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-   -   Orbital Colonies (http://forum.shrapnelgames.com/showthread.php?t=7982)

LostCommander December 12th, 2002 07:01 AM

Orbital Colonies
 
Does anyone know how to mod an orbital colony (I am thinking the ISS, Gundam Wing, ect.) well? Specifically, I am trying to make it be able to produce something (shipyard, solar generators, ect.), require population, and have hit points to be destroyed (i.e. not need a planet destroying bomb). Any ideas?

Will December 12th, 2002 08:15 AM

Re: Orbital Colonies
 
Well, you could put resource miners on a ship/base, to produce something from any uninhabited planets/asteroids it might be floating over. This could also have a spaceyard, and solar generators to produce supplies. It can have cargo space to hold population, but there isn't anything that would *require* population. Since it's a ship/base, it follows the same damage rules.

dogscoff December 12th, 2002 11:29 AM

Re: Orbital Colonies
 
Yup, I'm afraid what you're asking for is not possible in SEIV, and most likely never will be. Bug MM enough though nad you might see it in SE5.

In the meantime, take a look at the pirates and nomads mod, which does about the best job possible with the modding tools available to mod space-borne communities.

Urendi Maleldil December 12th, 2002 05:34 PM

Re: Orbital Colonies
 
Well, I think I figured out a couple of ways to mod this.

1. Mod a new constructed planet size called a space colony. Then make a star that's all black (or has some representational marker on it) and call it a Lagrange Point. Then add Lagrange Points to your existing maps in the same "rings" as the planets, or mod the systems file. Then mod a large component that can create the space colony constructed planet (ala ringworld generator).

Now start the game, build a ship with a space colony component, fly out to a Lagrange Point and "construct." You can even build sphereworlds and ringworlds on them if you want to.

Only problems are they affect solar supply gen, solar resource gen, planets can be created there with Lagrange Points in the system and no star, and Lagrange Points can be destroyed by star killers.

OR

2. Mod a super tiny planet size called a "space colony." Then mod a planet generator component that can only create those super tiny planets (space colonies). Fire up the game, build the right ship, find some asteroids, and "generate."

Only problems is space colonies can only be built in asteroid sectors.

[ December 12, 2002, 15:35: Message edited by: Urendi Maleldil ]

Captain Kwok December 12th, 2002 08:14 PM

Re: Orbital Colonies
 
I like the second idea, it's kind of neat.

Urendi Maleldil December 12th, 2002 08:44 PM

Re: Orbital Colonies
 
It could be used for asteroid colonies.

Arkcon December 12th, 2002 09:00 PM

Re: Orbital Colonies
 
Quote:

Originally posted by Urendi Maleldil:
Well, I think I figured out a couple of ways to mod this.

1. Mod a new constructed planet size called a space colony. Then make a star that's all black (or has some representational marker on it) and call it a Lagrange Point. Then add Lagrange Points to your existing maps in the same "rings" as the planets, or mod the systems file. Then mod a large component that can create the space colony constructed planet (ala ringworld generator).

<font size="2" face="Verdana, Helvetica, sans-serif">I think this one a fantastic idea. At least, I did once I looked up what a Lagrange point was. http://forum.shrapnelgames.com/images/icons/icon10.gif

The shortcomings you mentioned of having an invisible star don't really bother me too much.

I wonder if Imperator Fyron would put some of these points into his Mod as one other of his many Galaxy types.

[ December 12, 2002, 19:01: Message edited by: Arkcon ]

Puke December 12th, 2002 09:15 PM

Re: Orbital Colonies
 
your LaGrange point could also go unstable and explode.

these could both be used in the grit-tech mod, though. I am thinking of disabling many of the features that would cause conflicts with this. imagine each planet having a LaGrange point in the same sector, and being able to create orbital colonies there. this would indeed ***-up stellar supply generation, though.. in a big way. maybe if each system had the same number of fixed LaGrange points in orbit of the star, that way supply generation would be constant, and components could just generate porportionatly less supplies. say, if each star had 3 (or is it 4? i forget) LaGrange points. and if 4 then solar pannels would have to generate 1/5 as much per star. binaries would have to have twice as many points.. i dont know if thats realistic, but its would be the only way to balance out the supply generation.

Imagine also, being able to construct asteroid bases by converting them into a special size of planet, as described. all asteroids would have to be the same, custom, size. im not sure how the variables on the planet creator component would handle a custom planet size, though.

geoschmo December 12th, 2002 09:18 PM

Re: Orbital Colonies
 
I really prefer the second option. The idea of a low tech planet creator that can make asteroid colonies appeals to me. And if you destroy them with a planet buster you get asteroids again, as it should be.

The lagrange point idea is neat, except for being able to destroy the system by blowing them up. That seems very hokey to me.

Geoschmo

Arkcon December 12th, 2002 09:21 PM

Re: Orbital Colonies
 
Technically, there are 5 Lagrange points between two massive objects -- probably more I just skimmed that definition. But we don't need that many. We could claim that most of them would cancel each other out, and there were only a few, or they could be even rarer -- only some systems would have one.


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