Star Ruler 2

Star Ruler 2

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Removable Buildings
   
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Type: Mod
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69.703 KB
4 Apr, 2015 @ 9:44am
12 Feb, 2017 @ 4:57am
2 Change Notes ( view )

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Removable Buildings

Description
Changes the current unremovable buildings so that races other than the owners can remove them - after a long and sometimes costly construction project. Also makes those buildings provide no benefit to conquerers, with a slight one-time bonus to removing them.

Stalks grant a few research points as you investigate their alien biologies, wheras Altars grant influence points as you break up and sell the various carvings and symbols on the open market - possibly even back to their original source. The planet will become Microcline when you remove an Altar (my personal theory is that's what they're all built out of) as it doesn't store what the original resource was - but from there you can (eventually) terraform it back into something useful at least.

Stalks now have a negative effect instead of a positive one when opposing races capture them, in that they emit spores which reduce civilian and imperial construction speed. While I'm here, I also applied a negative population growth modifier to the FTL breeder - it works fine for other races who capture it and presumably convince its mechanoid guardians to work for them, but the radiation should have some negative effect.
13 Comments
GuyWithGlasses 9 May, 2017 @ 9:45am 
Hi sorry I didn't get back to you. I wasn't subscribed to this thread so I didn't know you replied, and I kinda forgot about it...But in case you've been eagerly awaiting my reply every day for the last year, I only found one issue with unchecking the Artificial flag: It sets the Altar resource to spawn naturally on planets, without an Altar bulding, making them impossible to remove.

So you'll need to set both its Distribution and Frequency to 0 after unchecking the Artificial flag to make sure it won't ever spawn naturally.

I haven't noticed any problems with it so far.

Also, changing the Altar resource makes the mod conflict with your other mod Rising Stars so you might want to delete the change to the resource in that if possible to maintain compatiblilty or perhaps just incorporate this mod into Rising Stars.
Darloth  [author] 18 Feb, 2017 @ 9:36am 
At the time I wrote it, I wasn't aware of ChangeNativeResourceTo existing. It might have been added with an update, or I might just not have found it. Please let me know how making Altar non-artificial and using that instead works - if you don't find any odd problems it does sound like a better idea!
GuyWithGlasses 13 Feb, 2017 @ 10:26pm 
I checked with the dlc disabled and it's still there. I've only seen it when editing buildings and statuses though.
[DBH].Whismerhill.{SSgt} 13 Feb, 2017 @ 3:32am 
as for me I just modified from microcline to native fish
cause microcline can be exploited for an easy win as far as I know.
[DBH].Whismerhill.{SSgt} 13 Feb, 2017 @ 3:31am 
well you could check it out by disabling DLC temporarily if you wanted :p

but that's probably the reason why this solution wasn't used
GuyWithGlasses 13 Feb, 2017 @ 12:40am 
Huh, I don't know actually. It possibly is if you can't find it though :/
[DBH].Whismerhill.{SSgt} 12 Feb, 2017 @ 10:58pm 
is that hook "changenativeresourceto" specific to DLC ? cause when editing from the game I can't see it (don't have the DLC myself)
GuyWithGlasses 12 Feb, 2017 @ 7:18pm 
Hey I've been playing around a bit with your mod. I managed to get the planet going back to its original resource after removing the altar. Instead of using the Terraform hook to change the resource to Altar and then to Microcline, I used ChangeNativeResourceTo(Altar). This makes the resource reset after the Altar has been removed. I also unchecked the Artifical flag in the Altar resource, otherwise the Altar resource will never go away even after removing the Altar.

I really just want to ask if there's a reason you didn't do it this way at first? I really hope there aren't any unintended side effects that I'll only notice 3 hours into the game lol
[DBH].Whismerhill.{SSgt} 12 Feb, 2017 @ 5:18am 
you're welcome & thanks for update
Darloth  [author] 12 Feb, 2017 @ 4:55am 
Thanks, much obliged. Didn't notice that one. Updated!