.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old November 13th, 2001, 06:24 PM

Mark Walton Mark Walton is offline
Corporal
 
Join Date: Apr 2001
Location: UK
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
Mark Walton is on a distinguished road
Default Ability Types on constructed worlds?

Does anymodder know, is there a way to create a constructed world type which will have abilities (like, say, ancient ruins)?

My reason:
I'm trying to add "scientific exploration" to my ongoing mod.
One idea was, a grand experiment... players can use a component which creates a "world" which is really the site of an experiment. This world, would have a chance for "ruins" which represent the results of the experiment. (Just land a colony there to gather the results)

This would be a useful addition to my current scientific exploration options. It would also help provide an alternative (albeit random) to planet-based research labs for my Spacers race type (so similar to SJ's Nomad I might as well just steal the ideas...)
Reply With Quote
  #2  
Old November 13th, 2001, 07:22 PM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: Ability Types on constructed worlds?

"what is the product of six times seven?"

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
  #3  
Old November 13th, 2001, 07:27 PM

Mark Walton Mark Walton is offline
Corporal
 
Join Date: Apr 2001
Location: UK
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
Mark Walton is on a distinguished road
Default Re: Ability Types on constructed worlds?

mice?
Reply With Quote
  #4  
Old November 13th, 2001, 07:55 PM

Mark Walton Mark Walton is offline
Corporal
 
Join Date: Apr 2001
Location: UK
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
Mark Walton is on a distinguished road
Default Re: Ability Types on constructed worlds?

Perhaps I should explain what I am doing a bit more.

First, I did this in SectType:
---------------------
Physical Type := Planet
Picture Num := 264
Description := Research Point.
Planet Size := Tiny
Planet Physical Type := Gas Giant
Planet Atmosphere := None


Then, I did this in StellarAbilityTypes:
------------------------------
Name := Research Point
Number of Poss Abilities := 4
Ability 1 Chance := 250
Ability 1 Type := Ancient Ruins
Ability 1 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Chance := 350
Ability 2 Type := Ancient Ruins
Ability 2 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 0
Ability 3 Chance := 350
Ability 3 Type := Ancient Ruins
Ability 3 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 0
Ability 4 Chance := 50
Ability 4 Type := Ancient Ruins
Ability 4 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research.
Ability 4 Val 1 := 4
Ability 4 Val 2 := 0


Name := Hiding
Number of Poss Abilities := 4
Ability 1 Chance := 250
Ability 1 Type := Sector - Sight Obscuration
Ability 1 Descr := Hides a research point.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Chance := 250
Ability 2 Type := Sector - Sight Obscuration
Ability 2 Descr := Hides a research point.
Ability 2 Val 1 := 3
Ability 2 Val 2 := 0
Ability 3 Chance := 250
Ability 3 Type := Sector - Sight Obscuration
Ability 3 Descr := Hides a research point.
Ability 3 Val 1 := 4
Ability 3 Val 2 := 0
Ability 4 Chance := 250
Ability 4 Type := Sector - Sight Obscuration
Ability 4 Descr := Hides a research point.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0

Then, I did this in PlanetSize:
-------------------------------

Name := Research
Physical Type := Planet
Stellar Size := Tiny
Max Facilities := 0
Max Population := 0
Max Cargo Spaces := 0
Max Facilities Domed := 0
Max Population Domed := 0
Max Cargo Spaces Domed := 0
Constructed := False
Special Ability ID := 0


Finally I did this in SystemTypes:
---------------------------------

Obj 2 Physical Type := Asteroids
Obj 2 Position := Ring 3
Obj 2 Stellar Abil Type := Hiding
Obj 2 Size := Any
Obj 2 Atmosphere := None
Obj 2 Composition := Rock
Obj 3 Physical Type := Planet
Obj 3 Position := Same As 2
Obj 3 Stellar Abil Type := Research Point
Obj 3 Size := Tiny
Obj 3 Atmosphere := None
Obj 3 Composition := Gas Giant
Obj 4 Physical Type := Planet
Obj 4 Position := Ring 6


Result:

Players may build ships with Sensors to detect these hidden "worlds", which are really just abstract interesting phenomena to study, and look like nebulas-behind-asteroids. Once they are detected they may be colonized, but the colony never does anything (no population / no facilities/nothing), all that happens is they land there and get the "research".

All I have to do is update all the SystemTypes that I want, to have a random hidden sector.

Slight weaknessess:
The world is a GG/tiny/none. I hijacked this type because it is never used.
This gives a small advantage to GG players.
But: I have introduced a "research station" component which is basically a more expensive GG colony mod which is gained by research tech. This means other players can colonize GG a bit earlier. (but at greater cost)

I have also introduced special "unique" techs gained at certain system types. I have a system type "Neutron Star" and the hidden world there will always give the unique ruins tech "Neutronium".

Now maybe I just went a VERY long-winded way around doing something fairly simple, but it was the only way which I could figure out, of letting players go off on scientific missions.

Now, what I would love, is if I could create Constructed worlds which gave Unique Techs. That way I can let players "build a world" on their science vessels, then drop a research station and get either random tech, or maybe some of the constructed world types could grant specific "ruins" techs. This would be a way to let players "research" these unique techs.

But, I can't figure out (yet) a way to make a constructed world with stellar abilities. Is it possible?

Reply With Quote
  #5  
Old November 13th, 2001, 08:05 PM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: Ability Types on constructed worlds?

quote:
Slight weaknessess:
The world is a GG/tiny/none. I hijacked this type because it is never used.
I believe the reason this combo is never used is that it's "illegal". Gas giants are hardcoded to be at least medium sized, and cannot have an atmosphere of None.

------------------
Cap'n Q
My first SE IV mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #6  
Old November 13th, 2001, 08:11 PM
Dracus's Avatar

Dracus Dracus is offline
Captain
 
Join Date: Jan 2001
Location: Dallas, Texas
Posts: 817
Thanks: 0
Thanked 0 Times in 0 Posts
Dracus is on a distinguished road
Default Re: Ability Types on constructed worlds?

I do not think this will work, the hardcode for GG will prevent the game from adding these if I remember correctly.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:33 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.