Starbases and Enoys

What are the item names to use in a scenario template for them?

What are the item names to use in a scenario template for them?  I've been guessing from the entity files but I get no spawns at planets where the templates are applied.

Is the tech required to be researched for them to appear? (that's not the case for other items).  So I am guessing I am using the wrong name or else not aware of an issue.

Thanks for any help.

On a related note, I have gotten broadcast towers to spawn at dead asteroid worlds--yet they do not produce any transmission of culture from them--even later when it is researched.  Anyone know why that would be?

14,153 views 7 replies
Reply #1 Top

Anyone with insight into this would love to hear it.

Reply #2 Top

I don't know what your problem is with scenario template and starbases and envoys, I don't use them, but I would say that the reason your broad cast structure isn't working is because dead asteriods are not colinizable. You are only supposed to be able to build planet modules in GW's you can colonise.

Edit; sorry Ryat is Correct, you can colonize them but they do need to be colonised. Also the appropriate planetry upgrades may be needed.

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Reply #3 Top

there are no template names for Starbases in an unmodded Sins, you have to mod them in

we do it in Distant Stars, its very complicated

edit: you can colonize dead asteriods and normally be able to build com towers that work

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Reply #4 Top

You technically can't spawn starbases. You can spawn the constructor ship*, but you to make a new ability so it will make it right away.

You should be able to mod Envoys into maps though. What are you adding to the galaxySenarioDef file?

*You have to mod this in too like the Envoys.

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Reply #5 Top

Ah--it does require modding.  Thanks guys...that does clear it up.  I thought you could simply add the Star Base Constructor and Envoy ship in like any other with a map template.

I created a campaign style map with vanilla Sins and halfway through it, Entrenchment came out.  So I retooled and then Diplomacy was released.  As a result, I added to player positions for the AI so that Diplomatic considerations would be in play--but I didn't want two AI's butting in militarily into what is meant as a two player campaign.

So the AIs have no ship building capability.  They have pre-poistioned fleets and structures at dead asteroids and no colonizers.  I wanted to allow them a ship to create a Star Base and a flet of Envoys.

My goal is to make a mod but I first wanted a  stand alone map that can be played in any mod or version.  if people like the map scenario, then they can jump to the mod if they want.

Reply #6 Top

Edit; sorry Ryat is Correct, you can colonize them but they do need to be colonised. Also the appropriate planetry upgrades may be needed.


I have had them already colonized at the start and maybe that is the problem.  Normally though they are a logistical structure and Dead Asteroids have no logistical slots.  Unfortunately, I can't place a structure at an uncolonized world though I could abandon it with the structures still intact and then recolonize it and see what happens.

Reply #7 Top

Quoting worldstrider, reply 6

I have had them already colonized at the start and maybe that is the problem.  Normally though they are a logistical structure and Dead Asteroids have no logistical slots.  Unfortunately, I can't place a structure at an uncolonized world though I could abandon it with the structures still intact and then recolonize it and see what happens.

It does not matter that dead asteroids don't have logistics slots. You can spawn as many structures as possible on a colonized planets from the galaxy forge. Abandoning the planet once the game starts will leave any structures in orbit intact.