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Solymr May 2nd, 2004 02:12 PM

Space Settlements
 
Been tossing an idea around the Last couple of days for space settlements in SEIV. Making some components with the point generation ability will be the key feature of this. Also thinking of making "Habitation Domes/Areas" that are basically just cargo bays that hold population for RP reasons (also might be handy if you need a some extra population in a tight spot). Just wondering if anyone has any comments, suggestions or feedback for this idea?

General Woundwort May 2nd, 2004 02:41 PM

Re: Space Settlements
 
I've often thought about a mod that would be a major re-write of the sphere/ringworld generators. I think they are way too unrealistic as currently written, but with a little tweaking could closely approximate L5 colonies in scale and workability.

Solymr May 2nd, 2004 03:02 PM

Re: Space Settlements
 
Quote:

Originally posted by General Woundwort:
I've often thought about a mod that would be a major re-write of the sphere/ringworld generators. I think they are way too unrealistic as currently written, but with a little tweaking could closely approximate L5 colonies in scale and workability.
<font size="2" face="sans-serif, arial, verdana">Unrealistic is one way of putting it. Hopefully SEV will have construct worlds that are more true to their size and ability (i.e sphereworld taking up a large portion of the system ala Dyson Sphere style).

A brief idea for my space settlement plan is for a component that generates a small amount of organics and also a small amount of research, a bio-lab if you will. I'm thinking mineral generating components are rather unrealistic (Unless the settlement is in the same section as an asteriod field, but remote mining is better still). I'm thinking the research and intel would be a better direction to go in, i.e having space labs and listening Posts. Again organics will probably be a more likely direction as well in the form of space farms. Not sure about radioactives yet, maybe some kind of panel that harnesses energy from the sun and converts it.

Phoenix-D May 2nd, 2004 05:53 PM

Re: Space Settlements
 
If you can convert energy to radioactives, you can convert it to minerals too, most likely. The only way that wouldn't would be if you were using that energy to bombard metals and generate radioactive isotopes.

Solymr May 2nd, 2004 05:57 PM

Re: Space Settlements
 
Quote:

Originally posted by Phoenix-D:
If you can convert energy to radioactives, you can convert it to minerals too, most likely. The only way that wouldn't would be if you were using that energy to bombard metals and generate radioactive isotopes.
<font size="2" face="sans-serif, arial, verdana">I was thinking of something along those lines, thats why I couldn't really see minerals fitting in RP wise.

Paul1980au May 2nd, 2004 09:47 PM

Re: Space Settlements
 
Worthwhile ideas for SE5 - i wonder which if any of the directions mentioned on this thread that aaron will pursue for the game ?

ZeroAdunn May 2nd, 2004 09:55 PM

Re: Space Settlements
 
Honestly, I think they should do away with ring and sphereworlds in SEV. The shere massive size we are talking about just won't work in a game like SE in my opinoin.

Solymr May 2nd, 2004 09:59 PM

Re: Space Settlements
 
One more idea before I finally hit the sack for tonight: An ore smelter. Basically increases mineral production for a system. Not sure it'd work on a component so if anyone has tried this before please let me know.

Basically I'm looking to emulate anything space stations/bases/starbases have been pictured as being useful for. Zero-G research mostly comes to mind, as well as the other ideas I've posted.

As for SEV, thats over a year away to me and I hardly plan my gaming that far ahead http://forum.shrapnelgames.com/images/icons/tongue.gif I'm just hoping a few small features are added to SEIV in the meantime even though I'm sure MM will be going full steam ahead with SEV

Anyways its time for some much needed sleep I think so I'll post some more ideas tommorow, hope to get some feedback even if its negative (more so actually).

Paul1980au May 2nd, 2004 10:03 PM

Re: Space Settlements
 
Iron smelter could in fact be before the mineral miners.

Fyron May 3rd, 2004 12:59 AM

Re: Space Settlements
 
Unfortunately, using the new point generation abilities is a huge pain for resources, as there is NO indication ANYWHERE that you are making them. They will be added to your stockpiles each turn, but they do not show up in the production for the current turn or anything. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif

Solymr May 3rd, 2004 05:22 AM

Re: Space Settlements
 
Quote:

Originally posted by Imperator Fyron:
Unfortunately, using the new point generation abilities is a huge pain for resources, as there is NO indication ANYWHERE that you are making them. They will be added to your stockpiles each turn, but they do not show up in the production for the current turn or anything. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="sans-serif, arial, verdana">Could be something for the next SEIV patch, if one is coming.

Paul1980au May 3rd, 2004 10:23 AM

Re: Space Settlements
 
Unfornatley i dont think a SE4 patch is coming id like to see a Version 2 perhaps before SE5 comes out. That would fix remaining bugs if enough of us email aaron he might consider it as a low priority project.

Solymr May 3rd, 2004 10:52 AM

Re: Space Settlements
 
Quote:

Originally posted by Paul1980au:
Unfornatley i dont think a SE4 patch is coming id like to see a Version 2 perhaps before SE5 comes out. That would fix remaining bugs if enough of us email aaron he might consider it as a low priority project.
<font size="2" face="sans-serif, arial, verdana">Who knows? I think Fyron posted something about this, but I'm not exactly sure. Maybe someone has an answer for this?

Solymr May 3rd, 2004 11:04 AM

Re: Space Settlements
 
Quote:

Originally posted by Solymr:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Paul1980au:
Unfornatley i dont think a SE4 patch is coming id like to see a Version 2 perhaps before SE5 comes out. That would fix remaining bugs if enough of us email aaron he might consider it as a low priority project.

<font size="2" face="sans-serif, arial, verdana">Who knows? I think Fyron posted something about this, but I'm not exactly sure. Maybe someone has an answer for this? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ok, I feel dumb now. Fyron just said the game never stopped being pushed forward http://forum.shrapnelgames.com/images/icons/tongue.gif So am I right to guess no new updates for SEIV Gold will be forthcoming now or ever? A year is a long time to wait for something new, even if they just put out a general bug fix it'd be enough. Does anyone know if its offically been said no more patches will be made by MM?

Puke May 3rd, 2004 05:18 PM

Re: Space Settlements
 
yeah, i believe that its official. the Last patch was advertised as the LAST patch, and all of MMs effort is being put towards other games and SE5. Or so I hope. we've really milked se4 for about all we can expect to get out of it, its been about five years now.

The problem with resource (or any kind of point) generation in space, is that its cascading. Normally, you are limited by what planets you can colonize and how many facilities you can put on each, and also by how close your neighbors are.

If you can start generating resources without expanding your borders and without needing to invest in planets, then you can grow exponentially as long as you have spaceyards free. the more you build, the more resources you have, so you dont have to worry about the investment cost. And if you have a 20K ship limit, you dont really have to worry about running out of ships.

Something like this might realistically represent some kind of new economy, but its only a playable idea if you have an artificial ship limit of a couple hundred. That way you have to trade off between warships and resource bases.

FYI, my resource generating components (when i was planning on doing something with them in a mod..) were designed back before the point generation ability existed, and we had to use negative maintenance. they looked something like this:

Quote:

Name := Microgravity Foundry
Description := Advanced metalurgy in microgravity is used to create mineral resources.
...
Cost Minerals := 300000
Cost Organics := 0
Cost Radioactives := 0
...
Maintenance Cost
Ability 1 Descr := Commercial contracting generates income from Space Platforms using this component.
Ability 1 Val 1 := -30
Ability 1 Val 2 := 0
...

Name := Null-G Tokamak
Description := A supercolliding fusion laboratory in null gravity is used to create radioactive resources.
...
Cost Minerals := 0
Cost Organics := 0
Cost Radioactives := 300000
...
Ability 1 Type := Modified Maintenance Cost
Ability 1 Descr := Commercial contracting generates income from Space Platforms using this component.
Ability 1 Val 1 := -30
Ability 1 Val 2 := 0
...

Name := Spaceborne Hydroponics
Description := Special horticultural techniques are used to create organic resources.
...
Cost Minerals := 0
Cost Organics := 300000
Cost Radioactives := 0
...
Number of Abilities := 1
Ability 1 Type := Modified Maintenance Cost
Ability 1 Descr := Commercial contracting generates income from Space Platforms using this component.
Ability 1 Val 1 := -30
Ability 1 Val 2 := 0
<font size="2" face="sans-serif, arial, verdana">of course i also had civilian base hulls with huge combat penalites and -75 maintenance, which acutally made these things profitable..

Fyron May 3rd, 2004 07:51 PM

Re: Space Settlements
 
Quote:

Fyron just said the game never stopped being pushed forward
<font size="2" face="sans-serif, arial, verdana">This was in reference to the plethora of mods that are currently under development. http://forum.shrapnelgames.com/images/icons/icon12.gif

Solymr May 3rd, 2004 08:14 PM

Re: Space Settlements
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> Fyron just said the game never stopped being pushed forward
<font size="2" face="sans-serif, arial, verdana">This was in reference to the plethora of mods that are currently under development. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yeah, I wasn't really awake when I read that and went over it again later and saw what exactly was being said. Dumb me http://forum.shrapnelgames.com/images/icons/tongue.gif Way too many late nights lately I think.

Solymr May 3rd, 2004 08:37 PM

Re: Space Settlements
 
Quote:

Originally posted by Puke:
The problem with resource (or any kind of point) generation in space, is that its cascading. Normally, you are limited by what planets you can colonize and how many facilities you can put on each, and also by how close your neighbors are.

If you can start generating resources without expanding your borders and without needing to invest in planets, then you can grow exponentially as long as you have spaceyards free. the more you build, the more resources you have, so you dont have to worry about the investment cost. And if you have a 20K ship limit, you dont really have to worry about running out of ships.

Something like this might realistically represent some kind of new economy, but its only a playable idea if you have an artificial ship limit of a couple hundred. That way you have to trade off between warships and resource bases.

<font size="2" face="sans-serif, arial, verdana">Yeah, one thing i was seeing was where a player would just build tons of bases with resource components and could stay in one system. I can only see a few ways out of this, a small ship limit or making the resource generating components highly expensive, yet generate enough resources to make building one or two worthwhile.

One reason I think having a base as an "ore processing station" is due to the logistics involved taking minerals from one planet to the planet in a system that has a refinery/smelter/whathaveyou rather then having a processing station in space. Even though this has no real effect on things in SE4, I think it'd add to the feel of roleplaying.

Another thing that comes to mind is in that using such components it frees up slots on planets. I'm not sure if this would really change much myself, but I'm thinking I could be wrong.

Puke May 6th, 2004 08:33 AM

Re: Space Settlements
 
well before the Last patch you could only generate resources in space, and not intel or research. this meant that resources in space freed up facility slots for research and intel facs.

of course, you could have used them for cargo or resource storage too...


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