Ground Guardians for specials
Moderators: Oberlus, Committer
Ground Guardians for specials
This is an idea i had a long time ago, but never really followed (maybe this has already been suggested before?):
Instead of creating a Sentry or Maintenance Ship in the system, specials could create ground guardians protecting the planet. This results in fewer roadblocks early in the game, while still letting the specials come at a "cost". They could also be used when monsters are set to "None".
I managed to script this with a native species called "Ancient Guardians" that generates lots of shields (500) and ground troops (10 per pop) and self-destructs once conquered. They do leave behind an Outpost of the empire that conquered them, which is quite convenient.
What do you think of the general idea and/or the suggested implementation?
Instead of creating a Sentry or Maintenance Ship in the system, specials could create ground guardians protecting the planet. This results in fewer roadblocks early in the game, while still letting the specials come at a "cost". They could also be used when monsters are set to "None".
I managed to script this with a native species called "Ancient Guardians" that generates lots of shields (500) and ground troops (10 per pop) and self-destructs once conquered. They do leave behind an Outpost of the empire that conquered them, which is quite convenient.
What do you think of the general idea and/or the suggested implementation?
All released under the GNU GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0 licences.
-
- Programmer
- Posts: 389
- Joined: Sun Feb 14, 2016 12:08 am
Re: Ground Guardians for specials
Really like the general idea. Might be an issue with the AI seeing this as a higher value target (viewed as capturing a colony, instead of a costly outpost).
Re: Ground Guardians for specials
They do get an outpost on a planet with a good special. That's better than conquering a Raagh planet.dbenage-cx wrote:Really like the general idea. Might be an issue with the AI seeing this as a higher value target (viewed as capturing a colony, instead of a costly outpost).
All released under the GNU GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0 licences.
Re: Ground Guardians for specials
Very good idea, I like it
Re: Ground Guardians for specials
I like the idea but unless someone else is willing to do the AI work, I do not want to see it in the upcoming release yet.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13587
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Ground Guardians for specials
On can add ground troops to planets that don't have any population / species on them, so I wouldn't make it depend on population of the planet, but rather just be a large fixed increase to ground troops (+150 or so, depending on the value of what's being protected)
Re: Ground Guardians for specials
Does the invasion mechanic implementation support invading empty (non-colony/outpost) planets? If yes, and I can drop troops onto such a planet, what will that planet turn into on successful invasion? An outpost? I wonder if that case is really taken into account in the backend code, so that might produce unpredictable results...Geoff the Medio wrote:On can add ground troops to planets that don't have any population / species on them
Re: Ground Guardians for specials
Sounds interesting. I will tinker around with that.Vezzra wrote:Does the invasion mechanic implementation support invading empty (non-colony/outpost) planets? If yes, and I can drop troops onto such a planet, what will that planet turn into on successful invasion? An outpost? I wonder if that case is really taken into account in the backend code, so that might produce unpredictable results...Geoff the Medio wrote:On can add ground troops to planets that don't have any population / species on them
EDIT: First problem has already emerged: Unowned planets without species aren't attacked by combat ships. So i can't reduce the shields.
All released under the GNU GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0 licences.
Re: Ground Guardians for specials
It didn't when we were testing various ideas for the Fortress, AFAIK it hasn't changed since then.Vezzra wrote:Does the invasion mechanic implementation support invading empty (non-colony/outpost) planets? If yes, and I can drop troops onto such a planet, what will that planet turn into on successful invasion? An outpost? I wonder if that case is really taken into account in the backend code, so that might produce unpredictable results...Geoff the Medio wrote:On can add ground troops to planets that don't have any population / species on them
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: Ground Guardians for specials
I remember that.MatGB wrote:It didn't when we were testing various ideas for the Fortress, AFAIK it hasn't changed since then.
I went ahead and created a PR with the species version, which worked fine: https://github.com/freeorion/freeorion/pull/837
Now the chances are 42% Sentry, 28% Ground Guardians and 30% nothing.
Before it was 60% Sentry, 40% nothing.
All released under the GNU GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0 licences.
-
- Programmer
- Posts: 389
- Joined: Sun Feb 14, 2016 12:08 am
Re: Ground Guardians for specials
Should these be excluded from affecting Xenophobic species?
Re: Ground Guardians for specials
Good question: to be honest, didn't even occur to me and it should have/dbenage-cx wrote:Should these be excluded from affecting Xenophobic species?
Eaxaw won't really be, their malus is entirely 'people in their empire', but there will be some weird display glitches on the conquest turn.
Trith, on the other hand, will get SO!MUCH!PAIN from all the guardian robots scuttling around near their homeworld. Given that self sustaining is quite a significant boost in the early game, so much so it makes them slightly unbalanced/powerful at the moment, I don't see it as a major problem, but it could be easily scripted the other way. Opinions?
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.