoid detecting a much stronger cloaked enemy, or... You could do so in a mod by using the Emergency Resupply ability and the Destroyed on Use, allowing you to use components to destroy them. f it works, you could also put the gravitational shield abilities on a component, and destroy the component if you want to shut it down. Hmm, now to get this into a mod. http://forum.shrapnelgames.com/images/smilies/wink.gif
PvK
February 23rd, 2005, 06:04 PM
Does system gravity shield ability work on a component? If so, you could have sys grav shield SHIPS...
PvK
AMF
February 23rd, 2005, 06:09 PM
PvK said:
Does system gravity shield ability work on a component? If so, you could have sys grav shield SHIPS...
PvK
Now that has some serious potential...
Alneyan
February 23rd, 2005, 06:09 PM
The Prevent Warp Closure ability works on a component, so I gather all the others work too.
I am actually starting to believe all abilities that make sense on a component work: does anyone know of an ability which would invalid this belief?
(Edited for the sake of clearness)
Suicide Junkie
February 23rd, 2005, 06:14 PM
Alneyan said:
The Prevent Warp Closure ability works on a component, so I gather all the others work too.
I am actually starting to believe all abilities that make sense on a component work: does anyone know of an ability planet-only, even though it would make sense to have it on a component? (So not the abilities linked with planets)
Planetary Shields. You can use the phased shield ability on a facility, and the planet gets phased shields instead of regular.
It should work the other way around too, and may come in handy as an extra AI Tag -style ability for distinguishing normal shield generators of differing sizes for example.
PvK
February 23rd, 2005, 06:17 PM
I kind of assumed most of them didn't work... all the point-generation ones, for examples, needed new versions to work on ships and bases.
PvK
Alneyan
February 23rd, 2005, 06:22 PM
I was more speaking of abilities like System-wide bonuses, like the mobile shrines Adamant uses. Would there be any reason for an ability affecting a whole system not to work on a component?
Hmm, I will try something like System-wide increase in research. Back to the lab! That one doesn't do anything (it isn't supposed to be shown on the colonies themselves, but there was no result in the Research screen or in the scores either). I guess only abilities not affecting planets at all work. Hmm...
Fyron
February 23rd, 2005, 06:25 PM
Chapter 16 of SEIV Modding 101 (http://se4modding.spaceempires.net/) lists all of the abilities and the file that each is valid in. It will tell you which facility abilities can be used on components and vice versa.
PvK
February 23rd, 2005, 06:26 PM
The only reason is the game might not be programmed to check for such things.
Training? I imagine with the moon training bug, this would allow stacking ships to instantly train to the max. This might not be so bad, though, as you could thus attach a maintenance cost to training, representing the cost of pre-training crews for ships, which is perhaps slightly more logical than having to build ships and then train their crews using the actual ships.
PvK
PvK
February 23rd, 2005, 06:27 PM
Cool! Thanks Fyron!
Alneyan
February 23rd, 2005, 06:31 PM
Looks like I was busy reinvinting the wheel. I suppose nobody is interested in my prototype for the Wheel Mark2?
Thanks Fyron for the link. I had expected a few more abilities to work for components (mainly the system resource generation ones, and the happiness ability), but it appears it isn't the case.
PvK
February 23rd, 2005, 06:52 PM
Hmm, that is a great resource, though it isn't 100% accurate on all details in the current version, so it might still be worth testing any groovy ideas to make sure they really don't work in the current version.
(examples: Combat Modifier - System doesn't give an ECM bonus - only an offensive bonus. Combat To Hit Defense Minus
subtracts rather than adds.)
PvK
Atrocities
February 23rd, 2005, 07:24 PM
Have any of you ever tried to take on a fully armed and full sphere or ring world? I sent an entire fleet of dreadnoughts against one such sphere world that I had turned over to the Ai like 500 turns prior, and I lost all 200 ships. They are next to impossible to take down if they have LR WP. (And brother did it ever.)
Fyron
February 23rd, 2005, 07:27 PM
PvK said:
Hmm, that is a great resource, though it isn't 100% accurate on all details in the current version, so it might still be worth testing any groovy ideas to make sure they really don't work in the current version.
(examples: Combat Modifier - System doesn't give an ECM bonus - only an offensive bonus. Combat To Hit Defense Minus
subtracts rather than adds.)
PvK
Please report all such errors and they shall be fixed! Writing that was a daunting task, so I am sure there are some here and there. http://forum.shrapnelgames.com/images/smilies/happy.gif
Fyron
February 23rd, 2005, 07:39 PM
Combat To Hit Defense Minus subtracts rather than adds
Depends on which way you look at it. http://forum.shrapnelgames.com/images/smilies/wink.gif I currently have:
This ability adds Value1 % to the chance of enemy direct-fire weapons hitting this vessel. The modifier adds, so 50% + 30% = 80%
It increases the chance that you will hit the target ship. From the other side, it decreases the ECM value of the ship it is on. Either way is correct. I was trying to remain consistent and cast things from the firing ship's point of view.
By the way, I have updated the Standard HTML version of the document.
PvK
February 24th, 2005, 12:28 AM
The "Point Defense" ability description is missing from the ability list.
Fyron
February 24th, 2005, 02:17 AM
There is no "Point Defense" ability. It is "Point-Defense".
Point-Defense
Value1 =
Value2 =
Valid in Components.txt, VehicleSize.txt
This ability does absolutely nothing. In the stock game, it serves as an AI Tag for the AI to be able to add Point - Defense Cannons to their ship designs as a Misc Ability, so as not to use up a Primary or Secondary weapon slot.
PvK
February 24th, 2005, 04:20 PM
Er, ok, but did you just edit it? I'm pretty sure yesterday it just had one or two words and then a comma followed by nothing on the desciption line.
PvK
Alneyan
February 24th, 2005, 04:25 PM
I think so PvK: there was no description (well, two works) for Point-Defense the last time I browsed the file, so yesterday evening GMT (and I looked at my cache version to verify it was indeed so).
PvK
February 24th, 2005, 04:59 PM
Thanks for saving me a sanity point, Alneyan. http://forum.shrapnelgames.com/images/smilies/happy.gif
PvK
Fyron
February 24th, 2005, 10:15 PM
I corrected a few errors here and there in the file yesterday, yes.
Karibu
February 25th, 2005, 04:43 AM
Does Devnull mod have modded component to destroy sphere- and ringworlds? I am playing few games using that mod but I haven't checked the thing...
Alneyan
February 25th, 2005, 05:01 AM
They can destroy planets up to Stellar Moon, a special sort of Ringworld I believe (they can also destroy extra huge planets). They cannot destroy Ringworlds or Sphereworlds.
AMF
March 13th, 2005, 12:12 AM
Alneyan said:
They can destroy planets up to Stellar Moon, a special sort of Ringworld I believe (they can also destroy extra huge planets). They cannot destroy Ringworlds or Sphereworlds.
If a stellar moon is destroyed, does the star come back?
Suicide Junkie
March 13th, 2005, 02:35 AM
No, but you can make a new star.
douglas
March 13th, 2005, 03:22 AM
And create a planet from the asteroid field and build a new stellar moon around the new star. This allows for theoretically infinite planet construction.
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