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-   -   Asteroids question (http://forum.shrapnelgames.com/showthread.php?t=2852)

TaeraRepublic April 23rd, 2001 10:12 AM

Asteroids question
 
Wondering - what will happen if i build an atmosphere converter on an asteroid field??

Never tried that.

My race breathes Carbon-Dioxide. Will the asteroids have CD air??

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Emperor Klis't of the Taera Republic.
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PsychoTechFreak April 23rd, 2001 11:42 AM

Re: Asteroids question
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by TaeraRepublic:
Wondering - what will happen if i build an atmosphere converter on an asteroid field??

Never tried that.

...
<HR></BLOCKQUOTE>

Don't try that. You can't colonize asteroids, build facilities on them..., sorry.

P.S.: But you can make a planet out of it (stellar manipulation), then colonize..., maybe that was your point ?



[This message has been edited by PsychoTechFreak (edited 23 April 2001).]

Trachmyr April 23rd, 2001 12:02 PM

Re: Asteroids question
 
I wonder how hard it would be for MM to allow asteroid colonization? I'm guessing the game is already set up for it... probally just needs some flags toggeled.

rdouglass April 23rd, 2001 02:23 PM

Re: Asteroids question
 
In SE3 you could colonize asteroids. They were smaller than 'tiny' but you could colonize them.

I'm just guessing, but with all the changes in colonizing (specifically Gas, Rock, Ice which were not in SE3) I suspect the code is NOT in there and would not be a simple 'flag' operation. However, for some, it may be a nice addition - not for me. I think other items / things should come first. If it were (colonizing asteroids) in the game, I guess all asteroids would be Rock / None.

dogscoff April 23rd, 2001 02:39 PM

Re: Asteroids question
 
Why not ice / none as well?

We're probably covering old ground here but I would like to see astroid colonisation too. Really really small population and one or 2 facilities max. Perhaps even some "special" asteroid facilities.

What would be really cool (I think this came up in the pirates thread) would be if asteroid colonies had natural cloaking - you could hide resupply bases and fighter outPosts in there and it would take other players ages to find them.

The larger the astroid field in that particular sector, the better the cloaking.

But of course this is all hard code and a long, long way off (if at all.)

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There is an exception to every rule. Including this one.

Master Belisarius April 23rd, 2001 04:09 PM

Re: Asteroids question
 
I think that this is not allowed in SE4, because the asteroids have a conceptual difference: now they're used for the remote mining options, not to colonize.

Also, note that doomed colonies in Tiny planets, can support only 1 facility. Then, in asteroids, how many should have?

Nitram Draw April 23rd, 2001 04:39 PM

Re: Asteroids question
 
Are Asteroids currently counted in the max planet limit?
If they were colonizable they probably would count against the limit and all you would do is substitute asteroids for planets.

dogscoff April 23rd, 2001 04:42 PM

Re: Asteroids question
 
Good point. Perhaps they should have no population space at all, just some cargo space and the ability to resupply and launch fighters.

Even better:
&lt;Wild idea&gt;
Treat each asteroid field like a space station or group of space stations - You don't need to colonise it, you just have to get a construction ship there and take advantage of a free "hull" with natural cloaking, really low maintenance and space for scanners, fighter bays, cargo space, weapons etc.

In combat each "hull" (ie each rock) would be treated exactly like a space station. It would have a special graphic and it could be boarded or destroyed just like a space station. When destroyed the rock becomes available for someone else to build on.

Tiny asteroid field - approx 100KT hull
Small asteroid field - approx 200KT hull.
Medium asteroid field - 1 100KT hull + 1 200KT hull
... and so on.

When I say "approx", why not put in a random modifier? One tiny asteroid field has 109KT space, the one in the next sector only 98KT. I don't know i there are any components &lt;5 KT but it would b a good incentive to mod some http://www.shrapnelgames.com/ubb/images/icons/icon6.gif

&lt;/Wild idea&gt;

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There is an exception to every rule. Including this one.

Suicide Junkie April 23rd, 2001 04:57 PM

Re: Asteroids question
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Also, note that doomed colonies in Tiny planets, can support only 1 facility. Then, in asteroids, how many should have?<HR></BLOCKQUOTE>
Even if asteroid fields support only 1M people, and 0 facilities domed (3 facils undomed), you could still use them to build troops & sats in dead systems.

Deathstalker April 23rd, 2001 05:24 PM

Re: Asteroids question
 
With the map editor you can give asteroids different types (rock/ice/gas) and atmospheres but it won't let you build them because there is no .bmp picture for the diff types. (just like there is no small/tiny gas world pictures). If you were to add the pictures though, would you now be able to have these ice/methane asteroids etc????
Thoughts.....

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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.


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