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

Hydraa February 22nd, 2001 08:14 AM

Re: Building New Planets
 
There problem is that in the past (I have not tested this on v1.27) you can NOT create a star in any system that contains a star OR contains a constructed planet. So nature can create binary + star system. Us living beings with all the Stellar manip tech that we can research can only create single star systems.


Spyder February 22nd, 2001 05:29 PM

Re: Building New Planets
 
So, does this mean that if I create a RW or SW on an existing star with surrounding planets, that the existing planets would no longer be viable? That the surrounging asteroid fields would no longer be viable as planets?

Hydraa February 22nd, 2001 06:26 PM

Re: Building New Planets
 
AS it stands currently. When you create a constructed world. You lose the star and any pros or cons there off. The star will not blow up(bomb) or be destroyed(nova); the star will not provide Crystal races solar generators cease making resources; Solar collectors probably stop working. Apparently asteriods to planets require solar energy. However the lost of a star in this fashion is not noticed at all by current planets in the system.

Hmm, can a constructed world be destroyed? If not, I guess someone could go in and destroy all the planets around the constructed planet into asteriods and make them non convertable back into planets.

A binary or trinary system may have a star that a star destroyer can destroy and take out the contrusted planet, but if there are not stars left??

Puke February 22nd, 2001 06:58 PM

Re: Building New Planets
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by raynor:
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
<HR></BLOCKQUOTE>

that many sectors maybe, but you can have mutliple planets per sector.

ahh, there are too many conflicting ideas on how this works. if you cant convert asteroids without a star, can you even destroy planets then? if you create one ring world in a trinary system, does the mere presence of the RW prevent planet creation from asteroids? has anyone destroyed a stellar construction yet? do you use a planet buster or a star killer? I will have to do some testing with the new patch, I just want a stack of 11 ringworlds around my 10 wormholes.


geoschmo February 23rd, 2001 07:04 PM

Re: Building New Planets
 
For what it's worth I tested this on 1.19 and you get a message, "Cannot create a star when there is a construction around a star already present" Apparently the star creating component still recognizes that there is a star in the system, even if the planet creating component doesn't.

I also know from experience that you can't create a star anywhere but in the center of the system. As stated earlied in the thread binary and trinary systems are natural forming only. You can only make a star in a system without one, so obviously you can only put one to a system.

More than one planet can occupy the same sector, but only one can be larger than tiny, unless you modify the system.txt file, and you can only make planets from exsisting asteroid fields, and you can't make asteroid fields. (except by blowing up planets, laf)

So the limit to RW's per system is 3, (again unless you modify the system.txt file and come up with a system with more than 3 stars)

Geo

Spyder February 23rd, 2001 07:50 PM

Re: Building New Planets
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by geoschmo:


I also know from experience that you can't create a star anywhere but in the center of the system.

Geo
<HR></BLOCKQUOTE>

The very first star I created was underneath a wormhole in the far upper right corner of the system...I had assumed that it would automatically place it in the middle...it did not. The Wormhole & the star occupied the very same hex at about 3,3....

geoschmo February 23rd, 2001 07:56 PM

Re: Building New Planets
 
What Version were you on Spyder? I think they eliminated that a long time ago.

Spyder February 23rd, 2001 08:44 PM

Re: Building New Planets
 
1.19 I think...whatever it was before this 1.27 patch.

Spyder February 26th, 2001 04:19 PM

Re: Building New Planets
 
Well...I adjusted my research and targetted Stellar Manipulation so that I could build artificial planets as quickly as possible. I got there, but, I have already (essentially) won the game and haven't even built a planet yet.

This time the game was on a medium type setting(s) instead of easy.

I still don't see the viability of building artificial planets in a competitive game....

This game went this way:

Colonize all green + planets, build research units & a shipyard on all, resource producers on a few, storage on tiny planets.

Made first contact after a short while, established trade & research with them. Colonize, develop & research.

They declared war on me.

Built a navy, lost a system while doing so.

Relaliated, & wiped them out except for one system.

Closed wormholes to systems outside my sphere of influence.

Terraformed, populated & developed the 12 or so systems under my control.

Began to build a sphereworld....

However, at this time, I have completely researched the entire research tree and will need to convert all research based buildings to Intelligence & Resource buildings.

There are still 9 critters out there which tells me that none of them have expanded much, except maybe player 3 who's turn takes a noticeable amount of time. I believe that at this time noone has the technology to defeat me, including player 3 (although, I don't know for sure because I haven't met any of them).

I still haven't built an artificial planet...about 15 turns to go. Which seems to support my earlier proposition that this activity is not useful in a Meglomaniac mission.

I invite comment http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Spyder


[This message has been edited by Spyder (edited 26 February 2001).]

DirectorTsaarx February 26th, 2001 06:44 PM

Re: Building New Planets
 
Spyder: Try a Hard AI setting. Maybe add one of the bonuses. And, of course, latest patch (although I haven't started a game with the new patch yet - I wanted to finish my Ringworld in a 1.19 game first!)

In 1.19, with Hard AI and Low Bonus, I've never gotten higher than 5th place. And the only reason I climbed that high is because I've destroyed a few other empires (and the top AI's have destroyed or nearly destroyed a few more). Of course, I'm not playing very aggressively...


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