Is there any way to make the jump Point opening not cost movement? maybe something to do with the original paradrop?
I don't think so, I believe this has more to do with the "worker" mechanics, since the jump point is an improvement that needs to be built, even with no cost (as it is implemented right now), the movement points are removed.
Other facts on the jump point mechanics:
- It opens the very same turn it is requested.
- All ships in the same tile/plot/square (except the one that opens the jump point) regain their movement points when a JP is opened, this is because only with full movement points a jump can be made.
- After the jump, the ships can still move.
- A line of jump points can be made. So a ship can jump from another's ship JP to the location of other JP capable ship, regain its MP when the other ship opens a JP, and jump again and again. (this allows a ship to travel through Hyperspace further than a standard jump). This may seem OP, as it would allow a ship to jump to the other side of the map in a single turn, but take into account that this is requires a lot of resources (ships) distributed along the whole map, and is also micromanage intensive, so I don't thing its a big deal (*)
- For some reason the culture dissapears after one turn, so I just had to take care of removing the JP improvement. However this prevents a Jump Gate improvement to be created. I have no problem with this, since jump gates are for standard hyperspace routes, that are represented by jump lanes (or their succesors).
- Since you can only jump into visible space (doesn't matter if it has been charted before, it needs to be visible) we should consider a "beacon" unit, that barely moves, can't attack, and to be invisible; for non standard hyperspace routes and early warning systems.
- Ships can jump into a Black hole and get out without trouble (given that the ship has enough movemen points to get out.
(*) I didn't program this to be this way, but while testing it occured to me to try this,and it worked. This is easily removable, but it wont allow all ships in the JP square to jump, ever since to make a jump the ship needs all it movement points.
If you want I can upload the needed code for you all to make tests.
EDIT:
BTW, I tested Thorgrimm's pre-mutai patch, I have a few suggestions:
- Make the AstralGate so that it requires the "Beyond the Rim" tech (we'll deal with that project later), this is because in the test, while some species builded ships an stuff, others simply built the AstralGate project.
- Rename the ships, instead of (i.e.) EA Nova, use Nova Class Dreadnought. Pretty much a minor change but it fits my linking more, what does anyone else thinks of this?, It too much work just to rename all ships, just because of me, but if every one agrees then it will be worth.
- I couldn't help to notice that the FF ships are still there