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  #1  
Old September 14th, 2001, 12:57 AM
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Default Re: Some of my ideas and questions

the atmosphere will be different every time, im not sure about planet type. size and resource value is constant.
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Old September 14th, 2001, 02:52 AM
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Default Re: Some of my ideas and questions

Asteroids are always "rock", but turn into any of Ice/Gas/Rock when planetized.

I believe that if you keep smashing and rebuilding, you can get any atmosphere with any surface. Thusly, with enough time and budget, you could colonize all planets in a "own atmosphere/surface only" game.

These are always subject to the restrictions of: no Gas/None, Gas giants are always large or huge.

[This message has been edited by suicide_junkie (edited 14 September 2001).]
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Old September 14th, 2001, 03:28 AM
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Default Re: Some of my ideas and questions

actually, gas giants can be medium as well. but what do you mean by: asteroids are always rock?

i thought they were undefined, like a quantum bit in a state of supermotion. or were you talking about real asteroids? if asteroids are always a planet type, can they be colonized? i tried very hard to get them to colonize, but i think i remember that whoever first did it way back when, did it by turning them into rock planets and thus they could not be affected by stellar manip properly.

if they can be left as asteroids, and a seperate asteroid colonizer could be created, i would be very interested in knowing how. I know that it would be possible in a patch, because they have specific stats in the planetsizes.txt

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Old September 14th, 2001, 04:04 AM
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Default Re: Some of my ideas and questions

What I mean is that, if you click on an asteroid object in SE4, it says:
"TYPE: Rock - <size>"
"ATMOSPHERE: None"
Thus, SE4 probably does not keep track of what an asteroid belt will turn into; rather, when you make it into a planet, these values change to a random (but valid combination) type and atmosphere, potentially different each time the planet is rebuilt.

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Old September 14th, 2001, 04:37 AM
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Default Re: Some of my ideas and questions

new species types here they are new types but you probably wont actualley see them until at least v 1.1new stuff

Types:
Antimatter species colonize anywhere but have huge colony modules but only two theirs can colonize both ice and rock and only need a neew one for gas giants as they must house metel and cointenmint feildfs but they have very powerfulll weapons and powerfulll ramming power

Sun dwellers:they can colonize only gasous and create sun colonys.

Pure energy beings owerfull weapons slightly bigger colony mods and their ships are pure energy and dont need supplys and regenrate but much slower at regenerating...


Components

Immune system: boarding defense for bugs
Energy field:energy biengs sheild

Ships
antimatter cruiser etc etcmal as other ships but deadlier at ramming and invunerable to missles

Sector and planet types

Slaver stasis field:a sector that contains some new techs for everyone but most are for psychics like the
Slaver subjegator:a better albiet coslier subverter but their are also regulerweapons like

Soft weapon:a omnipotent death ground troop ray but very big...

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Old September 14th, 2001, 05:11 AM
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Default Re: Some of my ideas and questions

quote:
antimatter cruiser etc etcmal as other ships but deadlier at ramming and invunerable to missles
Why should a ship made of antimatter be any more resistant to a matter/antimatter explosion?

If a missile just sprayed antimatter around before impact, it would be very ineffective.
A simple magnetic field would be sufficient to deflect the antimatter!
Just as decent weapons today will mix an oxidizer in with the fuel to get a better explosion, the antimatter missile technology would do something similar. If the missile were to thouroughly mix pockets of matter and antimatter together (using forcefields to prevent an early reaction), then ALL of the mass would be converted to energy every time, resulting in a multi-megaton bLast of energy from warheads measured in grams.
Uncharged photons of incredibly high energy suddenly bombard your ship, requiring "magical"-tech forcefield shields to protect against.

Anyways, what I'm trying to say is that an antimatter ship would be just as vulnerable to missiles and torpedoes as "normal" ships. The antimatter in the weapons does not react with the hull of the target, but within the missile itself.

If anything, an anti-matter race would be at a severe disadvantage, running into solar winds would mean death. Cosmic dust would cause the hull to glow from M/AM flare-ups. Particle-beam weapons would trash the ship instantly. Their shields would have to be up at all times to prevent their destruction.
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Old September 14th, 2001, 05:35 AM
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Default Re: Some of my ideas and questions

of course that why i am giving them built in sheilds and phased as well because i am making them higly damageable isnce i cant acutalley make them low on health without sacrificing size they dont have other sheild generator so they will have a big hit ratio so almost always you hit them but they are very lethel as well and do well in many things.they have the best pd defense in the game.their antimatter armor is very good because it generates sheilds as well.The boarding defense is well they have none they all have built in self destruct devices because the second a matter being seps on board......EXPLODE needless to say they can not board enemy ships....

Energy biengs get access to Ramscoop engines better ramejst because radioactivity dosent phase them in the least.they use no supplys as well all their engines... they have the crystel armor ability also......their sheilds are matched only by the antimatter beings.



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