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  #1  
Old December 22nd, 2000, 10:15 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Colonizing

I found something weird in the "PlanetSize" file. I apologize in advance if this has been covered elsewhere, but here goes:

Why is there a "max number of facilities" and "max population", etc. for ASTEROIDS? I thought we couldn't colonize asteroids, we could only remotely mine them? Did something change in the recent patch? If so, how do I get the component to colonize asteroids?
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Old December 22nd, 2000, 10:26 PM

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Default Re: Colonizing

I think it was changed a while before the release and the data is still in there. I'm pretty sure I remember reading that somewhere in all this stuff.

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Old December 23rd, 2000, 05:22 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Colonizing

There's no "Colonize Asteroid" ability, though. Has anyone tried to colonize an asteroid with anything at all? I would be really surprised if it's possible in any way now. I think the data is just a relic. Too bad, though. A special kind of race that is indifferent to atmosphere and could colonize asteroids would be a nice addition to the game.
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Old December 23rd, 2000, 05:59 AM

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Default Re: Colonizing

Asteriods are classified as rock. But you still can't colonize them that ability was removed before the Demo came out as far as I remember. There was some discussion of it way back when but it was removed very early.
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Old December 23rd, 2000, 06:25 AM
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Default Re: Colonizing

Could it be the information is there for the purpose of being there if the player creates a planet from that asteriod? Long shot I know, but what the hey, its late, and I am tired.
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Old December 23rd, 2000, 07:32 AM

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Default Re: Colonizing

From what I have heard is those numbers are used when you make it into a planet.
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Old December 25th, 2000, 08:26 PM
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Default Re: Colonizing

It could be pretty rough if those numbers are used when you turn the asteroids into a planet, since the numbers aren't as big as the corresponding planet size would be.

Anyway, thanks for the responses. Maybe we should lobby MM to put asteroid colonization back in. Maybe make it a special tech tree or something. Even make the colonies hard to detect or something, since they'd be small and probably buried inside the asteroids...
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Old December 25th, 2000, 08:48 PM

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Default Re: Colonizing

Actually, when you convert, it makes sure the astroid size will be comparable to producing a planet of the equivalent size. Thus, it would use the numbers based on it's new planet vs. the astroid numbers. This appears to indicate that they are just carried over... I have, however, produced a "Astroid Colonization" technology that works nicely. It does prevent the building of atmosphereic modifiers etc...
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Old December 25th, 2000, 10:22 PM
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Default Re: Colonizing

although something like that might be unbalancing for no-atmosphere races, it would be cool to see, could I possibly talk you into posting that mod?
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Old December 25th, 2000, 11:24 PM
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Default Re: Colonizing

since this is the colonization thread, im going to get off the asteroid topic for a sec:

I was thinking about facility limits on planets and such, and I came up with some ideas:

facilities have to be huge, otherwise limits are sort of silly. bethesda medical is like a friggin city or something, so a SEIV facility is probably on the same scale. now even so, a planet like earth (small, by SE4 scale) would not have much of a limit on such facilities: based on land mass, we could have thousands of them without breaking a sweat. so, the limit would have to take into account the ammount of land and space inbetween people we need to keep population happy, and based upon population needs (factored into the number of population that you need to support x number of facilities) how much land and resources are left to support facilities. this figures that huge chunks of land are used for civilian ****, people can only tolerate so many gigantic goverment complexes, and you have big chunks of unused 'aesthetic' land for national parks, nature preserves, farms, whatever.

sure, what the hell is puke talking about, you wonder? well, how about a hive world technology under politcal engineering? the same thing that gives you all the nice social engineering mods, could give you the sociological infrastructure needed to psycologically gear your people to live on a hive world, and that might lead to a hive type facility that will increase the max number of facilities per planet. now, this will obviously unbalance the hell out of planet sizes, so it has to be expensive on the order of ring worlds. maybe each facility would take years to build, and would open up a handful more facility slots. that would give even a tiny planet effectivly unlimited slots (which is realistic anyway, we could probably relocate the entire population to the moon if we had the technology to pack them tight enough. then if we dug 2 miles underground and built 2 miles up, we would have room for a hell of alot of stuff) and of course the research time that you would devote to it.. maybe to prevent mining abuse, each one would reduce the resource value of the planet. maybe they would also reduce reproductive values, because you have to make the popoulous complacent before you get them to live in one.

I am going to try this out, but i would like some input on what people think. I have thought up a problem already that i am not sure how the game will handle: what happens when you have build a hive complex, then fill up your facility slots, then some ship comes by and greases the hive complex? does the computer cross out the Last few facilites built? do they stay there? does the game crash? we'll see, i guess.
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