Umm, ahem. If you will notice our earlier discussion, whilst this does indeed seem an ideal solution, sadly the game does not seem to process abilities arising from a starbase type other than that which typically provides them. So, military starbase modules with economic effects, for example, do not seem to function. I do agree that it would be the nicest solution, but at the moment the game does not seem coded for it.
LilJaguar
Thanks for the link, HandofZarquon - I never knew the extending starbase influence was already built in, as you said, it's not used in the original setup at all. As to the balance of adding in a secondary starbase type... this is definitely something to consider, but as you said, BrennanNL, you can already spam them in the endgame anyway... it just seems neater to be able to combine them together.
Hmm. All good points, and I admit having an option to simply switch off class "0"'s would be just as good... unless you could asteroid them, of course :). The fact that terror stars produce asteroids from planets already suggests that it should be fairly easy to build a smaller planet only destroying mechanic.
Hi all. Just a thought regarding dead planets: It might be nice to be able to research some form of terraformation technology to make these useable, or, alternatively, convert them into asteroid fields. Any thoughts?
Hi all. Thanks for your thoughts, though unfortunately these are things I have tried previously with modding... It does indeed appear like it would be possible to add module effects from one starbase type to another - but in practice the program does not process them. For example, giving "productionassist" ability to a mod on a military starbase yields no benefits - the Details tab on the colony pages lists no outside bonus affecting the colonies covered, and the actual production values do n
Hiya. Just a couple of suggestions: First: it might be nice if you could eventually create dual type starbases, eg military/economic, particularly if earlier suggestions regarding introducing more starbase types (morale, research, construction) were to be included. I acknowledge that programming the AI and working around balance issues might be a bit of a problem. A second suggestion: allow modules for expanding the starbases' field of influence, so that the planet that's *j