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  #1  
Old May 23rd, 2005, 04:13 PM
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Default Re: Space Food Empires!

Alright, i will wait anyways
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  #2  
Old May 29th, 2005, 11:39 AM
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Default Re: Space Food Empires!

Hey, here's an idea for v0.2 or so:
- Change all the normal system backgrounds into tables or picnic spreads. Gas giants become pots and pans, rock planets would be plates, and ice planets could be bowls. The star can be a fancy candle in the middle.
- Storms could be forks and napkins.
- Nebulae and other dead systems could be carpeted floors, grassy outdoors areas and such.
- Black holes could be a grassy field with a big anthill in the middle! The ants drag your food ships away and eat them
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Old May 29th, 2005, 12:18 PM
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Default Re: Space Food Empires!

Quote:
Suicide Junkie said:
- Black holes could be a grassy field with a big anthill in the middle! The ants drag your food ships away and eat them
THAT is a sweet idea. Or, if you want to keep this in space, maybe make it a gigantic Juicer built by ancient malevolent aliens?

Also, see if Atrocities could allow you to add the Monsters Race - as mold and fungi. You could use Trooper's "Mushuns" shipset ( http://diesel2035.free.fr/mushun/index.htm )
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  #4  
Old May 29th, 2005, 12:38 PM
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Default Re: Space Food Empires!

Thanks for the ideas! I'll be keeping things set in space but I was interested in adding some sort of 'monsters' at some point.

Version 0.20 is almost ready to go, the new data entries have been put in so I just have to make sure I didn't introduce any serious bugs and hunt down a few of the little ones plus fix up the basic AI again since some I made some changes that made them invalid.

I'm also looking to add elements of SJ's and Fyron's happiness and pollution effects for 0.21 to 'spice' things up.
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Old May 29th, 2005, 03:29 PM
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Default Re: Space Food Empires!

im not sure it if it isnt already included, but you should have Fyron popular pop-modifers at any rate.
What is pollution btw ? Or were you meaning population ?
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Old May 29th, 2005, 06:11 PM
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Default Re: Space Food Empires!

Pollution: heavy industry (mining/refining/spaceyards) depletes planet conditions.
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  #7  
Old May 29th, 2005, 09:31 PM
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Default Re: Space Food Empires!

I have employed my own set of population modifiers in the mod.
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Old June 24th, 2005, 09:57 PM

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Default Re: Space Food Empires!

Star Formation:

Gaseous Collector Collects all the gases from a given area and collapses them into a dense sphere, forming a star.
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Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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  #9  
Old February 4th, 2006, 01:44 PM
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Default Re: Space Food Empires!

The 0.22 patch doesn't work with Quick Start races. The race files search for "Banana Technology" or "Carrot Technology" racial traits, but these traits are simply marked "Banana" or "Carrot" in the racial traits file. Thus, you get errors when clicking the Quick Start button. Renaming the traits to include the word "Technology" works like (or rather, much better than) a charm.

edit: Maybe, when this mod is just about complete and all you're doing is adding small features, you could add Food Products as empires, neutral or not. The first things that spring to mind are Bread, Pizzas and Twinkies, but there's probably a lot more stuff. Just sprang to mind.
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Old February 4th, 2006, 06:57 PM
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Default Re: Space Food Empires!

I've put together the components for monsters now:

Monster Brain:
Bridge, Combat Sensors, ECM

Can not be regenerated. If destroyed, monster becomes permanently brain dead. But may run around like a chicken with its head cut off.

Monster Organs:
Life Support, Boarding Defense, Armor Regeneration

Main source of defense against capture and healing.

Monster Stomach:
Solar Supply Generation, Supply Storage, Armor Regeneration

Collects and stores calories for the Space Monster. Can be healed quickly when body organs are functional.

Monster Movement:
Standard Movement, Combat Movement, Armor Regeneration

Provides standard and combat movement for monster. Can be healed quickly when body organs are functional.

Monster Body:
Armor Regeneration

Provides protection against attack. Can be healed quickly when body organs are functional.

Monster Camouflage:
Cloak Level, Armor Regeneration

Provides low level cloaking ability. Can be healed quickly when body organs are functional.

General Notes:

The actual component entries do not reveal much information (or even level) of each monster component. They improve over time with improvements in monster evolution.

Monsters can also be captured (be careful not to damage the monster's brain!), but you'll need lots and lots of boarding attack points!

-----

Re: Patch 0.22 - it appears that I forgot to make some changes to the AI files when I dropped the 'Technology' part from the racial traits...

Also, aside from the Meat Empire, I had been avoid processed foods. Perhaps in some form or another they will show up.
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