Terror Star module breakdown question

Does anybody know how the four Terror Star modules contribute to the construction of a Terror Star? I'm playing with the idea of creating mobile starbases, but don't want to include the destructive powers of a Terror Star. Since the LocalAbilityValue fields add up to 100, my guess is that the total determines whether the Terror Star is complete and then gives ALL powers of a Terror Star to the star base (movement, star destruction, influence, and so on). Obviously, if this is the case, then I'd just be re-creating the Terror Star, albeit under a different name and along a different tech path. If a certain total LocalAbilityValue (or even better, LocalAbility) allows the base to move, that would be great.

Working toward creating Stellar Habitats, complete with populations and production... (like that's gonna happen) ;)

End transmission.

~SDC~
1,781 views 3 replies
Reply #1 Top
I have messed around with the SB mods and Hawaii said everything is pretty much hard coded.
Maybe over weekend if I get some time I will try to help and see if what you mentioned can be reworked and made more like a moving party palace without fire power.
Reply #2 Top
because it could be HARD CODED DOSNT MEAN ITS IMPOSSIBLE! :) im not used to modding so hear me out and no juding how many of you have warcraft 3? if you do you knowe the code is hard code 85% of the time so the developers came up with JASS editing were you can change everything and when i mean everything i mean it! soo maybe its a matter of coming up with a new way to edit the game?
Reply #3 Top
Hard coded is hard coded. Developpers can always provide a hook for everything afterwards, maybe in a patch or XPack, but until then it can't be done. Even on a game like CallToPower2 where there is a hyper powerful scripting language, some things just couldn't be done (now, of course, as the source code is available, everything is possible, but people would rather enrich the scripting language than hard code more stuff).