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IDProjectCategoryLast Update
0021355AI War 2Gameplay IdeaJul 8, 2019 11:51 am
ReporterChris_McElligottPark Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.873 Battlestation Overhaul 
Fixed in Version0.874 Basic Fleet Management 
Summary0021355: "Permadeath" section of lobby options, and ability to turn that off for various unit categories.
DescriptionCredit to Ecthelon.

Basically, starting with the things that you have to hold to get some bonus, and then moving into things like the ZPG. Somehow subcategorizing those into separate controls. But later on this would also be something that could disable Fleet Hubs being destroyed OR make them destroyable.

At any rate, I will replace reverts_to_neutral_on_death to be something that is conditional based on a custom setting instead. No longer a bool, but I guess a string?

And then for those things that have aip_on_death on them that are reverting to neutral, then I'd like to make a new aip_on_death_only_if_reverts_to_neutral, and make it so that that only applies when permadeath is OFF (so there is a cost in AIP or there is permadeath, but never both). And then update the interface to show this.

Later on we can get into more extreme permadeath options for people who like that sort of thing.
TagsNo tags attached.

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child of 0021310 resolvedChris_McElligottPark Fleets Phase 3 - Parent 

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Chris_McElligottPark

Jul 8, 2019 11:51 am

administrator   ~0052089

* The old "reverts_to_neutral_on_death" bool xml setting for ships has been replaced with a new reverts_to_neutral_on_death_if_permadeath_setting_is_true option that allows for the same functionality but tied to whether or not a galaxy setting is enabled or not.
** Basically we can now control whether permadeath is on or not for certain units based on galaxy settings, and all of this is fully moddable, too.
** Added new settings for specific categories, shown below.
** Decided not to make the AIP gains altered by these settings, to keep things more consistent for people even when permadeath is on for some unit category.
** Please note this is mostly untested, but seems to be okay from a quick look at things. If anyone wants to do a stress test on these that is appreciated.
** Big thanks to Ecthelon for pointing out how stressful the permadeath can be for some people.

* Metal Harvesters - Permadeath (default off)
** Metal Harvesters are one of your most major sources of metal, and normally can be rebuilt if you lose them. Turning on permadeath for them (not the default!) makes the game vastly harder.

* Zenith Generators - Permadeath (default on)
** Zenith Power Generators and Matter Converters are rare-but-huge sources of power or metal, respectively. Normally they disappear forever once killed, but if you'd prefer them to die to remains to make for less pressure on protecting them, you can enable the no-permadeath option here.

* Intra Galactic Coordinators - Permadeath (default on)
** Intra Galactic Coordinators (IGCs) are rare structures that increase the ship caps of large number of your unit types while you have them captured and held. Normally they disappear forever once killed, but if you'd prefer them to die to remains to make for less pressure on protecting them, you can enable the no-permadeath option here.
** Bear in mind that these can also be hacked in order to give you the bonus without you having to hold them, so normally that's supposed to be the workaround if you just feel you can't (or don't want to) protect them on the planet you find them on for whatever reason.

* Global Command Augmenters - Permadeath (default on)
** Global Command Augmenters (GCAs) are fairly common structures that give you more turrets and other defenses at all your command stations while you have them captured and held. Normally they disappear forever once killed, but if you'd prefer them to die to remains to make for less pressure on protecting them, you can enable the no-permadeath option here.
** Bear in mind that these can also be hacked in order to give you the bonus without you having to hold them, so normally that's supposed to be the workaround if you just feel you can't (or don't want to) protect them on the planet you find them on for whatever reason.

Issue History

Date Modified Username Field Change
Jul 5, 2019 4:10 pm Chris_McElligottPark New Issue
Jul 5, 2019 4:10 pm Chris_McElligottPark Status new => assigned
Jul 5, 2019 4:10 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jul 5, 2019 4:11 pm Chris_McElligottPark Relationship added child of 0021310
Jul 8, 2019 11:51 am Chris_McElligottPark Status assigned => resolved
Jul 8, 2019 11:51 am Chris_McElligottPark Resolution open => fixed
Jul 8, 2019 11:51 am Chris_McElligottPark Fixed in Version => 0.874 Basic Fleet Management
Jul 8, 2019 11:51 am Chris_McElligottPark Note Added: 0052089