Hiya,
Sorry I didn’t write back in so long! This actually totally helped, but I’ve been having some trouble with it (which I think is because the memory is getting stretched too thin) and I’ve been super busy in RL.
I ended up granting the zero movement and the other upgrades with researches:
{
Name = "Battlestations1",
RequiredResearch = "hideme",
RequiredSubSystems = "",
Cost = 1,
Time = 1,
DisplayedName = "",
DisplayPriority = 0,
Description = "",
UpgradeType = Modifier,
TargetType = Ship,
TargetName = "hgn_mothership",
UpgradeName = "MAXSPEED",
--still shoots with 0.8 , 0,5 --doesn't with 0,1 --looks like carriers and MS doesn't shoot until they arrive to act as a collection point?
UpgradeValue = 0,
},
{
Name = "Battlestations2",
RequiredResearch = "hideme",
RequiredSubSystems = "",
Cost = 1,
Time = 1,
DisplayedName = "",
DisplayPriority = 0,
Description = "",
UpgradeType = Modifier,
TargetType = Ship,
TargetName = "hgn_mothership",
UpgradeName = "MAXHEALTH",
UpgradeValue = 4.16667,
},
{
Name = "Battlestations3",
RequiredResearch = "hideme",
RequiredSubSystems = "",
Cost = 1,
Time = 1,
DisplayedName = "",
DisplayPriority = 0,
Description = "",
UpgradeType = Ability,
TargetType = Ship,
TargetName = "hgn_mothership",
UpgradeName = "UseSpecialWeaponsInNormalAttack",
},
That part about the movement values was based on the classdef. If you watch the carriers, shipyards and mothership in game, they won’t really start to defend themselves until they get to the asteroid clump that they’re trying to go to. So, by setting the Mothership’s speed to zero. It never got there and wouldn’t defend itself. Taking them out of the squadclass[eDropOff] in the classdef.lua did the trick, and now they shoot back!
I couldn’t disable hyperspacing with a reasearch though. No matter what the target is, it affects everyone on the team it gets applied to.
So I added this mothership.lua:
function Check_Hs(CustomGroup, playerIndex, shipID)
if (Player_HasResearch(playerIndex, "Battlestations1")==1) then
SobGroup_AbilityActivate(CustomGroup, AB_Hyperspace, 0)
SobGroup_AbilityActivate(CustomGroup, AB_Move, 0)
else
end
end
The no hyperspacing seems to work so far, but stopping the movement doesn’t.
The stuff I’m still working on are conflicts when the player selects certain settings that don’t overwrite each other like they should. (except for the Hiigarans, for them it works - ugh!)
Anyway, I wanted to write back before it got to be too long, which it already is. Thanks for the help!