Convert a dead planet to an habitable planet.

I'am trying to design a terraformer ship component that convert a dead planet to an habitable planet when a colony ship is going to a dead planet. I discovered an action named "ConvertDeadPlanet" but the problem I have are:

- which event I should choose to trigger this action ?

- What are the parameters for this action ?

- Can this action target a single planet or is it for converting a large number of random planets ?

 

I tried the event "OnColonizePlanet", with one parameter to define the new planet quality, but it doesn't work. So, is there an event name for a ship going to a planet ? Or for a colony ship trying to colonize a dead planet ?

 

And If it is possible to convert dead planets, I suppose the AI will not be able to use this ship component because it is somewhere programmed to avoid sending colony ships to dead planets ?

17,166 views 8 replies
Reply #1 Top

Hmm, I am not done digging yet, but I believe what you are tying might not be possible. That is because I don't see how we can change the available target types of colonization to dead planets.

What might be possible is converting planets on constructing a starbase nearby. Possibly even via a starbase module. I am not done digging yet.

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You can see all event types and action types in data\Schema\Enum\ModifierEffectTypes.xsd

Reply #2 Top

Hey,

I haven't, but I do plan to use the Age of Ascension mercenary component which colonises a dead world for my own terraformer (probably put it on the Iconians to  revive Super-Adaptor in an interesting (hopefully game-breaking) way. Don't see why this wouldn't work, as all the stuff already been programmed, even the AI's use of it (as they can theoretically (not sure on this) successfully use the relevant mercenary ship. I recommend stitching this near the end of the tech tree though, as it seems like it might be quite OP, especially if you mod in alot of terraforming improvements.

Details on part are below, and the relevant stat (imo) I've pasted before the full entry;

pathway: Galactic Civilizations III/DLC/EXP1_Mercenaries/Game/EXP1_MercenaryComponentDefs

<Stats>
      <EffectType>CanColonizeDeadWorld</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>16</Value>
    </Stats>


  <ShipComponent>
    <InternalName>Tier3MercenaryComponent02</InternalName>
    <DisplayName>Tier3MercenaryComponent02_Name</DisplayName>
    <Description>Tier3MercenaryComponent02_Dec</Description>
    <ArtDefine>MercModel_34</ArtDefine>
    <Category>Support</Category>
    <OnePerShip>true</OnePerShip>
    <Type>Mercenary</Type>
    <PlacementType>Mercenary</PlacementType>
    <Stats>
      <EffectType>Value</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1.5</Value>
    </Stats>
    <Stats>
      <EffectType>EleriumCost</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>3</Value>
    </Stats>
    <Stats>
      <EffectType>PromethionCost</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>3</Value>
    </Stats>
    <Stats>
      <EffectType>Maintenance</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>-1</Value>
    </Stats>
    <Stats>
      <EffectType>MassCap</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>30</Value>
    </Stats>
    <Stats>
      <EffectType>CanColonizeDeadWorld</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>16</Value>
    </Stats>
    <LevelEffectStats>
      <EffectType>KineticAttack</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>0.05</Value>
    </LevelEffectStats>
    <LevelEffectStats>
      <EffectType>MovesCap</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>0.05</Value>
    </LevelEffectStats>
    <LevelEffectStats>
      <EffectType>ShipRange</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>0.05</Value>
    </LevelEffectStats>
    <Prerequ>
      <Unavailable>true</Unavailable>
    </Prerequ>
  </ShipComponent>

 

Reply #3 Top

NINJA'D!!! By Him ^^^^


    <Stats>
      <EffectType>CanColonizeDeadWorld</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>16</Value>
    </Stats>

Place on your component. Requires Merc Expansion.

Reply #4 Top

HA!

Shows me I should play with the merc ships more often.

Now I am still curious about my starbase idea^^

Reply #5 Top

Thanks demo10050, this is what I was searching for.

 

If the component is designed for non-Mercenary ships, it seems the AI needs a ship blueprint to use it. But I didn't see how to specify a blueprint for a specific component instead of a component type.

 

Edit: found it for static ship blueprints.

Reply #6 Top

Sounds about right if you want to set a specific component (<ShipComponents>_</ShipComponents>)

I generally recommend a scaling blueprint, but in this case you may want to set specific components (e.g. crappy engines) in order to balance/cripple what may be an overpowered module( or to set the terraformer, as you mentioned). Not sure if the standard colony blueprints will upgrade to the dead-world coloniser, got a feeling that it will as although their different 'Effects' its probably still listed as CanColonise for the purpose of categorisation. Seems likely also because of a lack of any mention of CanColoniseDeadWorld in StatTypeGroupDefs (didn't find a StatType_def  in EXP1 either). This might be good, might not be, problem is I don't know yet of a way to exclude a component of a type from upgrading to best version (no need for it in base game it seems). Easy work around though is to make blueprint with specific colony modules, so that way players can have options without having to design ships, though the AI will probably use only one colony ship blueprint.

 Addendum: Another (maybe) solution if the DeadWorld_thingy upgrades the basic coloniser (and you don't want that) is to make the colony module have a higher pop. carriage (or other stats, though pop. is probably safe bet) than the DeadWorld_thingy, so that way it (hopefully) reads the standard colony module as 'superior' to the terraformer.

Secondly,

A shout out to Horemovre for his similarly helpful post,

And also, Ploed's idea sounds quite interesting, though I don't know how to get it to work (sounds like a great way to cause a culture flip though).

 

Reply #7 Top

Hmm, I played around abit, I don't think terraforming starbases are gonna be a thing.

Putting a trigger on starbase module construction was easy and worked.

When I switched around the effects it turned out to be more complicated.

I used the 'ConvertDeadPlanet' and 'ConvertDeadPlanetProportional' actions. The former didn't seem to work at all for me, the latter stopped working after I introduced a scope to the trigger. I had similar results for 'ConvertDeadPlanetToThulium' and 'ConvertGasGiantToPromethium'.

So I apparently could make a module which triggers a mega event (uses the ...proportional actions) but not one which does so limited to the ZOC (or AreaEffect) of a starbase... I could try 'DiscoverNearbyPlanetOfClass' (which is used by the benevolent traits)... but I suspect this also breaks down with scopes.

Another weird thing I encountered was that you apparently can't make 'Planet' a prerequisit target for starbase modules... or I did something wrong.

I presume in the internal code these functions were made for one purpose only and don't support scope, target etc.

At least I got to see a 4-promethium deposit in the process and a thulium class 11 world (the two models have different height offsets) ^^

Culture flipping should be easy enough to do this way though since there is a merc component which flips (non-capital) on starbase construction.

Reply #8 Top

Are you saying we can mod to colonize dead worlds and how do we do this can you make a mod for this.