Mod Idea-Minefields

Minor implementation of area denial weaponry

I noticed that starbases have assist modules which can slow down enemy ships in their ZOC. How 'bout a mod which adds steeper levels of speed penalty. Call it a "minefield". It makes sense as a speed penalty would be appropriate for an area denial weapon such as a minefield.
10,496 views 11 replies
Reply #1 Top
If all you want is a speed penalty, that's fairly simple. From what i've been poking at, attack and defense penalties (that is, subtracting attack/defense from enemy ehips) are supposed to be possible as well. I'm not sure how the latter entirely works, however, as there is no in-game example, only the modding docs stardock put up and my own readings of the module xml files.
Reply #2 Top
Wouldn't it just be a case of making a new Tech (say starbase fortification IV as an example), then finding the starbase module that slows the ship down, copy and paste it, then rename the copy to what you want, then change the penalty to 2, 3, 4 or even 5 or 6?

It shouldn't be that hard.... I've never modded a game until this one, and I can't believe just how simple adding techs are to it, you only need to make sure you put all the tags in.

I'll get back to you... if I do it, I copy and paste the code up here, but I think you may need to add the tags back in...
Reply #3 Top
As I said, leave it with me....

Heres your basic tech.

1) Open Notepad - or look for a program on the internet called Cooktop - it's a free xml file editor
2) Go to your Gal Civ 2 directory, go into data, English (or whatever language you installed)
3) Choose the Starbase Module file, and open it.
4) Copy this tech, and make sure all the tags are with it: the tags will be < or >



To improve upon this, just copy and paste it again. E.G. for Mine Field II, just put another I in the name. To slow the

enemy down even more, make the value in the StarbaseAbilityValue field higher, i.e. Mine Field II, with

, to make another tech follow this, type the name of this tech into the

of the second Tech, and to make the next tech require another tech

before it can be built (in this case it could be the Starbase Fortification II tech, just type (with a space) Mark II after the

Starbase Fortification in the field

- edit: Or e-mail me at: [email protected] and I will send you the tech already in Notepad format.

Hope this helps and glad to help
Reply #4 Top
Oh yes, and if you want to make it available to all types of starbase, change the last piece of data (where it says Military) to Defense
Reply #5 Top
Why stop at -2?
Give it a -10, or possibly a -20 and stop them dead in their tracks. They'll be held like a roach in a motel.
Reply #6 Top
I don't know this for sure, but I'd guess that you wouldn't be able to lower your opponents speed below 1.
Reply #7 Top
now what would be good if you had a range setting for it. something like 15 range would allow you time to move a fleet in to protect the starbase. Since many times I see the AI get right up to a starbase and take it out. They are nice things to watch unless it's your starbase. They really need to make it so that the starbase is a harder target to take out minimum it should have a starting 500 hp level too many times I've seen a simple fighter take out a starbase all by itself with 1 laser no defensive points. and the starbase like an influecene base has the battlestations module added.. it's just not right..

The AI and the Player as well should have to send in a few waves of ships to take out a base. Not just jump in and remove it without any damage..
Reply #8 Top
@lightworker: thanks a bunch! will try that.



@starlost: imo, starbases are too overpowered. I'm of the thought that a relatively stationary object can be quite easily taken out by fractional c ballistic strikes from outside the powered flight envelope of any guided missiles or projectiles. No real way to defend against that kind of attack without using a picket force, a sensor net, area denial weaponry, and aggresive patrolling of areas not covered by available sensor units. As it is, an upgraded starbase can be a very formidable obstacle, as you have no choice but to engage it within energy range. Despite that, they still can't move and will die if the enemy really wants them dead. I just thought something like a minefield would make sense as a deterrent, or if they proceed, then it will slow them down. Ideally one would use a minefield to not only deny certain approaches, but to also react to or absorb incoming ballistic fire. In the absence of tactical combat, it's the next best thing, imo.

Reply #9 Top
I haven't tried to lower the speed to much, but I doubt you could make it go below the base speed, but then you COULD still do it that way, especially if you going against Dead Lords, it will slow them down enough for you to kill the bleeders.

Anyway, heres the 3 Starbase modules I made for the game - you might want to fiddle with the cost, speed ability etc, to suit your own playing style.


-StarbaseModule InternalName="Mine Field I"-
-Name-Mine Field I-/Name-
-Model-Starbase01-/Model-
-Tech_Requirement-Starbase Fortification-/Tech_Requirement-
-Module_Requirement--/Module_Requirement-
-Description-Weak mines in the near space help to slow down ships.-/Description-
-ModuleSize-1-/ModuleSize-
-StarbaseAbility-SlowEnemies-/StarbaseAbility-
-StarbaseAbilityValue>-1-/StarbaseAbilityValue-
-Type-Defence-/Type-
-/StarbaseModule-

-StarbaseModule InternalName="Mine Field II"-
-Name-Mine Field II -Model-Starbase01 -Tech_Requirement-Starbase Fortification Mark II-/Tech_Requirement-
-Module_Requirement-Mine Field I-/Module_Requirement-
-Description-Weak mines in the near space help to slow down ships.-/Description-
-ModuleSize-1-/ModuleSize-
-StarbaseAbility-SlowEnemies-/StarbaseAbility-
-StarbaseAbilityValue>-1-/StarbaseAbilityValue-
-Type-Defence-/Type-
-/StarbaseModule-

-StarbaseModule InternalName="Mine Field III"-
-Name-Mine Field III-/Name-
-Model-Starbase01-/Model-
-Tech_Requirement-Starbase Fortification Mark III-/Tech_Requirement-
-Module_Requirement-Mine Field II-/Module_Requirement-
-Description-Weak mines in the near space help to slow down ships.-/Description-
-ModuleSize-1-/ModuleSize-
-StarbaseAbility-SlowEnemies-/StarbaseAbility-
-StarbaseAbilityValue--2-/StarbaseAbilityValue-
-Type-Defence-/Type-
-/StarbaseModule-

Right, glad thats over with - This is my idea for the mine field, so you can do with it what ye like.... Remember to save it into the Starbase Modules .xml file..... And change all the -'s to < and > (except in the StarBaseAbilityValue) where you'll want to keep the second -, for the speed decrease to enemies.

Enjoy
Reply #10 Top
I thought the speed decrease worked in the area of effect for a starbase! I'll have to check it...

By the way, the only one I have tested is the 1st tech, so I know it worked on mine.


If you want to see JUST how powerful a Starbase can be, try editing the race you use to have weapons and defence set to 1000 +, mhaa haa haa
Reply #11 Top
When you are giving examples meant to be copied and pasted it is much easier to use if you use brackets instead of dashes - [ for < and ] for > works much better.

Then it is simple matter to do a 'replace' function in Notepad or Wordpad to change them over, instead of having to do each one manually. Especially when some of the dashes are meant to be kept intact. Looks like you might try that feature out, too. You missed changing a couple of the >

And did you mean to exclude the Tech_Requirement and Model lines in the second example (Mine Field II)?
Never mind, it is on the line for Name. You didn't do a very good job of copy and paste yourself.
Sloppy.