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-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

gregebowman June 9th, 2004 10:32 PM

Re: Babylon 5 Mod
 
Long story, but I finally started playing the mod this past Sunday. Wow. http://forum.shrapnelgames.com/images/icons/icon6.gif I'm impressed. Great work, to all those involved. Unfortunately, we're having thunderstorms in the evenings this week, so I really haven't had the chance to play it very long. But I'll keep on playing it when I can.

Timstone June 10th, 2004 06:10 PM

Re: Babylon 5 Mod
 
Thunderstorms? Does that really bothers you?
I have a huge array of condensators in my backyard. Any powersurge from lightning is instantly converted to heat with which I heat my sauna. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Raging Deadstar June 10th, 2004 06:18 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
Thunderstorms? Does that really bothers you?
I have a huge array of condensators in my backyard. Any powersurge from lightning is instantly converted to heat with which I heat my sauna. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="sans-serif, arial, verdana">Such technology is Not Human!!! http://forum.shrapnelgames.com/image...s/rolleyes.gif

You've been meddling with that dam gearbox havn't you http://forum.shrapnelgames.com/images/icons/icon10.gif

Dammit you Dutchman! First you flaunt in the face of the laws of what works for a society, then the laws of Not sinking when your country is below sea level and Now you defy the Laws of Physics!!! http://forum.shrapnelgames.com/images/icons/tongue.gif When will it end??? http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 10, 2004, 17:23: Message edited by: Raging Deadstar ]

gregebowman June 10th, 2004 06:56 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
Thunderstorms? Does that really bothers you?
I have a huge array of condensators in my backyard. Any powersurge from lightning is instantly converted to heat with which I heat my sauna. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="sans-serif, arial, verdana">Yeah, when you live in the lightning strike capital of the world it kind of bothers me. Plus, it was only Last year when my old computer got zapped and had to be replaced. So, yeah, I'm kind of sensitive when it comes to lightning storms.

Timstone June 11th, 2004 04:25 PM

Re: Babylon 5 Mod
 
Grege:
Ok, that is a good enough explanation. http://forum.shrapnelgames.com/images/icons/icon12.gif

RD:
"It is I the great defyer!" (hope that's not a typo...)
"I'll never stop breaking/bending the laws, coz I'm powered by Duracel... like the bunny!"
How's life treating you nowadays?

[ June 11, 2004, 15:26: Message edited by: Timstone ]

Nomor June 12th, 2004 06:26 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:

Remember, GAMEPLAY trumps REALISM and CANONISM any day.

<font size="2" face="sans-serif, arial, verdana">I read an interesting paper by Robert M. Zubrin (Pioneer Astronautics) and Christopher P. McKay ( NASA Ames Research Center.) on the Technological Requirements for Terraforming Mars and found a very interesting section on Moving Ammonia Asteroids. http://www.Users.globalnet.co.uk/~mfogg/

The purpose of such an exercise would be to import Greenhouse gases to Mars to assist the melting of it's frozen water reserves and create an atmosphere more suitable for human activity.

"Consider an asteroid made of frozen ammonia with a mass of 10 billion tonnes orbiting the sun at a distance of 12 AU. Such an object, if spherical, would have a diameter of about 2.6km and changing its orbit to intersect Saturn's (where it could get a trans-Mars gravity assist) would require a DV of 0.3 km/s."

It involved collecting asteroids of approx 2.6 km in diameter from the outer solar system and using nuclear thermal rocket engines to heat some of its ammonia up to 2200 K (Kelvin). This would produce an exhaust velocity of 4 km/s, which would allow them to move the asteroid onto its required course using only 8% of its material as propellant. Ten years of steady thrusting would be required, followed by a about a 20 year coast to impact. (This is based on current NASA technology.)

On impact with Mars enough energy would be released to melt a lake 140 km wide and 50 meters deep. In addition, the ammonia released by a single such object would raise the planet's temperature by about 3 degrees centigrade and form a shield that would effectively mask the planet's surface from ultraviolet radiation.

Forty such missions would double the nitrogen content of Mars' atmosphere by direct importation, and could produce much more if some of the asteroids were targeted to hit beds of nitrates, which they would volatilise into nitrogen and oxygen upon impact. If one such mission were launched per year, within half a century http://forum.shrapnelgames.com/images/icons/shock.gif or so most of Mars would have a temperate climate, and enough water would have been melted to cover a quarter of the planet with a layer of water 1 m deep.

Humans could not breath the air of the thus transformed Mars, but they would no longer require space suits and instead could travel freely in the open wearing ordinary clothes and a simple SCUBA type breathing gear. However because the outside atmospheric pressure will have been raised to human tolerable levels, it will be possible to have large habitable areas for humans under huge domelike inflatable tents containing breathable air.

Activating the Martian hydrosphere in a timely fashion will require doing some violence to the planet, and , as discussed above, one way this can be done is with targeted asteroidal impacts. Each such impact releases the energy equivalent of 10 TW-yrs. If Plowshare* methods of shock treatment for Mars are desired, then the use of such projectiles is certainly to be preferred to the alternative option of detonation of hundreds of thousands of thermonuclear explosives. After all, even if so much explosive could be manufactured, its use would leave the planet unacceptably radioactive. ( *peaceful use of nuclear explosions for industrial applications )


Mars as it is now has a CO2 atmosphere that is only about 1% the pressure of the Earth's at sea level and would require a space suit similar to those used for the moon landings and space walks. http://forum.shrapnelgames.com/images/icons/icon9.gif

It is clear from the Babylon 5 series that Mars has had some work done to it for Garibaldi, the Doc and Lyta Alexander to be able to run around in Eskimo suits and fireman's masks. http://forum.shrapnelgames.com/images/icons/blush.gif

So Mars Terraforming can now be considered cannon. How having jumpgates and mile long Agamemnon's would improve/speed up these tasks is debatable.. http://forum.shrapnelgames.com/images/icons/icon12.gif Perhaps war and politics got in the way. http://forum.shrapnelgames.com/image...s/rolleyes.gif

This should allow the Atmospheric Adjusters back into the Mod and consequently the other Planetary Improvement "Facilities". Whilst it may be said that these are processes more that facilities that can be changed simply by having a different picture to represent the chosen option. http://forum.shrapnelgames.com/images/icons/icon6.gif

In my test mod using a "tax" of -500 rads per turn I was able to have a dozen or more planets undergoing Atmospheric Adjustment and still conduct a War on several fronts. I set them to be constructed in 4 or 5 turns by a planet of 500 million and to convert in 20 yrs or 200 turns. This of course made the planets inhospitable and reduced the mineral values, but that would be in keeping. One can assume that a inhospitable O2 planet is one that is still requiring domed habitats but at a reduced cost and quality that will eventually be dispensed with as further improvements are made.

Sorry it's a bit wordy... http://forum.shrapnelgames.com/images/icons/tongue.gif

[ June 12, 2004, 06:29: Message edited by: Nomor ]

Fyron June 12th, 2004 08:22 AM

Re: Babylon 5 Mod
 
Refer to the post you quoted. Seriously... screw realism. 200 turns is far, far too long, especially if you want this to be an option in multiplayer games... Very few of those ever Last 200 turns.

Fyron June 12th, 2004 06:23 PM

Re: Babylon 5 Mod
 
I think going to a more stock level of SY production from pop values for planets is a must. They can be some what slower for low pop worlds, like maybe 50% production, but that is it. Lower makes the game horrible unfun.

Also, bringing Atmospheric Converters down to, say, 30-20 turns, as in stock SE4, would be better. Even 50 turns would be pushing it...

People that want slow converters in their SP games can modify them accordingly. We can even provide a duplicate file that just has the convereters being slow. Same with Settings.txt for the horridly slow pop bonus system.

[ June 12, 2004, 17:25: Message edited by: Imperator Fyron ]

Nomor June 13th, 2004 01:21 AM

Re: Babylon 5 Mod
 
I agree, but I was trying to get things down from 600 turns conVersion time , plus construction time of a similar amount as per current Mod settings, which means conVersion wouldn't happen even in a single player game. http://forum.shrapnelgames.com/image...s/rolleyes.gif

However it would be nice if we could all put some time tables in the hat to see what we find acceptable. http://forum.shrapnelgames.com/images/icons/icon7.gif

I was really quoting you in response to Grumblers comments on Atmosphere Adjusters and canonism. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ June 13, 2004, 02:12: Message edited by: Nomor ]

Ragnarok-X June 13th, 2004 09:58 AM

Re: Babylon 5 Mod
 
i have to agree with Fyron once again. Right now the game is way to slow, and the changes he suggested will make it "faster".

Right now its even to slow for singleplayer imho.


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