This is a command wishlist. These commands do not work and should not be used in level design.
I'm just sort of making up the syntax as I go along, based on conventions I've seen in existing commands.
Feel free to add your own. :>
VariableName = GetAsteroid(ID):AddFlower(Empire ID)
VariableName = GetAsteroid(ID):AddMine(Empire ID)
Add a named flower/mine to the given asteroid's orbit, belonging to the given empire. This is so I don't have to faff about swapping the asteroid to the right player, insta-growing a "flower" on a defense tree and plucking it, then switching the asteroid back again.
To send a named flower (or mine) to the given asteroid. Come on, srsly, I need to make a mine invasion level!!
Alter the basic attributes of a given asteroid. This command would let us make some really awesome things, like asteroids whose energy, strength and speed improves over time, or decreases over time - the much talked about "aging and dying trees" idea. It would also allow us to create moving asteroids... currently we can change the radius in our scripts (like my pulsar :>) but not the position of them. Moving asteroids would open up a huge number of level-making possibilities. Imagine a level with small asteroids orbiting a giant central asteroid! Like moving planets orbiting in a solar system! It would be incredible. :>
Removes the given asteroid from the game completely. Any seeds travelling to it turn around and go to the last asteroid they were at (or if that one was removed too, the nearest asteroid that still exists). Seeds cannot travel to the removed asteroid location anymore, the trees on the asteroid disappear along with it, and any seeds that happen to have been orbiting the asteroid at the time automatically travel to the nearest asteroid, unless they have already been ordered (eg by a script) to travel somewhere.
This command would be an alternative to the Die() and Hide() commands that I use at the moment. "Return To Fluffy Land" illustrates this problem well.