Not very familiar with GC3 modding; would a 'warpgate' function be possible?

The title says it all, really. I am curious if it would be even remotely possible to make a "warpgate", some type of structure or starbase addon that allows vessels to instantly travel to a planet / starbase that also has a module... if I had to guess, this is well outside of modding from what I have seen, but I am curious if maybe someone with more knowledge than myself has an idea of how it might work. I have seen a mod that basically adds a starbase module that gives ships in its effect range massive movement bonuses, which in itself is not a horrible idea as long as it is expensive for balance, and I may just go that route. 

9,898 views 7 replies
Reply #1 Top

As far as I know a real warpgate function is not possible, just boosting speed as you described. There is an action "wormhole" that gets executed when your survey ship hits a wormhole, but that throws you randomly somewhere. If you could specify some coordinates or a direction and distance as parameters to that action that would be really great, but for that to come true we can only hope ...

Reply #2 Top

Another prob with using the wormhole mechanics for jumpgates would be that the wormhole does disappear after one ride...not sure if you could make it permanent by modding only.

Reply #3 Top

Quoting GalCivius, reply 2

Another prob with using the wormhole mechanics for jumpgates would be that the wormhole does disappear after one ride...not sure if you could make it permanent by modding only.
End of GalCivius's quote

I haven't tried this (yet), but you might be able to use the wormhole effect as a triggered event activated at a starbase. I'm not sure which trigger would work... I'm fairly confident there is an OnConstructStarbase, but I'm not sure about a trigger for modules...

Quoting lyssailcor, reply 1

If you could specify some coordinates or a direction and distance as parameters to that action that would be really great, but for that to come true we can only hope ...
End of lyssailcor's quote

The other problem with coordinates is that everything that can be given coordinates, as far as I know, can only be given coordinates in the xml, not from player input. Unless I've missed something, there is no way to feed coordinates to a triggered event dynamically.

Reply #4 Top

The wormhole mechanic was my first thought, but as pointed out, there is no system in place for actually specifying coordinates to arrive at that I am aware of. I appreciate the replies though. Maybe its a mechanic Stardock would be kind enough to add sometime down the road :P I think it would be both useful and make for an interesting mechanic, I kind of think it should be a race trait choice or for a specific race(s). These races would need some other disadvantage to help with balance (Besides cost imo).

Ill have to see what I can do with wormhole functions when I get more familiar with modding, but I am guessing ill have to go the route of a large speed / range booster for now to somewhat simulate the effect. The AI wouldn't use that particularly effectively I dont think, even if they built it, itd be more a matter of accidentally landing in the star base ZOC and then warping wherever they were going beforehand lol

 

Reply #5 Top

Quoting Ser_JuJoo_Guppy, reply 4

The AI wouldn't use that particularly effectively I dont think, even if they built it, itd be more a matter of accidentally landing in the star base ZOC and then warping wherever they were going beforehand lol
End of Ser_JuJoo_Guppy's quote

I agree. That's the biggest issue, in my opinion, with such a mod... the AI wouldn't know what to do with it.

Reply #6 Top

Rumor has it that the head man himself is wanting something like this so if it is not in yet it will be.

Reply #7 Top

I agree check out the wormhole parameters you may be able to change these. If you could requiring two wormholes. The you could build a stargaze module that made wormholes. If you could eliminate the chance of these randomly appearing then you may have a shot. Change the blueprints for each side. The AI 😁will be able to at least build these. Still probably effectively use a foreign mechanic, but check strat files anyway. And remember what Paul said modding is not about balance.