I don't think it is a bug that prevents Titans that are 'summoned' from reaching the planet. If a ship has squadrons, but no hangar hardpoints, then the squadrons end up at the center of the map and for all practical purposes useless.
Has anyone tried to just create a pirate titan whose abilities and such require no research or cost. Vasari titan and starbase can be fielded by tweaks to the GalaxyScenarioDef.
This means for QuickStart, you could start the game with a starbase and a titan.
How does the Vasari Titan at the occupied planet upgrade or does it just level up abilities with XP? Does the Starbase upgrade as well or not at all -does it prevent loss due to bombing? Does the starbase actually have all it's goodies?
planetItemsTemplate
templateName "Template:OccupiedPlanet"
subTemplates 0
groups 1
group
condition
type "Always"
param ""
owner "Occupation"
colonizeChance 1
items 52
item "Phase:StarBase"
item "Phase:Titan:Rebel"
I'm sure you could alter the piratebase template and give them any titan or starbase you wanted since they are in the P.I.T.s list. -the bold are used above for the occupied planet. I love that Rebellion will finally do what Distant Stars had to trick the game to do -deploy a starbase.
planetItemType
designName "Phase:Titan:Rebel"
entityDefName "TITAN_PHASEREBEL"
planetItemType
designName "Psi:Titan:Loyalist"
entityDefName "TITAN_PSILOYALIST"
planetItemType
designName "Psi:Titan:Rebel"
entityDefName "TITAN_PSIREBEL"
planetItemType
designName "Tech:Titan:Loyalist"
entityDefName "TITAN_TECHLOYALIST"
planetItemType
designName "Tech:Titan:Rebel"
entityDefName "TITAN_TECHREBEL"
planetItemType
designName "Phase:StarBase"
entityDefName "StarBasePhase"
planetItemType
designName "Psi:StarBase"
entityDefName "StarBasePsi"
planetItemType
designName "Tech:StarBase"
entityDefName "StarBaseTech"
I'm not sure what these cosmetic titans are, but I fear the Mary Kay Commandos have a hand in this and are who is chasing the Vasari. Of note, these cannot bomb and have no squadrons, but all the other stuff is the same found for the titans above.
planetItemType
designName "Cosmetic:TitanTechLoyalist"
entityDefName "TITAN_TECHLOYALIST_COSMETIC"
planetItemType
designName "Cosmetic:TitanTechRebel"
entityDefName "TITAN_TECHREBEL_COSMETIC"
planetItemType
designName "Cosmetic:TitanPsiLoyalist"
entityDefName "TITAN_PSILOYALIST_COSMETIC"
planetItemType
designName "Cosmetic:TitanPsiRebel"
entityDefName "TITAN_PSIREBEL_COSMETIC"
planetItemType
designName "Cosmetic:TitanPhaseLoyalist"
entityDefName "TITAN_PHASELOYALIST_COSMETIC"
planetItemType
designName "Cosmetic:TitanPhaseRebel"
entityDefName "TITAN_PHASEREBEL_COSMETIC"
Also interesting to see the Vasari starbase start with AntiHeavy weapon, upgrade to anti-module and capital weapons. I guess these are what keep things even more interesting with phase jumping starbases and the Vasari totally independent of worlds.
RESEARCHSUBJECT_STARBASE_MOBILIZATION -love it : Any could phase jump
researchModifier
modifierType "StarBasesCanHyperspace"
RESEARCHSUBJECT_MOBILE_RULERSHIP -WOOT,
researchModifier
modifierType "CapitalShipsTitansAndStarBasesCountAsPlanetForNoGameLoss"
RESEARCHSUBJECT_SHIPBOARD_LABS -gives labs to caps and titans.