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-   -   More 'peaceful' tech/components (esp. stellar manip) (http://forum.shrapnelgames.com/showthread.php?t=4944)

Skulky January 20th, 2002 03:27 AM

More \'peaceful\' tech/components (esp. stellar manip)
 
I was just reading some dyson sphere and ringworld type literature on the internet. Did you all know that the original idea for a sphere world would not be a rigid sphere but orbiting satalites and habitation platforms and such. Also, a sphereworld is unstable, less than a ringworld, but it would soon do something dumb...

1. run/drift into the sun

2. rip itself from stress (unless infinitly strong)

3. change shape

Ringworlds are worse, and the living problems with both are amazing, basically in real life as SE4 if you can build one of these you don't need it.

I think that the number of 'peaceful' components and tech should be increased. Once you kicked everyone's *** whats the point? start a new game obviously. But still, wouldn't it be sick to have smaller scale constructions and other facilites/components that could do things other than kill people, like do cool stuff i can't think of right now. The one thing i did think of was another type of stellar construction (i am pretty sure it could be modded in) that is smaller than a ringworld and woudl be more feasible in a late game/mid-late game setting. Woudl be great if it didn't have to be around a sun, but hey.

I think being able to creat multiple suns in one system woudl also be nice, that's prob hard code but hey...

Also, the ringworld stats and sphereworld stats shoudl be upped (will help incorporate new smaller stellar constructions) and will make them a bigger prize.

Urendi Maleldil January 20th, 2002 05:03 AM

Re: More \'peaceful\' tech/components (esp. stellar manip)
 
I've always wanted "space colonies" (like constructed planets, only they don't have to be built in the same sector as a star).

I suppose one of them could hold about as much as a tiny planet.

HEMAN January 20th, 2002 06:57 AM

Re: More \'peaceful\' tech/components (esp. stellar manip)
 
Urendi Maleldil, i was thinking on the same line, something like starbase hotel except they would continue to populate to the max cargo desired.

For Skulky ,peaceful teck/comp ,
#1 idea, steller minipulate a world to hollow world, on outside looks like a world inside hollow enough to place ships, and a hidden opening to let them out.useful for concelling ships etc from all enemy sensers & view.
#2 idea,terriform planet atmosphere from orbit with a ship.
#3 idea, somehow create moons in orbit of planets?.
http://forum.shrapnelgames.com/images/icons/shock.gif

jimbob January 20th, 2002 09:39 PM

Re: More \'peaceful\' tech/components (esp. stellar manip)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>#1 idea, steller minipulate a world to hollow world, on outside looks like a world inside hollow enough to place ships, and a hidden opening to let them out.useful for concelling ships etc from all enemy sensers & view. <hr></blockquote>

You could make a large component for weapon platforms that is a "subterranian ship hangar"
and then just crank up the planet cloaking ability to the moon. Thus no one will be able to scan the ships. Of course the ships must "auto launch" when ever enemies come to visit, because the ships are actually in space. Perhaps a little cheesy, but what can ya do?

The space colony idea is great too. I think you'd just need a smaller Version of the ring world. You might still need to build it around the star though.

I was thinking that a subterranian race would be cool. You can't actually increase the pop. max of the planet for the race (a la MOO2). But if someone had a lot of patience and time they could create a Version of each facility that has double the cost and double the output/production (mining, research, whatever). Because the facilities are partly underground, increase the structure rating by more than double.

The subterranean race could also build catacombs for increased ground combat too... of course it didn't work so well for Osama did it http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D January 20th, 2002 09:46 PM

Re: More \'peaceful\' tech/components (esp. stellar manip)
 
"Because the facilities are partly underground, increase the structure rating by more than double."

Hate to break it to you, but facilities don't *have* structure Ratings. It's pre-defined.

Phoenix-D

President_Elect_Shang January 23rd, 2002 08:19 PM

Re: More \'peaceful\' tech/components (esp. stellar manip)
 
Regarding the Dyson Sphere. I have never liked that part. I believe that when Dyson proposed the sphere it was based on the idea that a Type II civilization would need to harness the power of its star(s) by building a (not necessarily solid) sphere of energy gathering colonies or satellites. So building a Dyson Sphere Planet(?) is moving away from the spirit of the idea. I have started tinkering with a construct that is built around a sun and generates resources. I.E. minerals, organics, etc. Once again off of the "original idea" but at least it is closer to the starting point than a planet type people live on (in) and build houses in, factories, shoppong malls, need I say more?

Loknar January 25th, 2002 10:21 AM

Re: More \'peaceful\' tech/components (esp. stellar manip)
 
For right now, as the stellar manipulation to create artifical planets/colonies anywhere (not nessicarily using asteroids) is not avaible, there is a way to simulate it. Using a space yard ship, filled with population, you could build an outpost in the middle of an empty system, such as a nebula. You could transfer some population onto the outpost, thus allowing it to essentially function sort of like a colony.

dogscoff January 27th, 2002 02:11 AM

Re: More \'peaceful\' tech/components (esp. stellar manip)
 
It's been talked about for a long time and I think that one of the best "bang for buck" changes Malfador could make would be to give modders the tools to allow pop growth and colony-like resource extraction from hulls. Then we could make all kinds of cool artificial colonis and constructs using that.

Here's a cool stellar manip idea as well: Plantary rings. You could probably mod this by putting astroids in the same place as a planet but it would be good if the game handled them seperately. They'd be just like asteroid fields, but with a different graphic and slightly different stellar manipulation handling.

For example: When creating a planet from a large / huge asteroid field there is a chance that rather than a large / huge planet being created, you will get a medium planet and a plantary ring (small/ tiny asteroid field), which can be turned into a moon. You could then have vast asteroid fields, which can yield a huge planet + moon or a large planet + 2 moons.

Actually, when you think about it, that's a damn good idea. Say I have a large planet with a tiny moon, and I destroy them both. Do I get on huge asteroid field or a large field + tiny field? If it's the latter, how is that possible? How can you have 2 asteroid fields in one place? Thats' just one bigger astroid field. It's like trying to dig half a hole.

So basically yeah (sorry, rambling now...) hr's what I propose, in a briefer and easier to understand format:
-Vast asteroid fields. (No vast planets though)
-Asteroid fields in the same square as a planet are labelled "planetary rings".
-Multiple astroid fields in the same square are amalgamated into one big field. (If that's not how it works already)
-Planet creation may not use all of an asteroid field: it might create a smaller planet and a small "leftover" plantary ring. Perhaps different tech levels could offer some control over this.
-Add to all this the ability to move astroid fields around the map using specialised components...

... and I reckon that would mak an extrmely cool upgrade to the stellar manip options. Some of it might not need to much hard coding either- quite a high "bang for the buck" rating. http://forum.shrapnelgames.com/images/icons/icon7.gif

Grayhorse January 31st, 2002 07:48 PM

Re: More \'peaceful\' tech/components (esp. stellar manip)
 
Dogscoff, I love your idea and it makes very good sense. I mean, when ever you have a planet that has 2 moons and you destroy the moons to get a better atmosphere for your race, it shows 2 asteroids. I like your proposal, its all random and would be a nice change.

One addition though. With the ability to destroy planets to make new ones, there should be an addon of sorts. If there happens to be a moon with that planet, then both moon and planet are destroyed to create a new set. And when the new planet/moons are created, it could be made random that instead of a planet and moons, you get just a planet and vice versa. Just a thought...


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