.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Atmospheric modifaction plants.. (http://forum.shrapnelgames.com/showthread.php?t=6439)

Blue Lord June 23rd, 2002 12:45 PM

Atmospheric modifaction plants..
 
... bored as I was I went looking for a 1 hour enjoyment and loaded up an old game. I had just gotten to my fightning-AI's-can-wait-now-let's-get-my-civlization-all-migthy-nifty-to-look-at (or, let's terraform the suckers so I can get the most materials out of them for my next line of uber fleets). Anyway, I stumbled upon a thing I've alwaysed wondered over but never had teh time to ask anyone (either that, or I can't remember the answer I got).

Does atmospheric modifacation plants affect planets with the atmospheric type: none?

geoschmo June 23rd, 2002 02:31 PM

Re: Atmospheric modifaction plants..
 
An aptmospheric converter will convert a "none" aptmosphere to one suitable for the population. It will also convert an amptmosphere to one that has none if that is what the poipulation needs. The only thing it can't do is convert a Gas Giant planet to a an aptmosphere of none, since that is an invalid combination as far as the game is concerned.

Geoschmo

Blue Lord June 23rd, 2002 02:56 PM

Re: Atmospheric modifaction plants..
 
Thank you http://forum.shrapnelgames.com/images/icons/icon7.gif

Taera June 23rd, 2002 09:23 PM

Re: Atmospheric modifaction plants..
 
Makes me wonder, what if your race is None and you build an atmospheric converter on a gas giant?

geoschmo June 23rd, 2002 09:41 PM

Re: Atmospheric modifaction plants..
 
Nothing will happen.

Taera June 23rd, 2002 10:08 PM

Re: Atmospheric modifaction plants..
 
then shouldnt it at least give me a warning message?

geoschmo June 23rd, 2002 10:19 PM

Re: Atmospheric modifaction plants..
 
Should maybe, but you won't.

TerranC June 23rd, 2002 10:26 PM

Re: Atmospheric modifaction plants..
 
Actually, I tried that once.

Started on High Tech, created no atmosphear race and settled them on a gas giant.

Built an Atmosphearic Converter 3 and after two years, they rebelled and a new race was created that had the colony's atmosphear as their compatible one.

Go figure.

Baron Munchausen June 23rd, 2002 10:42 PM

Re: Atmospheric modifaction plants..
 
Quote:

Originally posted by TerranC:
Actually, I tried that once.

Started on High Tech, created no atmosphear race and settled them on a gas giant.

Built an Atmosphearic Converter 3 and after two years, they rebelled and a new race was created that had the colony's atmosphear as their compatible one.

Go figure.

<font size="2" face="Verdana, Helvetica, sans-serif">Which Version of the game was this? Just curious if maybe there is/was a glitch that might cause the game to go haywire & change the race instead of the atmosphere when it hit this 'forbidden' combination. The AC Facility doesn't do anything until the time limit hits, of course. I've asked MM to please make some sort of intermediate stages but it's not important enough to worry about, so it won't get done. http://forum.shrapnelgames.com/images/icons/tongue.gif

Ed Kolis June 23rd, 2002 11:49 PM

Re: Atmospheric modifaction plants..
 
I think it's just a coincidence - I noticed a while back that whenever a colony rebels, the new empire's breathable atmosphere is that of the rebelling planet, not that of the original race... guess they somehow magically adapt when they rebel or something...

Baron Munchausen June 23rd, 2002 11:55 PM

Re: Atmospheric modifaction plants..
 
Bah... it's probably just the way the game is coded to assume that the 'home planet' of any given is the breathable atmosphere of the race. http://forum.shrapnelgames.com/images/icons/icon7.gif

If only races would keep some of their characteristics when conquered.

capnq June 25th, 2002 05:19 AM

Re: Atmospheric modifaction plants..
 
Rebels changing to breathe the planet's atmosphere might have been a deliberate design decision. Since the AI doesn't know how to scrap facilities, changing the atmosphere will usually let them build more, so they can add useful things like shipyards, rather than being permanently stuck with whatever was there before the revolt.

gregebowman July 11th, 2002 04:06 AM

Re: Atmospheric modifaction plants..
 
I've got a question about the atmosphere modification plant. Once it has converted the planet's atmosphere, do you still need the facility? Why pay for the maintenance of it when you no longer need it. Or do you need it to keep the atmosphere as it is?

Phoenix-D July 11th, 2002 05:05 AM

Re: Atmospheric modifaction plants..
 
First, you don't pay maintence on facilities.

Second, you can scrap it.

Phoenix-D

Sinapus July 12th, 2002 06:53 AM

Re: Atmospheric modifaction plants..
 
Quote:

Originally posted by Baron Munchausen:
Bah... it's probably just the way the game is coded to assume that the 'home planet' of any given is the breathable atmosphere of the race. http://forum.shrapnelgames.com/images/icons/icon7.gif

If only races would keep some of their characteristics when conquered.

<font size="2" face="Verdana, Helvetica, sans-serif">Actually, I've checked some of the rebel empires that pop up from time to time. Their stats say the atmosphere is what the planet's is, but if it's not the original race's atmosphere, then the colony will still be domed.


All times are GMT -4. The time now is 07:47 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.