![]() |
Ability Types on constructed worlds?
Does anymodder know, is there a way to create a constructed world type which will have abilities (like, say, ancient ruins)?
My reason: I'm trying to add "scientific exploration" to my ongoing mod. One idea was, a grand experiment... players can use a component which creates a "world" which is really the site of an experiment. This world, would have a chance for "ruins" which represent the results of the experiment. (Just land a colony there to gather the results) This would be a useful addition to my current scientific exploration options. It would also help provide an alternative (albeit random) to planet-based research labs for my Spacers race type (so similar to SJ's Nomad I might as well just steal the ideas...) |
Re: Ability Types on constructed worlds?
"what is the product of six times seven?"
------------------ "...the green, sticky spawn of the stars" (with apologies to H.P.L.) |
Re: Ability Types on constructed worlds?
mice?
|
Re: Ability Types on constructed worlds?
Perhaps I should explain what I am doing a bit more.
First, I did this in SectType: --------------------- Physical Type := Planet Picture Num := 264 Description := Research Point. Planet Size := Tiny Planet Physical Type := Gas Giant Planet Atmosphere := None Then, I did this in StellarAbilityTypes: ------------------------------ Name := Research Point Number of Poss Abilities := 4 Ability 1 Chance := 250 Ability 1 Type := Ancient Ruins Ability 1 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research. Ability 1 Val 1 := 1 Ability 1 Val 2 := 0 Ability 2 Chance := 350 Ability 2 Type := Ancient Ruins Ability 2 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research. Ability 2 Val 1 := 2 Ability 2 Val 2 := 0 Ability 3 Chance := 350 Ability 3 Type := Ancient Ruins Ability 3 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research. Ability 3 Val 1 := 3 Ability 3 Val 2 := 0 Ability 4 Chance := 50 Ability 4 Type := Ancient Ruins Ability 4 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research. Ability 4 Val 1 := 4 Ability 4 Val 2 := 0 Name := Hiding Number of Poss Abilities := 4 Ability 1 Chance := 250 Ability 1 Type := Sector - Sight Obscuration Ability 1 Descr := Hides a research point. Ability 1 Val 1 := 2 Ability 1 Val 2 := 0 Ability 2 Chance := 250 Ability 2 Type := Sector - Sight Obscuration Ability 2 Descr := Hides a research point. Ability 2 Val 1 := 3 Ability 2 Val 2 := 0 Ability 3 Chance := 250 Ability 3 Type := Sector - Sight Obscuration Ability 3 Descr := Hides a research point. Ability 3 Val 1 := 4 Ability 3 Val 2 := 0 Ability 4 Chance := 250 Ability 4 Type := Sector - Sight Obscuration Ability 4 Descr := Hides a research point. Ability 4 Val 1 := 5 Ability 4 Val 2 := 0 Then, I did this in PlanetSize: ------------------------------- Name := Research Physical Type := Planet Stellar Size := Tiny Max Facilities := 0 Max Population := 0 Max Cargo Spaces := 0 Max Facilities Domed := 0 Max Population Domed := 0 Max Cargo Spaces Domed := 0 Constructed := False Special Ability ID := 0 Finally I did this in SystemTypes: --------------------------------- Obj 2 Physical Type := Asteroids Obj 2 Position := Ring 3 Obj 2 Stellar Abil Type := Hiding Obj 2 Size := Any Obj 2 Atmosphere := None Obj 2 Composition := Rock Obj 3 Physical Type := Planet Obj 3 Position := Same As 2 Obj 3 Stellar Abil Type := Research Point Obj 3 Size := Tiny Obj 3 Atmosphere := None Obj 3 Composition := Gas Giant Obj 4 Physical Type := Planet Obj 4 Position := Ring 6 Result: Players may build ships with Sensors to detect these hidden "worlds", which are really just abstract interesting phenomena to study, and look like nebulas-behind-asteroids. Once they are detected they may be colonized, but the colony never does anything (no population / no facilities/nothing), all that happens is they land there and get the "research". All I have to do is update all the SystemTypes that I want, to have a random hidden sector. Slight weaknessess: The world is a GG/tiny/none. I hijacked this type because it is never used. This gives a small advantage to GG players. But: I have introduced a "research station" component which is basically a more expensive GG colony mod which is gained by research tech. This means other players can colonize GG a bit earlier. (but at greater cost) I have also introduced special "unique" techs gained at certain system types. I have a system type "Neutron Star" and the hidden world there will always give the unique ruins tech "Neutronium". Now maybe I just went a VERY long-winded way around doing something fairly simple, but it was the only way which I could figure out, of letting players go off on scientific missions. Now, what I would love, is if I could create Constructed worlds which gave Unique Techs. That way I can let players "build a world" on their science vessels, then drop a research station and get either random tech, or maybe some of the constructed world types could grant specific "ruins" techs. This would be a way to let players "research" these unique techs. But, I can't figure out (yet) a way to make a constructed world with stellar abilities. Is it possible? |
Re: Ability Types on constructed worlds?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Slight weaknessess:
The world is a GG/tiny/none. I hijacked this type because it is never used.<HR></BLOCKQUOTE>I believe the reason this combo is never used is that it's "illegal". Gas giants are hardcoded to be at least medium sized, and cannot have an atmosphere of None. ------------------ Cap'n Q My first SE IV mod! Hypermaze quadrant The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu" |
Re: Ability Types on constructed worlds?
I do not think this will work, the hardcode for GG will prevent the game from adding these if I remember correctly.
|
Re: Ability Types on constructed worlds?
http://www.irregulars.org/Tiny_gg.jpg
Seems to work OK... I'll probably still get arrested and beat up by the mod police for something though |
Re: Ability Types on constructed worlds?
i dont think that you can do it with a construction, but i do think that you can put ruins on asteroids so that the first person to turn them into a planet and then colonizes them will get the bonus. this way it does not unballance GG people.
|
Re: Ability Types on constructed worlds?
that's a good idea!
it doesn't do exactly what I want though, but I'll bear that in mind as I continue to play. [This message has been edited by Mark Walton (edited 13 November 2001).] |
Re: Ability Types on constructed worlds?
i think you can change the planet type you already designed into a asteroid instead of a gg. that way it keeps the same concept, but adds an extra step for transforming the planet.
|
Re: Ability Types on constructed worlds?
Actually, yes...
somehow though it seems less complicated and there's less to go wrong, which doesn't suit my modding style EXCEPT of course, aha, that the world would be a real world afterwards, and actually useful for something. Bur I suppose that's not the end of the... well you get the idea Anyway, got to get back to my pseudo-colonizable asteroids. [This message has been edited by Mark Walton (edited 13 November 2001).] |
All times are GMT -4. The time now is 09:52 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.