quote:
Originally posted by God Emperor:
I too get a bit cheesed off with the micromanagement, and sparse systems seem to help the computer players a bit (less planets for them to slowly colonise). Also, given the issue of gravity suitability not really being accounted for, less coloniseable planets makes more sense to me.
I went even farther in my data set. I think of an “ice planet” as being down in the range where gases are liquid, etc…, not just a terrestrial planet having an ice age. Obviously, a gas giant is another entire situation with huge gravity and huge atmospheric pressure. Nothing that evolved on any one of the three is ever going to live unprotected on any of the others, and due to the gravity issue I can’t see a rock/ice race living on a gas giant even with domes unless you postulate the existence of artificial gravity fields. Likely the gas giant types could not live in the very low (from their perspective) gravity elsewhere for very long, either. Humans have health problems after long periods in zero G, so imagine the problem for gas giant creatures. There are simply not enough settings available in the game to model this properly. So, I built into my mod the assumptions that there is no indigenous life on ice or gas giant planets, and used the available tools to deal with just properly modeling it for rock dwellers. As there is no programmed ability to let you convert planets from ice/gas giant to rock (aside from blowing them up & rebuilding them), this means you are only getting out of domes eventually on rock planets.
First, I edited all the AI race files to originate on rock planets, and verified that they all have some atmosphere other than “none”. The “house rule” is then that you can’t select ice or gas giant or atmosphere “none” when creating a race at game start.
For ice planets, I eliminated all planet types with atmosphere other than “none”. Thus, any race with the tech to colonize ice planets can colonize in domes, but atmosphere converters don’t work (nothing to convert to). If you build an atmosphere converter on an ice planet and nothing bad happens, but no matter how long you wait the atmosphere never changes.
For gas giants, due to the gravity issue I simply eliminated the tech to colonize them. You can remote mine them, but that is it.
Although I did it for the sake of “realism”, this has the side effect of greatly reducing the number of USABLE planets, and thus the number of colonies to micromanage.
You could just as easily do ice planets like gas giants, reducing the number still further.
Unfortunately, gas giants cannot have atmospheres of “none” so there is no way to do them like I did the ice planets. Otherwise, you could just set it up to open the gas giant colonization tech area on some really high level of gravitic technology, to reflect that you can now create an artificial gravity field strong enough to keep things at 1 G on the surface of a gas giant. You could still do this, I suppose, if you gave up one of the existing race atmosphere choices (in addition to “none”). Then you could eliminate all gas giant planet types with atmospheres other than that, so that once you got the tech to colonize gas giants you’d still have to stay in domes. That seems like more trouble than it is worth, so I probably won’t attempt it.
I’m also not sure how the game decides what planets to put in systems. If it randomly selects among the entries in the file, then my mode has decreased the % of planets that will be ice dramatically, and therefore not reduced the number of habitable planets so far as I think (again, I didn’t do it for that reason). On the other hand, if it first decides randomly on rock-ice-gas giant and then randomly among the entries for that type, I have not affected the overall % of each. If the former is the case, the fix would be to change all the ice planet entries in the “stock” file to atmosphere = “none” instead of deleting the ones that are not. You’d have to change the pictures and maybe the descriptive text appropriately as well. Then, assuming the program does not object to duplicate entries, you’d be OK. Adding even more duplicate uninhabitable planets to the file would let you reduce the number of habitable planets in the game even more, if desired.
[This message has been edited by Barnacle Bill (edited 29 January 2001).]