Planetary Improvements and Ability Mods

Trying to Mod Repair and Planet Quality

Has anyone been able to create a building that can add to Repair or Planet Quality? I *can* add bonuses for the regular attribultes (Morale, Industry, Research) and I can add to logistics, but it seems that anything with a SpecialId doesn't work.

I'd like to create a starport upgrade, or even a building that adds a small amount to the racial Repair ability.

Anyone else have any luck?

As a side note, Soil Enrichment, Habitat Improvement and Terraforming all add to Planetary Quality, but they also have the Enhancement Levels with seem tied to the color of the square they transform.

If you wanted to do something really weird (and not sure how well it would work, or what it would do), you *could* create a building that goes on a Yellow/Orange/Red tile by adding the EnhanceLevel tag, but I think that would destroy the building, and the square that it was on.
5,869 views 7 replies
Reply #1 Top
Ok, I've gotten Espionage to work, but Repair, even though it shows up on the building, doesn't show on the Race bonus screen. Urgh!
Reply #2 Top
There's an "ability id code" for each ability. Look in AbilityBonuses.xml for the index values. Then set the appropriate abilitytype and abilityvalue for your building.
Reply #3 Top
That's what I'm doing and it does show in the on the Planet screen, but not always on the Race bonus screen. IOW, it shows for Espionage, but not Repair.
Reply #4 Top
Is it a "super project" or a regular planetary improvement.

I think that "super project" abilities get added to your racial ability, but if it's a regular planetary improvement, it'll only affect that planet.

So, a regular planetary improvement with +repair will just affect that planet. A super project with +repair should affect your racial ability. [But I'm not sure that's how it works.]
Reply #5 Top
I checked it out, and your right, fsk+. If I create a building as a SuperProject type, it applies to the racial ability. Which is good and bad in that Repair is pretty much useless at a Planetary scale, as are a number of other abilities.

I was hoping to add +Repair as part of a Starport upgrade (like +2 to 4% per modded Starport). Looks like (for now), its a one of a kind type deal.
Reply #6 Top
Followup: Apparently there's an unwritten rule somewhere that basically says you can only add ONE ability mod to a TradeGood, SuperProject or GalacticAchievement.

I'm hoping this changes in the future as I'd like to create a building that has mods to both Weapons and Defenses, which is currently impossible. Running into a lot of walls here lately.
Reply #7 Top
Personally, I don't see the need to boost your repair ability. You could just add the repair ability to techs or add a super project that boosts the repair rate.

Also, I never saw the point of having a building on a planet solely for boosting defense. I like to be running my empire so that I'm on offense, rather than on defense.

I might just add "+soldiering" to other buildings if you want to boost defense.