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Special Structures For Space


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#1 Phoenix Rising

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Posted 20 July 2007 - 06:39 AM

Everyone who has played EaW knows that there are five starbase levels, but what they may not know is that when the game was in alpha stages, there were also five ground base levels and no special structures. Fortunately for the sake of complexity, the decision was made to break up the ground bases into individual components and create the special structures - the barracks, vehicle factories, and so on - that we have today. Unfortunately, space seems to have gotten overlooked in this regard, as we have only two structures for space, and just one if you aren't playing as the Empire.

For this week's update, I wanted to do something a little different, so I ended up laying the groundwork for adding special structures to space. These work just like the long-range scanner and gravity well station; they use the same slots, of which there are only a finite amount available for each planet, although that number will change as part of the galaxy revamp to reflect the increase in options. This experiment culminated in the addition of the XQ5 Platform to the mod.

Now, if you played any of the X-wing games, you'll remember the XQ series of platforms and they're not anything fancy; indeed, their armament is worse than some corvettes, but they're also not meant to withstand major attacks on their own. As they are commonly used for customs duty, my initial idea was to give them the piracy corruption effect so that the player would receive a one-time income bonus every time an enemy ship passed through the system, but it seems that that ability is hardcoded, so I had to settle for a fixed amount instead. At any rate, despite the XQ5's apparent lack of military use, they do provide another option for income. Full stats can be read under the new Structures section, subsection Space.

Of course, now that the first one is done, adding more will be relatively easy...

#2 slornie

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Posted 20 July 2007 - 08:24 AM

Sounds like another great addition.
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#3 Hostile

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Posted 20 July 2007 - 12:43 PM

I think that is down right cool. I love the idea. I'm curious to see what other structures for space you are able to conjure up.

#4 RebelScum

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Posted 20 July 2007 - 02:07 PM

Very creative, Phoenix. :)

I have a quick question: since you're doing structures for space other than the starbase, are u going to create structures that build starfighters, capitial ships, etc., such as starfighter shipyards?

#5 Theempirewins

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Posted 20 July 2007 - 04:35 PM

Careful Phoenix, if you keep adding features, you end up having not a mod but a whole new game LOL

:)

Nice addition this structure !

;)

#6 Imrix

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Posted 20 July 2007 - 04:51 PM

This looks very interesting... The notion of buildings to let you build starfighters and such put forward by RebelScum is interesting too. If used, you could add many more ship types, but require structures for the "advanced" stuff. So, Empire would have access to TIE Fighters and Bombers without anything else, but to get access to TIE Advanced, TIE Defenders, Assault Gunboats and Nova Wings, they'd need to build some form of structure. It'd save a lot of build slots.

Also, since you're messing about with structures these days, might I remind you of the idea I came up with a while back of adding complements of satellite defenses to space maps as a build option?

#7 Phoenix Rising

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Posted 20 July 2007 - 05:31 PM

I have a quick question: since you're doing structures for space other than the starbase, are u going to create structures that build starfighters, capitial ships, etc., such as starfighter shipyards?

I might. Otherwise they could simply decrease the build time for certain units from the starbase.

#8 Guest_Guest_*

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Posted 20 July 2007 - 09:43 PM

GREAT job again Phoenix, you really need to apply to LucasArts, anyways I love this idea, so will there be also be more slots, instead of two slots keep those for the gravity well generator and long range scanner and add kind of like the slots on the ground structures, and then maybe we could move them around like the groud stuctures, could you do that or is that only avaliable to land or would crash the game or make it loook funny?

#9 Phoenix Rising

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Posted 21 July 2007 - 03:11 AM

and then maybe we could move them around like the groud stuctures, could you do that or is that only avaliable to land or would crash the game or make it loook funny?

That's something they coded so I won't be able to bring that functionality over to space. I'm not even confident that I can make them sellable or show more than just the first two...

#10 Imrix

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Posted 21 July 2007 - 01:56 PM

I THINK you can already sell the ones you can build in the base game, so that shouldn't be a problem.

Also, while I agree decreasing build time would be an excellent idea, using the buildings to allow access to the ships would mean a lot more room for ship-building choices.

#11 Phoenix Rising

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Posted 21 July 2007 - 07:54 PM

Not for space you can't.

#12 Pred the Penguin

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Posted 22 July 2007 - 05:09 AM

Interesting update...
Though I'm still at a loss for what it really is.

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#13 Guest_Guest_*

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Posted 23 July 2007 - 12:40 AM

Oh, Phoenix are you also going to be adding special platforms for a planets, like for instance the Coruscant space construction platforms that are show in The Illustrated Star Wars Universe, this could really help with space construction areas or it could at least add income for commericial ships it makes, and i just had a good idea pop into my head, could you make it so we can build commericial ships for less than selling them(size and cost depends on how much it would take to sell them, for instance if you make a huge commerical ship, you could sell it for more but it would take a little more credits to build and take longer instead of focusing on smaller ships and selling them more often), that would be really cool, to have to control the war, tech and income preferences. So maybe if we build those space construction platforms we could create commerical ships when we aren't creating anything else? Just a thought though...

P.S. If I was confusing just tell me and I'll try to rephrase it was kindof just typing of things that popped into my head so I'm not sure if this will make much sense to anyone else in the way that I phrased it.

#14 Phoenix Rising

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Posted 23 July 2007 - 01:29 AM

Planet-specific buildings? Probably not; I only have a limited number of models to work with.

As far as changing the sale price factor, unless I missed the tag in GameConstants.xml, I don't think that's something PG made extensible, so I can't change it.

#15 Rob

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Posted 23 July 2007 - 07:34 PM

I got nostalgic recently and almost installed the old TIE game,you know, for old time's sake! But your mod looks like it will satisfy everyone's craving for a decent RTS game, appeal to their love of Star Wars (canon, not tartan-cruiser-crap) and bring back fond memories ALL at the SAME time!
:-)

#16 Phoenix Rising

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Posted 24 July 2007 - 01:16 AM

I actually just dug out my old joystick in order to get XWA to run so I could double-check some turbolaser counts :p. That's how you do it right: primary sourcing... none of this Wookieepedia crap :p.

#17 Pred the Penguin

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Posted 24 July 2007 - 02:08 AM

Must be kinda fun dodging turbolaser fire and enemy starfighters while counting stubs on a ship. :p

Too bad I've never played it... I think I've watched my friend play it though. O_o

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#18 Phoenix Rising

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Posted 24 July 2007 - 07:07 AM

Fortunately there's a tech room and I can also trigger invulnerability from the options menu should I have to go out, so I'm not that much of a hero :p.

#19 Guest_Guest_*

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Posted 25 July 2007 - 06:19 AM

Phoenix, could you try to add the ground base lvls back in again? i'm curious to see what they would look like in the game

#20 Pred the Penguin

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Posted 25 July 2007 - 09:18 AM

They wouldn't look much different, and I'm pretty sure ground battles are available in Galactic Conquest.

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