Telepaths and Loknar can control star bases. After the battle they are destroyed. I cannot recall any Battle Stations or star forts being controlled.
Telepaths and Loknar can control star bases. After the battle they are destroyed. I cannot recall any Battle Stations or star forts being controlled.
I should have asked, does the mod work with Blue Marble and Bug?
Blue Marble probably works
I should have mentioned that I sent the CIV4PromotionInfos.xml I used for testing which includes a promotion with 100% capture. Which would mean with one promotion no ships would ever be destroyed. I didn't set many promotions for it because I didn't want to be presumptuous and design your mod for you.
I think having the combined capture chance over 50% would not be good. Wars might never end because each side just trades half their units and builds more. Personally I wouldn't have it be more that 40%.
I would go with 10% for every promotion in the first list (plus trained officers) that already has other effects, and 15% for any new promotions added from that second list that would only have the one effect of capturing ships.
I considered having a base capture chance of 3% or 4% (set in the GlobalDefinesAlt.xml file) since in MoO2 you didn't actually need special equipment to capture ships....Obviously, these numbers are way to high if the initial capture chance equals zero.
In MoO2 there were two ways thing could help capture ships. One was to help disable the ship to get marines on board, the other way was with the actual ground combat calculations done when boarding. In civ the combat is more abstract so I just have them be the same effect. The Bulrathi get more hits and a bonus to the combat roll in ground combat so that would help them with the combat rolls boarding the ship in MoO2, which translates to capture percent in civ. The Elerians had mind control so they could use captured ships right away which for simplicity could just mean more capture chance but I have another idea for them. The Mrrshan have a bonus in ship attack which does not directly affect either disabling a ship or the combat from boarding, which would be represented by increased capture chance. However since the Mrrshan win combat easier and you need to win combat to capture a ship in that way alone they will capture more ships. Also with their free space combat bonus they might have high combat odds where otherwise they would have needed to take a promotion to increase the odds. Which means they can spend that promotion to get something else, like increased capture chance promotions. So indirectly, the Mrrshan do have an advantage in ship capturing.... I'm not sure why the Elerians/Mrrshan don't have any initial capture chance... it might be necessary to address that as well. It seems more accurate to assign the latter races a +25% chance, as they are space fighter races, whereas the Bulrathi specialty is ground combat. Then again, to capture enemy vessels you need on-board Marines.)
I can make ground units unable to capture. I had an idea of only letting ground units or starbases capture ships if they had the transporters or assault shuttles promotions i.e. ways for a stationary unit to get to a ship without moving itself moving, but that might just be making something complicated because I can.Another thing to take into consideration is that certain units simply cannot capture enemy units (ground forces, for one) or be captured (like Starbases), and that the number of promotions that can be given to a space ship is, ofcourse, limited.
If other MoO/MOO2Civ players would like to repond to this issue, feel free.
I considered having a base capture chance of 3% or 4% (set in the GlobalDefinesAlt.xml file) since in MoO2 you didn't actually need special equipment to capture ships.
I can make ground units unable to capture. I had an idea of only letting ground units or starbases capture ships if they had the transporters or assault shuttles promotions i.e. ways for a stationary unit to get to a ship without moving itself moving, but that might just be making something complicated because I can.
Regarding the limited number of promotions a unit could be expected to get, I did have that idea of having nation projects that give promotions for free after they're built to have an effect similar to miniaturization in MoO2. I haven't looked into how to do that yet.
I had some things planned but wanted to get the basic capturing code done first so I could get thoughts on them. First was to have ground combat promotions, Phasor Rifle etc. add to city attach as well as defence, add to capture chance, and have them available to invasion ships, possibly also other ships if they had another promotion like troop pods, identifying it as a ship with additional marines that could be equipped with rifles etc. That might unbalance things since battle ships might become better than invasion ships at invading. I still think it would make sense for invasion ships since they seem to be troop transport/bomber ships.
Second was create a system to defend against capture. I could just have some of the capture promotions marked as also defencive and reverse the calculation. So if Bulrathi promotion gave 15% capture, then if a Bulrathi ship was defeated and the winning ship succeeded in the capture calculation, then the defeated ship would have a 15% chance of cancelling that from the Bulrathi promotion and just being destroyed. Something like security stations or quantum detonator that would just defend I'd give 20% or something set in GlobalDefinesAlt.xml. If capturing can be countered using the same promotions then there's less danger of capture chance getting too high because it regulates itself. That's another reason I thought of ground combat promotions on ships. Equip the crew with phasor rifles to give defence to capture. Third was about the promotions a captured ship would have. I you capture a ship you've killed the crew and replaced them. So if the captured ship had Trained Officers and a Mrrshan crew trained in light ship tactics, it shouldn't keep those promotion because the crew is dead, you just get the to keep the ship's equipment type promotions. So I'd have the game clear those promotions and if the capturing ship had Bulrathi with squadron tactics then the captured ship copies those crew type promotions, because that's where the new crew came from. I could then do something special for the Elerian. In MoO2 they could use a captured ship right away because of their telepath. That could be because they read the crews mind and know how to pilot the ship, but the more fun way to think of it is they mind control the crew and keep them alive. I could have ships captured by the Elerians not have the crew promotions removed but still copy the Elerian ships crew promotions creating a mixed crew. So when an Elerian ship with trained officers captures a Mrrshan ship with light ship tactics, you'd get a Elerian/Mrrshan crew with trained officers and light ship tactics.
Thoughts?
Game crashes. When I first installed the patch4f and played it, I went directly to the civilopedia in order to get a better understanding of the mod. But once I start reading an article on a unit, and then click on another icon for another unit article, it instantly crashed and immediately went to my desktop screen. There wasn't a black screen or a notice saying the computer encountered a problem. It just "exited"