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-   -   Building New Planets (http://forum.shrapnelgames.com/showthread.php?t=1962)

alasyr February 21st, 2001 03:56 PM

Re: Building New Planets
 
Spyder

It doesn't have to be that late in a game to have these babies up and running.If is not just a huge amount of facilities that is impressive about RWs and SWs but also the fact that they start with 150% value and therefore can very effectivly boost your economy (to bulid more RWs and SWs)if combined with monolith (lies on the same tech. line as RW, ultimate in resource production).

Spyder February 21st, 2001 07:40 PM

Re: Building New Planets
 
Hmmm....you need 2,619,999 research points (minimum) to attain the ability to make RingWorlds (500,000 for Starbase, 103,333 for Ship Construction, 2,016,666 for RingWorld Generator).

4,966,666 more to make SphereWorlds.

You start the game with 25,000 free points, one planet with a dozen or so Research I buildings.

It seems to me that there would be much more important areas of research early in the game. Things like improved mineral production, improved research, weapons research & Intelligence after meeting your first enemy....I don't see (and maybe I need to play more) how you can get here and still have a need for an artificial planet. If you DID rush here and still had a viable empire, it seems to me that you'd have PLENTY of regular planets to develop without having a need for an artificial one.

DirectorTsaarx February 21st, 2001 08:36 PM

Re: Building New Planets
 
The main reason I'M building a ringworld is because I can. And they're cool. A sphereworld is an even cooler idea. Why would you need a better reason? If the only reason you're playing is to beat up on a human or on a bunch of AI's, ignore ringworlds and sphereworlds.

HOWEVER. (The rest of this post may sound a little harsh, but it's not intended to be. Please just take it as educational in nature.) I want to point out that most of the research required to get to the ringworld/sphereworld tech is useful in its own right. If you want to finish the game with no ship bigger than a Light Cruiser, no base bigger than a Space Station, and no Stellar Manipulation techs (or just the create/destroy storms, create/destroy planets, warp point closers and lower-level warp point openers), feel free. If you want to take it to the extreme, don't research any of the ship size tech levels, base size tech levels, or stellar manipulation tech levels at all.

As for me, I researched most of the required stuff anyway, and getting to the ringworld components was just one more tech level in Stellar Manipulation. One that also includes the Sun Creation component. And getting the Sphereworld component also gets you the Black Hole creator/destroyer, the sun destroyer, and nebula creator/destroyers.

So, in summary, you're getting more than just a Ringworld for those 2,619,999 research points. You're also getting Frigates, Destroyers, Light Cruisers, Cruisers, Base Stations, Starbases, and a slew of Stellar Manipulation techs, some of which might even help you beat up on the AI. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Spyder February 21st, 2001 10:46 PM

Re: Building New Planets
 
Well, I tend to be highly competitive and an optimizer. My strategies tend to be research, development & retaliation. I research heavily, colonize & develop as many planets as I can until someone declares war on me, then I wipe them out. Repeat until done http://www.shrapnelgames.com/ubb/images/icons/icon7.gif For the purposes of winning the game as quickly as you can, the artificial worlds, the recycling stuff and some of the other technologies just don't seem to meet the mission requirements.

Sinapus February 21st, 2001 11:04 PM

Re: Building New Planets
 
Now that I think of it... it would be nice to actually -build- artificial planets and such. Say 4-6k worth of plating and cabling and a planet generator or something an suddenly you have a new planet. Or moon. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif


O'Neill style colonies might be neat as well, especially for games where you can't colonize certain planet types and/or atmospheres.



------------------
--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"

Puke February 21st, 2001 11:24 PM

Re: Building New Planets
 
i dont have a saved game with a stellar construction in it right now, so it will be a while before I can try this. It occurs to me though, when you build a RW/SW it replaces then star in the system with a planet type RW or SW from the planet types file. this means there is no more star in the system. could you then use stellar manipulation to create another star and build another stellar construction? if so, you could park 33 construction cruisers over a star, time them to finish building one turn appart, and create 3 ringworlds within 3 turns of each other. wow.

then if you just moved your entire imperial population to those worlds and opened 10 wormholes on the same sector, what more would you need? talk about impervious defenses. once you had 11 of them you could build all the starbases directly from ground based shipyards, and you could see how fast your could induce a range check error by having 226 planets in the same sector. that would sure be ugly in tactical combat. yow. then if you saved that map and entered it into the TG contest.. http://www.shrapnelgames.com/ubb/ima...ons/tongue.gif

DirectorTsaarx February 21st, 2001 11:41 PM

Re: Building New Planets
 
Puke: I think someone's tried that, and got some message about "can't create a star in this system". Probably to prevent the kind of abuse you mention http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

alasyr February 22nd, 2001 02:01 AM

Re: Building New Planets
 
Well it seems that retrofit cost for new component in setting.txt is 70%.But retrofit than must be affected with some racial characteristics.Two of those come to my mind Repair and Mantenance.Repair is my bet because I had that at 50% now and it seems that for every 10% decrease retrofit cost goes up 5%.Maintenace does not seem valid candidate because my race have 90% plus 2% for engineers.This suggest a possibility that with an increase in repair (over 100%) retrofit might be cheaper.Also I think tha repair affect the number of components repaired by repair bays and SYs in a way that actual number of repairs per turn is percent of nominal number of comp. repairable, percent being repair value.

alasyr February 22nd, 2001 02:19 AM

Re: Building New Planets
 
RDouglass

The basic idea is to make all designs with space yard or repair bay component as components need to be repaired afterward.For the design of first base is important that it has as balanced resources as possible.The more balaced those less time is needed to build them as they reach required value faster.The good components for this design are viruses (500 Min., 500 Rad.) and organic armor (70-130 Org).
For other designs you can just fill them with master computers (4000 Min, 1000 Org and 1000 Rad) and/or wiruses (500 Min, 500 Rad) or any other component with high (total resouces)/size ratio taking out components from previous design when you need more space.


[This message has been edited by alasyr (edited 21 February 2001).]

raynor February 22nd, 2001 08:00 AM

Re: Building New Planets
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by DirectorTsaarx:
Puke: I think someone's tried that, and got some message about "can't create a star in this system". Probably to prevent the kind of abuse you mention http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif<HR></BLOCKQUOTE>

Perhaps I can add a little bit so you can understant this most excellent theoretical idea by Puke.

In the past, folks have complained the game wouldn't let them build planets out of asteroids in systems with ringworlds on the star or all the stars. It displays the error message: "There must be a star in the system." So, Puke is guessing that you should be able to build a star in such a system. He references the fact that the game changes the star to a planet of type 'x'.

This is really quite ingenius if it works.

P.S. Oh, and this is quite trivial, Puke, but with the 0 to 12 (x,y) coordinates, you would be limited to just 169 planets in the same system. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif


[This message has been edited by raynor (edited 22 February 2001).]


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