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  #1  
Old January 30th, 2001, 12:27 AM

Elwood Bluze Elwood Bluze is offline
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Default Re: Too many planets

I've made a simple mod to reduce planets per system to 4 or 5 for the standard solar systems, and 1 to 3 for binaries and trinaries. This has made each planet that much more valuable and the AI seems to come out more aggressively looking for real estate to conquer. I'll post it is there's interest.



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Old January 30th, 2001, 12:34 AM

DirkHowitzer DirkHowitzer is offline
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Default Re: Too many planets

Dmm,
Think of this way...remember cloud city in Star Wars? You have to have some kind of device to negate effects of gravity in the colony but that should be easy enough to an advanced race...Easy way yo colonize gas planets...as for ice, well people live on the north and south poles right? Much of those are ice, in fact if I recall right the entire North Pole is ice...

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[This message has been edited by DirkHowitzer (edited 29 January 2001).]
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Old January 30th, 2001, 12:35 AM

apache apache is offline
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Default Re: Too many planets

I really don't find it unrealistic that races can colonize any planet type if they research it. If you want to base it on something like a race is born on a solid, rock planet, they should easily be able to adapt to an ice environment, since it is essentially a different type of rock.
Gas colonization obviously brings up quarrels with gravity since gas giants are more massive, and hence have a much larger gravitational force. But then again, we have already abandoned mass effects with the propulsion systems, so why not allow a similar line of reasoning with gas giant colonies? My thoughts are that this type of problem is exactly what would be researched anyways.
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Old January 30th, 2001, 02:23 AM
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ColdSteel ColdSteel is offline
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Default Re: Too many planets

What everyone here seems to be forgetting is one of the classic sci fi themes. That is to say, wholesale genetic alteration to fit extreme planetary conditions. Waterworld? Gillmen. Heavy gravity? Squatty musclebound fireplugs that make Arnold look like a "girly man". It is not implausible at all to me that an ancient advanced race with complete control over their genetic code could not design bodies to live in the most extreme of conditions, even on gas giants. Why limit yourselve to the current primitive world view? The universe is not only stranger than we imagine, it's stranger than we CAN imagine (hmmm, seems I've heard something like this before )
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Old January 30th, 2001, 02:31 AM
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Default Re: Too many planets

quote:
Originally posted by ColdSteel:
What everyone here seems to be forgetting is one of the classic sci fi themes. That is to say, wholesale genetic alteration to fit extreme planetary conditions. Waterworld? Gillmen. Heavy gravity? Squatty musclebound fireplugs that make Arnold look like a "girly man". It is not implausible at all to me that an ancient advanced race with complete control over their genetic code could not design bodies to live in the most extreme of conditions, even on gas giants. Why limit yourselve to the current primitive world view? The universe is not only stranger than we imagine, it's stranger than we CAN imagine (hmmm, seems I've heard something like this before )



a long time ago, on a thread far far away, someone proposed a genetic modification center. it occurs to me that this would be possible within the game mechanics, but not within the current MODable text files. new empires can be created in-game that rebel from other races, and i believe that they contain a copy (not a pointer to, but a copy of) the parent race. therfore, a new race could be created with all the same properties but a different atmosphere type, and that race could replace the population on the planet with the facility on it (or convert by percentage over time) and stay as a member of the same empire. and for that matter, why not genetically breed better wariors and a specific scientist cast? oooh, the possibilities. but ANYWAY - if that feature could be implemented, it would be pretty sweet.
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Old January 30th, 2001, 02:57 AM

God Emperor God Emperor is offline
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Default Re: Too many planets

Elwood,
I been working on sparse systems myself and have played a few games in them (and believe that the AI works a bit better too) but would be interested to see what you have developed. Would you post it into the Mods Archive? Thanks....

I take the earlier point that we could consider Ice and Rock planets to be variations of the same thing and that the Tiny - Huge descriptions only represent increments around some ideal planet size. As for Gas Giants though, I think we have to assume that some form of gravity tech has been developed to allow them to be colonised.

For my sparse systems, I think I might reduce the costs of Ice and Rock colonisation techs a bit. Will mean that the AI Gas races will get a bonus but I am happy to concede that given the way the AIresearch.txt files are configured.
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Old January 30th, 2001, 03:18 AM
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Default Re: Too many planets

quote:
Originally posted by God Emperor:
[b]Elwood,
I been working on sparse systems myself and have played a few games in them (and believe that the AI works a bit better too) but would be interested to see what you have developed. Would you post it into the Mods Archive? Thanks....

I take the earlier point that we could consider Ice and Rock planets to be variations of the same thing and that the Tiny - Huge descriptions only represent increments around some ideal planet size. As for Gas Giants though, I think we have to assume that some form of gravity tech has been developed to allow them to be colonised.
B]



modified system types files are always good. there should be a way to tweak the AI (i have not tried editing the AI scripts) to behave in the dense planet areas the same way it would in the sparse planet areas. that would certainly be a significant improvement.

this might sound silly to you, but from the picture it looks to me like the gas colony is actually floating. i guess they just have to develop the massive hot-air-baloon technology, and dont really need to lighten the gravitational forces.

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