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Colonization by units?
Does anyone know if a modified colonization component would work on a fighter or drone? Obviously a ship would have to follow to drop population. I'm envisioning a "colonizing carrier" which carries colonizing fighters and population. This would get away from losing the colonizing ship during the colonizing operation.
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Re: Colonization by units?
I suspect that the game dosen't bother to check units for the colonization ability, but you can always try.
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Re: Colonization by units?
Dont you have to have population to colonize? If this is true...then you couldn't use units, because they can't carry cargo...
Kana |
Re: Colonization by units?
Never forgot to load population onto a colony ship, eh?
It is possible to make a colony with no population. Not sure on the units being able to colonize, however. Try changing the stock colony components to fit on fighters, and see if it works, I guess. Could be an interesting mod, have huge "fighters" that require a colony component, and colonize that way... |
Re: Colonization by units?
You don't need population to colonize. I'ts true that units can never carry cargo of any kind. Colonists would exist on the carrier.
Will, part of the idea is to miniturize the colony modules. |
Re: Colonization by units?
Actually, you could mod it so the fighters could carry population http://forum.shrapnelgames.com/images/smilies/laugh.gif
All you'd have to do is change the stock settings.txt file, the line that says "Automatic Colonization Population := 0" If you change that to some value, the colony component itself should provide the amount of population specified in that line of the text. |
Re: Colonization by units?
Population is not the limiting factor here. There is a line in settings.txt that will allow you to make a mod with automatic population for new colonies. So you wouldn't even have to send a transport after with people on it. Unfortunatly it is impossible to colonize with a unit. You can give a unit the colonization ability, but you cannot give said unit the colonization order. The colonize button never lights up, and the units are ignored by the code in the planets screen when it's deciding how many colony ships you have available. So, your idea will not work.
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Bah, Fyron. Did you not read what he posted past the first sentence?
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Yes I did. It needed to be stated explicitly. What is your point?
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=================================== Thanks, Geo for the test! =================================== Another question: With the devestating effects of a stellar destruction wiping out an entire system, do you think it's appropriate to use the "System - Destructive Center" on normal systems to make it a little harder to destroy stars? The exact value for damage would allow only a heavily armored ship to survive moving onto the star. The justification would be that it just makes sense that moving so close to a star would be inherently damaging. "Sector - Damage" could be used for binary & trinary systems. What say you? |
Re: Colonization by units?
Now your post, Slick, I only skimmed. http://forum.shrapnelgames.com/images/smilies/wink.gif
Why use destructive center at all? Wouldn't using the sector - damage ability on all stars in StellarAbilityTypes.txt work just as well? You would have to make stars in binary/trinary systems be of a different type than "Normal Star" to get them to have that ability 100% of the time. |
Re: Colonization by units?
Oops http://forum.shrapnelgames.com/image...ies/tongue.gif Oh well, should have worked, except that units are probably hard-coded to not be able to colonize. Other than that it woulda worked! http://forum.shrapnelgames.com/images/smilies/wink.gif
Thanks for clarifying the issue everyone. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Colonization by units?
That's too bad, that would have been an interesting mod. If it's damaging to move to the same sector as a star, it's going to be harder to build ring worlds and sphere worlds. How does that sector damage work, if you build a starbase on the star, will it keep taking damage each turn, or is a ship only damaged when it moves onto the sector?
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Re: Colonization by units?
You only get damaged when moving into the sector. Hrm... you do get continual damage each turn from destructive center ability... intriguing, and very evil.
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Kana |
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Yeah, also building Ring/Sphereworlds would be a much harder task - as if it was easy now...
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Re: Colonization by units?
That's a lot of ring worlds! I've never been able to build so many because it just takes so long to do the research and to build all those bases.
To make the game even more challenging, maybe we can make every planet damaging too, so that it's difficult to colonize them. Well, maybe not all the planets. Perhaps the ones close to the star could be damaging (due to heat) and the huge planets too (due to strong gravity?). |
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Douglas,
Thanks for the Intel! your opponent. |
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I don't care what game you're playing, that's impressive.
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Yea, and if there wasn’t a limit of 10 WP per system, …. The fact is with all your advantages 60+ turns after you Nova bombed 30 systems taking out 3 other empires, you still haven’t taken me out yet. I’ve even managed to help bring back one of the three empires you took out. Also, your policy of black hole-ing a new system every turn is not very ecological minded. Just a friendly jab. |
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That is nothing.I have 22 sphereworlds and three more on the way...
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Hmm, just out of curiosity, I counted up all the black holes - in addition to the initial 30 star destroyers, I have used 13 black hole creators so far. That's over half the inhabitable galaxy destroyed! http://forum.shrapnelgames.com/images/smilies/eek.gif In fact, I count only 29 systems with planets at all left, plus the 2 that I don't have maps for. Quote:
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