Open thegreatpl opened 4 years ago
Regarding combat movement for planets, I could see it working the same way it does for ships - half the strategic speed of the space object gets translated into combat speed, and if you have an odd amount of strategic speed, you go a bit faster every other turn. I would like to make this "half" value moddable, however - maybe in VehicleSize.txt as it is in SE5? So then for planets I guess it would go in PlanetSize.txt maybe? Default the fields to 0.5 so it behaves as expected when the values are not set.
What do you want to see? Allow planets to be moved around. Currently, planets are hardcoded to have a speed of 0 (though they can warp). By porting a similar algorithm over from the Vehicle class, replacing the Design.Hull.ThrustPerMove with something similar in the StellarObjectSize and Planet Size.txt. This should allow the planets to move around if the mod so desires, or to leave them at 0 if they don't want this.
How would it help players? Would let mods add this in, if this is not added to stock FrEee.
Alternatives
Screenshots and mockups
Things to consider Whether a new ability should be required or just use the Standard Ship Movement ability. How would this affect combat? (actually, the planet running away from the troop transports sounds hilarious). What happens if the Ringworld or sphereworld has this happen?