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  #1  
Old May 4th, 2001, 07:01 PM

Krakenup Krakenup is offline
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Default Indigenous Flora and Fauna

When you colonize a planet, there could be a chance that plants and animals are already there. The animals could range from highly trainable animals that would give you a production bonus (possibly only if you built an animal training facility), to vicious beasts that attack and eat your population unless you build a security facility, to really tasty animals that increase happiness. The plants could also be tasty or provide an organic bonus equivalent to a free farm or be so aggressive that they prevent farming without an extension agent facility.

Just some ideas.
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Old May 4th, 2001, 07:09 PM

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Default Re: Indigenous Flora and Fauna

Flora and fauna - are they twins???

No seriously, I like the idea as well as others relating to the idea of making the planets more diverse. Definitely would add a little more flavor IMO. You should post this in the Expansion Pack Ideas thread....

(EDIT) Disclaimer: As long as they make the organic resources a little more important than to just Organic Techs....

[This message has been edited by rdouglass (edited 04 May 2001).]
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Old May 4th, 2001, 08:37 PM
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Default Re: Indigenous Flora and Fauna

I've always assumed that the value of any native lifeforms was included in the planet's organic value. Adding more color to the descriptions is always good, though.

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Old May 4th, 2001, 11:14 PM
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Default Re: Indigenous Flora and Fauna

quote:
Originally posted by rdouglass:
Flora and fauna - are they twins???




Great - now I have "Dynamo Hum" running through my head...
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Old May 5th, 2001, 12:32 AM
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Default Re: Indigenous Flora and Fauna

That is a good idea. It allows some difference to the planets.
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Old May 5th, 2001, 01:14 AM
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Default Re: Indigenous Flora and Fauna

The thing they (MM) need to do is get the map editor working so all those values in the abilities.txt can apply to planets/systems correctly. The starting points are there for adding any number of different variables to planets but they are not followed through.(you could add a 500point bonus/turn to research for 'all knowing hermit in residence', or 'radioacitve crystals add to production' 5%total bonus on radioactives, or 'organics lacked for proper birth control' +5% bonus to reproduction, etc) These values are there and CAN be applied to planets. They just don't work.

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Old May 5th, 2001, 01:51 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Indigenous Flora and Fauna

quote:
Originally posted by Krakenup:
When you colonize a planet, there could be a chance that plants and animals are already there. The animals could range from highly trainable animals that would give you a production bonus (possibly only if you built an animal training facility), to vicious beasts that attack and eat your population unless you build a security facility, to really tasty animals that increase happiness. The plants could also be tasty or provide an organic bonus equivalent to a free farm or be so aggressive that they prevent farming without an extension agent facility.

Just some ideas.



There was apparently a plan to have "monster" troops at one point. I'm guessing, since it was only a comment in the data files, but that would probably involve an "indigenous" life form that you would find on certain planets and could capture/train as a type of troop. I doubt you could get them to wear environment suits, so they'd be restricted to the atmosphere type they are native to. They could still be very interesting as a variant on standard mechanized troops.

I still like the idea of a 'plague' variant in the form of an addictive substance. What if you landed on a planet and found that there was something common as grass that had an effect like cocaine on your race? Production would be ruined, and the stuff would start spreading all over your empire unless you spent resources on security measure to try to control it...
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Old May 5th, 2001, 06:38 AM
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Default Re: Indigenous Flora and Fauna

quote:
Originally posted by Deathstalker:
The thing they (MM) need to do is get the map editor working so all those values in the abilities.txt can apply to planets/systems correctly. The starting points are there for adding any number of different variables to planets but they are not followed through.(you could add a 500point bonus/turn to research for 'all knowing hermit in residence', or 'radioacitve crystals add to production' 5%total bonus on radioactives, or 'organics lacked for proper birth control' +5% bonus to reproduction, etc) These values are there and CAN be applied to planets. They just don't work.




Deathstalker you can modify reproduction and radiaoactive production by the values for planet condition and value. Why do you want a second parameter to modify??

[This message has been edited by Q (edited 05 May 2001).]
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Old May 5th, 2001, 07:30 AM
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Default Re: Indigenous Flora and Fauna

I was thinking of more 'passive' bonuses. Like automaticly producing a set number of resources even though facilities don't exist. Or tribes of natives that 'worship' the players race as gods (think Ewoks) that give bonuses to ground combat. Things beyond just upping/minusing the base planetary values. These can be added with the 'ability 1'/'ability 2' in the Map Editor but don't work. I had a full map of 'special' planets and sectors that should have provided bonuses like the ones described above and many more. But when I actually colonized these planets no values were added at all. Example, the planet I had producing 500 minerals/turn due to native miners produced 0, even after I added mineral facilities there was no added bonus.
I would just like to be able to personalize planets even more. The only ability I got to work right was the 'Random Movement' for sectors, I had a sector modded so all ships moved 3 spaces randomly/turn. Made for some fun . These could be well used as there are even spots for planets to have 'storage space'. I added planets that should have been able to store 30,000 units of minerals due to 'cavern systems' but didn't work as well. Just think this could mimic the 'Starting Facilities' that everyone wants for AI startup to help with resource storage.
Hopefully this clarified what I meant.

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