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-   -   Expanding Atmosphere Types (http://forum.shrapnelgames.com/showthread.php?t=36064)

Fyron September 14th, 2007 02:47 PM

Re: Expanding Atmosphere Types
 
I think I'll make binary stars at 3,3 and -3,-3 instead of 2,2 and -2,-2. The difference in distance isn't very big, but there is a huge visual difference between such systems.

Sadly, there is no moddable formula for conditions.

dmm September 14th, 2007 02:48 PM

Re: Expanding Atmosphere Types
 
Also: present way of doing binaries would be fine for white dwarfs closely bound to red giants. Just don't put any planets real close, or else: gobble! yum, yum! burp!

Raapys September 14th, 2007 02:55 PM

Re: Expanding Atmosphere Types
 
Lots of space for floating cloud cities yeah, but wouldn't most people consider creating a floating city 'a bit more difficult' than an atmospheric dome?

Just trying to find the logic with Gas Giants being habitable, on a huge scale, for Rock or Ice planet natives.
I can see it working with 'energy beings' and the likes, something akin to the Vorlons of B5 and such, but making cloud cities to support (alot of) facilities( and several billion people ) appears a little strange. Then again, so does Mineral mining on those 'planets', I guess.

dmm September 14th, 2007 03:04 PM

Re: Expanding Atmosphere Types
 
Quote:

Fyron said:Sadly, there is no moddable formula for conditions.

Wow, really? Not to be disrespectful to Aaron (who has made some great games that have given me kilo-hours of pleasure), but that's pretty lame. I was hoping to make a pseudo-realistic mod where the "outer" planets were numerous but cruddy, airless, and tiny. Then I could have a non-threatening race that ekes out a living on the fringes of everyone else's systems. (Maybe crystalline?)

I like your compromise idea for locating binaries. I would go one further, and put them way out at the corners.

Fyron September 14th, 2007 03:06 PM

Re: Expanding Atmosphere Types
 
Raapys:
Maybe... but there isn't really anything that can be modded about that, short of maybe making gas giants all have a different set of "atmosphere" types than rock/ice planets. This would make gas races always domed on rock/ice, and vice versa. Not sure how atmosphere converters would work in that case.. Might work out in another mod, but it would pose some serious gameplay changes and is beyond the scope of FQM.

Fyron September 14th, 2007 03:07 PM

Re: Expanding Atmosphere Types
 
dmm said:
I like your compromise idea for locating binaries. I would go one further, and put them way out at the corners.


If I did that, planets and such would have to be located between the stars. I'd rather keep them outside the whole sphere occupied by the stars.

dmm September 14th, 2007 03:19 PM

Re: Expanding Atmosphere Types
 
Quote:

Raapys said:
Then again, so does Mineral mining on those 'planets', I guess.

Gas giants are generally thought to have a solid core. But mining it would be a high-pressure job. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Maybe storms churn up the surface and put mineral dust into the gas??

Which brings up another question: Is it possible to mod facilities so that they only work on certain planet types or in certain atmospheres or only under certain conditions? For example, organic facilities (farms) that work on an Earth-like world would need considerable changes to work on a world with poor conditions. In a way, the existing mod (?name?) that makes population very important has that effect, indirectly, because planets with poor conditions would have small populations and thus low production. But there's no research involved -- none allowed and none required. (Yeah, OK, you could research organic production generally.)

dmm September 14th, 2007 03:33 PM

Re: Expanding Atmosphere Types
 
Quote:

Fyron said:
If I did that, planets and such would have to be located between the stars. I'd rather keep them outside the whole sphere occupied by the stars.

Yes, exactly. In a binary system with two main sequence stars, the stars are quite far apart and the planets are bound to one star or the other. The "twin" star might be so far away that inhabitants of one planet might not even know about it. Some astronomers think the Sun has a partner.

Of course, the system I'm describing can't be done with SEIV/V as currently coded. And anyway, such planetary systems are effectively not binary or trinary anyway. So, what I'm really saying is that binary or trinary systems in SE should always be shown as red giant / white dwarf pairs or trios. If you're aiming for semi-realism, that is.

Fyron September 14th, 2007 03:45 PM

Re: Expanding Atmosphere Types
 
I'm not seeing anything that requires a binary pair to be in the red giant + white dwarf phase, only that it can happen.

"As a main sequence star increases in size during its evolution, it may at some point exceed its Roche lobe, meaning that some of its matter ventures into a region where the gravitational pull of its companion star is larger than its own."


Quote:

Is it possible to mod facilities so that they only work on certain planet types or in certain atmospheres or only under certain conditions?

Not to my knowledge.

Leternel September 14th, 2007 05:39 PM

Re: Expanding Atmosphere Types
 
Quote:

Is it possible to mod facilities so that they only work on certain planet types or in certain atmospheres or only under certain conditions?

Maybe will you be able to scale productions (or any...) with conditions, and with domed status, but I'm not sure.


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