Galaxy forge - Spawning owned structures in unowned gravity wells

Due to a combination of inspiration from dota, and my buddies not having the attention span to play a full game of sins, I have been experimenting with galaxy forge.

To introduce some things I want into the map, I need to be able to spawn structures owned by several players in the same gravity well, for example: Each team will have one gravity well that has trade ports and several gauss defence structures per player, furthermore there will be a gravity well that has refinerys owned by both teams. None of these gravity wells will be owned.

I was also wondering if there was a way to force spawning resource nodes into gravity wells? So far I have been able to place extractors but they will only spawn if the map allocates the nodes to that gravity well, eg if i tell the game to spawn 5 of each extractor for a player, and there are only 3 nodes it will spawn 3/5.

 

So far it seems that attempting to spawn owned structures in unowned gravity wells causes the game to crash when loading the map. How I have attempted this is by creating 6 group entries, and individually spawn 3 refineries and a repair platform per player, the planet type is dead asteroid. The game does not seem to like this, I was wondering if there is a way to force this without the game crashing?

 

EDIT> It seems the game forces structures to be owned by the owner of the gravity well, once I arbitrarily chose an owner for the unowned planets the map loaded but all structures in the gravity wells belonged to the owner of the gravity well.

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Reply #1 Top

Yeah, the game won't spawn structures if that planet is not owned by the player (though I've never had it crash, they just failed to spawn). You can spawn ships no problem though. I'm curious why you want several players to have structures in the same gravity well though, you could just give each player their own dead asteroid with the desired buildings for the same effect.

 

The number of resource asteroids per gravity well is not determined in any way by the map file. It's each individual planet's entity file that determines this.

 

Overall, the effect you want to create is possible, just the particular way you wanted to set it up is impossible do to how the game is set up. Extra starting economic buildings are a good way to go, you just need to have these spawn on planets that are owned by each player. Increasing the starting resources is the easiest way to increase game speed, but this tends to lead to extreme rushes and is hardly the best way if you want to encourage non military strategy. It's possible to get more creative than this is you are willing to create a mod, but this can be far more time consuming and is harder to distripute than a simple map.

Reply #2 Top

Well amongst other things i wanted a contested gravity well that would be a mandatory route for trade ships, this is possible, the problem was when i tried to extend this to refinery ships which can make 1 jump to collect resources. It may be easier to stick to trade outposts. (The effect is that players who control the gravity well that trade ships must pass through will gain more income, I wanted the effect of this to be significant)

 

The reason I wanted players to share gravity wells was partly because I wanted a single route to get to enemy planets and pre placed defenses for each team down that route, and partly to solve the problem of refinery structures (the only solution to having refinery ships pass through a single gravity well was to either have the extractors or the refinerys there, it turns out neither of these options are possible).

 

Well, I solved the issue of the defences by forking the phase lanes so that there were 3 asteroids making up the defences rather than a single one, however they all connected to the central gravity well where all the action would take place.