View Full Version : Any way to get rid of the "requires remaining movement" for stellar manipulation?
Trachmyr
April 7th, 2001, 04:34 AM
Just as I said, I hate not being able to put worm-hole componets on starbase so they can operate as a stargate. Any thougts? (other than adding movement to bases)
Baal
April 7th, 2001, 05:00 AM
That is amusing. I did the exact same thing. I wanted to make a base do the same thing so I stuck an emergency resupply pod on it and nothing. After building arduously for 100+ turns I find that bases can't have movement no matter what.
Maybe that is hard coded for bases, I don't know, but I share your frustration.
Trachmyr
April 7th, 2001, 07:32 AM
It's not hardcoded that bases can't have movement, it's in vechiclesize.txt "Can have engines/Max engines" lines. The thing is, I don't want bases to have movement... but I want them to be able to use stellar manipulation componets (for instance as a stargate or as a doomsday weapon (build a base around your own star that can colapse it to a black hole just incase the enemy is about to win the system))
Marty Ward
April 7th, 2001, 05:06 PM
Do you need one movement point or just movement available? If you just need movement available could you create a base engine that only generates 1/2 a movement point?
Baal
April 7th, 2001, 05:07 PM
Well, then change the max engines on your bases to 1, and vwalla there ya go, movement points. Of course you will be able to use stellar manipulation then, but you also might have the AI start flying around the galaxy with a starbase or 2.
I just had a awesome idea (Actually only pretty good). Edit your components.txt file and add the ability for all the stellar manipulation to have one movement point. Then when you stick your SM stuff on your star bases you will have movement.
Of course you still might need to change the vehicles.txt so that your bases are allowed to have that one movement point.
Just a thought.
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