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-   -   Colonizing Stars, Warp Points and Storms (http://forum.shrapnelgames.com/showthread.php?t=10876)

Patroklos December 12th, 2003 12:24 AM

Colonizing Stars, Warp Points and Storms
 
Sorry if this a newbie thing but,

Wanted to have a group of races that live in stars a la Sundiver and also a group of energy based races that live in storms, and a group of dimensional biengs that live in warp points.

If you cant do this directly I was thinking of making stars a type of planet (would have to use custom maps) for the solor races, same with storms for the energy ones, and I have no idea about the warp points

any ideas on getting this to work

Fyron December 12th, 2003 01:12 AM

Re: Colonizing Stars, Warp Points and Storms
 
Only actual planet objects can be colonized, unfortunately.

If you do not mind losing the rock/ice/gas distinction between planet types, you could use "rock" planets as "planets", "ice" planets as "storms" and "gas" planets as "stars". This would enforce that each race can only colonize its own type of "habitat". You would want to make sure to add a real star wherever there is a "star" and a real storm wherever there is a "storm" so that you still have the star and storm properties functional.

Patroklos December 12th, 2003 06:05 AM

Re: Colonizing Stars, Warp Points and Storms
 
Is there any way to *** atmosphere types so I don't have to sacrifice the Rock, Ice, Gas distiction. Then I could just put an "invisible" (graphicless) planet in the same secotor as these stellar objects. Of course if we are stuck with the default atmosphere types, then oh well.

-Pat

narf poit chez BOOM December 12th, 2003 07:01 AM

Re: Colonizing Stars, Warp Points and Storms
 
the planet picture's are in a bitmap.

Taera December 12th, 2003 07:42 AM

Re: Colonizing Stars, Warp Points and Storms
 
you are stuck with the default 3 atmosphere types, yes. sorry, we all wish we could mod that. dont we... http://forum.shrapnelgames.com/images/icons/tongue.gif

Puke December 12th, 2003 07:50 AM

Re: Colonizing Stars, Warp Points and Storms
 
I spent alot of time trying to mod in colonizeable asteroids - gave up gas giant colonization because i figured it would be a fair trade.. remote mine the gas giants and colonize the little rocks.

got everything working, except the asteroids show up with planet names and descriptions. i think the descriptions can be fixed, but anything you mod in will be stuck with planet names... wasnt worth it to me, so i threw out the plan.

Fyron December 12th, 2003 08:10 AM

Re: Colonizing Stars, Warp Points and Storms
 
Puke, make the colonizable asteroid a moon of a normal asteroid. That way, it will be named "SystemName Asterods V A" or some such.

Cipher7071 December 12th, 2003 05:44 PM

Re: Colonizing Stars, Warp Points and Storms
 
Might require a little reverse engineering, hmmmm.....no...no...drop it.... bad dog!!

Puke December 12th, 2003 06:36 PM

Re: Colonizing Stars, Warp Points and Storms
 
yeah, but then asteroids are not generally colonizeable. thats not actually a bad idea though, but it would require a further re-write of the system types file, instead of just a find/replace.

that would actually fit in well with the no-mobile-construction idea: you would have to build a spaceyard and then launch a mining base from there, if you wanted to mine asteroids with a base.

Nodachi December 12th, 2003 06:40 PM

Re: Colonizing Stars, Warp Points and Storms
 
I like the asteroid moon idea. I wonder if remote mining abilities would function in a modded facility...

Fyron December 12th, 2003 07:33 PM

Re: Colonizing Stars, Warp Points and Storms
 
Quote:

Originally posted by Nodachi:
I like the asteroid moon idea. I wonder if remote mining abilities would function in a modded facility...
<font size="2" face="sans-serif, arial, verdana">Get back to us on your test results. http://forum.shrapnelgames.com/images/icons/icon6.gif

Nodachi December 12th, 2003 08:12 PM

Re: Colonizing Stars, Warp Points and Storms
 
Ok, results are in.
Remote resource generation does not work when put on a facility.
Oh well, so much for that idea. http://forum.shrapnelgames.com/images/icons/icon9.gif

Patroklos December 12th, 2003 08:30 PM

Re: Colonizing Stars, Warp Points and Storms
 
Hey,

We can't add new planet types. Maybe I will take the ice planet out, make its graphics look like stars/warp points/storms (each phenomena wwould only be one size), and then make warp points stars and sorms invisible. I would put both the planet and stellarobject in the same secor. This way you can only really see one, the one that will be populated and whatnot. The effects of the stellar body will still exist as well as order options (ie warp), but you just can't see that actual object.

This, however, will let stellar entities colonize storms, enery entities collonize warp points, and dimensional entities colonize storms. hmmmmm.

I could take away gas giants, make all planets the same time, and use gas of stars and ice for warp points. Have the energy based entities live out of warp points too?

We shall see. http://forum.shrapnelgames.com/images/icons/icon12.gif
-Pat

Parasite December 13th, 2003 12:18 AM

Re: Colonizing Stars, Warp Points and Storms
 
Would Warp Point entities build once at each WP or once for each side of the WP. That could be your first planet, warp and build there.

Patroklos December 13th, 2003 01:18 AM

Re: Colonizing Stars, Warp Points and Storms
 
They would build on both sides. THis sounds a little unbalancing, but if you figure an average of three warp points per system, then that is actualy only three colonies per system. I was going to make colony modules for the new life types expensive, but also make the caro and facilities limit very high.

This kind of system is interesting because in reality, since the varuious lifeforms don't have to compete for colony space, there is no real reason to fight. There could really be four different games going on at once. The Dimensional biengs might get in the way because if you are not a peace with them they will block warp points but besides that.

-Pat

Kamog December 13th, 2003 07:04 AM

Re: Colonizing Stars, Warp Points and Storms
 
I guess stellar manipulation tech won't work in this type of game. If it did, the storm-living races could create unlimited numbers of storms to colonize, and it would be unbalancing. Well, the same with warp point.

Patroklos December 13th, 2003 10:26 PM

Re: Colonizing Stars, Warp Points and Storms
 
Stellar manipulatio would still work, because remember the races are not colonizing the star, warp point or storm, but rather the "invisible" planet in the same system. If you create new such phenomena ingame they will be missing this planet. Chalk it up to these new stellar manipulations not bieng fully matured yet.

-Pat

narf poit chez BOOM December 14th, 2003 12:37 AM

Re: Colonizing Stars, Warp Points and Storms
 
i think maybe he means the ones to create planets.

Patroklos December 14th, 2003 03:26 AM

Re: Colonizing Stars, Warp Points and Storms
 
I don't understand, as planets are made from asteroids. Of course, if you mad ea planet out of an asteroid fields, and it ends up bieng gas or ice, then the none planet based lifeforms would be able to colonize them.

Paul1980au January 28th, 2004 01:44 AM

Re: Colonizing Stars, Warp Points and Storms
 
Perhaps with create planet the basic could be a noen atmosphere - an additional technology type on board could be create planet atmosphere component that could 1st level of tech random atmosphere and 2nd level tech could be the choice of actual atmostphere.


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