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November 14th, 2000, 08:08 PM
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Re: Ringworlds
The system with the ringworld started out as empty except for a nebula. I created a star, and then brought in a fleet of 11 ships to build the battle stations to house the components. When the stations were built, I created the ringworld. Now when I click on the ringworld, the detail display in the top right looks just like it does when I click on any empty space in the system view. No colony ships recognize the ring as a planet and transports do not list the ring world as a target for dropping population.
Can anyone suggest a work-around for this?
I thought about putting cargo containers (full of population) and colonizing modules into the design of my component battle stations. Would that work?
Also, is it worth is?
It would seem that a ring world (or sphere world) would have hundreds of times the surface area of a huge planet. Do the rings/spheres have hundreds of facility slots or a population limit that is in the tens of billions? If not they would not seem to be worth the effort to build.
[This message has been edited by BigBlue (edited 14 November 2000).]
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November 14th, 2000, 08:21 PM
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Re: Ringworlds
Currently, the default config has a ringworld equivalent to five large planets and a sphereworld equivalent to ten. Yes, the real numbers should be in the thousands. But think... a single planet has a single build queue. It would take centuries of game time to fill one of these worlds with facilities.  You can change the default settings though. I don't know what the limits are, but I bumped ringworlds and sphereworlds up to 5 and 10 'huge' planets instead of 'large' in my custom set. 80 Billion standard for a sphereworld and 250 facilities, going up to 96 Billion and 300 facilities for a race with 'advanced storage techniques'.
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November 14th, 2000, 10:08 PM
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Re: Ringworlds
If anyone has built and populated a ring/sphere world, would you please share the steps you took?
[This message has been edited by BigBlue (edited 14 November 2000).]
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November 15th, 2000, 12:08 AM
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Re: Ringworlds
Yep this is a bug that was found in the beta too. Your best bet is to create one on a already existing star, I think creating one is what was causing the problems. Iv'e put up quite a few ringworlds and only run into this problem a couple times. To be honest, I doubt ring/sphereworlds will be any use in multi as they are so time consuming, but building them in single is great for the wow factor, not to mention the huge facility, population, cargo space.
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November 15th, 2000, 12:23 AM
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Re: Ringworlds
Well, I have built a ringworld! And colonized it too! It does take an immense amount of time, but wow!
I built a couple planetary improvement facilities, a space yard and filled it with monolith facilities. As it ages, it become more and more impressive. (I think the Last time I looked at it was producing 20k of every resource!)
__________________
When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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November 15th, 2000, 12:27 AM
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Re: Ringworlds
What did you do to colonize it?
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November 16th, 2000, 12:28 AM
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Re: Ringworlds
Quite sorry, tahts very top secret, (Cant let you regular people know!)
I just used a colony ship (but I have a more recent Version, seeing that Im a beta tester)
__________________
When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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