.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #4  
Old November 13th, 2001, 07:55 PM

Mark Walton Mark Walton is offline
Corporal
 
Join Date: Apr 2001
Location: UK
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
Mark Walton is on a distinguished road
Default Re: Ability Types on constructed worlds?

Perhaps I should explain what I am doing a bit more.

First, I did this in SectType:
---------------------
Physical Type := Planet
Picture Num := 264
Description := Research Point.
Planet Size := Tiny
Planet Physical Type := Gas Giant
Planet Atmosphere := None


Then, I did this in StellarAbilityTypes:
------------------------------
Name := Research Point
Number of Poss Abilities := 4
Ability 1 Chance := 250
Ability 1 Type := Ancient Ruins
Ability 1 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Chance := 350
Ability 2 Type := Ancient Ruins
Ability 2 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 0
Ability 3 Chance := 350
Ability 3 Type := Ancient Ruins
Ability 3 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 0
Ability 4 Chance := 50
Ability 4 Type := Ancient Ruins
Ability 4 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research.
Ability 4 Val 1 := 4
Ability 4 Val 2 := 0


Name := Hiding
Number of Poss Abilities := 4
Ability 1 Chance := 250
Ability 1 Type := Sector - Sight Obscuration
Ability 1 Descr := Hides a research point.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Chance := 250
Ability 2 Type := Sector - Sight Obscuration
Ability 2 Descr := Hides a research point.
Ability 2 Val 1 := 3
Ability 2 Val 2 := 0
Ability 3 Chance := 250
Ability 3 Type := Sector - Sight Obscuration
Ability 3 Descr := Hides a research point.
Ability 3 Val 1 := 4
Ability 3 Val 2 := 0
Ability 4 Chance := 250
Ability 4 Type := Sector - Sight Obscuration
Ability 4 Descr := Hides a research point.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0

Then, I did this in PlanetSize:
-------------------------------

Name := Research
Physical Type := Planet
Stellar Size := Tiny
Max Facilities := 0
Max Population := 0
Max Cargo Spaces := 0
Max Facilities Domed := 0
Max Population Domed := 0
Max Cargo Spaces Domed := 0
Constructed := False
Special Ability ID := 0


Finally I did this in SystemTypes:
---------------------------------

Obj 2 Physical Type := Asteroids
Obj 2 Position := Ring 3
Obj 2 Stellar Abil Type := Hiding
Obj 2 Size := Any
Obj 2 Atmosphere := None
Obj 2 Composition := Rock
Obj 3 Physical Type := Planet
Obj 3 Position := Same As 2
Obj 3 Stellar Abil Type := Research Point
Obj 3 Size := Tiny
Obj 3 Atmosphere := None
Obj 3 Composition := Gas Giant
Obj 4 Physical Type := Planet
Obj 4 Position := Ring 6


Result:

Players may build ships with Sensors to detect these hidden "worlds", which are really just abstract interesting phenomena to study, and look like nebulas-behind-asteroids. Once they are detected they may be colonized, but the colony never does anything (no population / no facilities/nothing), all that happens is they land there and get the "research".

All I have to do is update all the SystemTypes that I want, to have a random hidden sector.

Slight weaknessess:
The world is a GG/tiny/none. I hijacked this type because it is never used.
This gives a small advantage to GG players.
But: I have introduced a "research station" component which is basically a more expensive GG colony mod which is gained by research tech. This means other players can colonize GG a bit earlier. (but at greater cost)

I have also introduced special "unique" techs gained at certain system types. I have a system type "Neutron Star" and the hidden world there will always give the unique ruins tech "Neutronium".

Now maybe I just went a VERY long-winded way around doing something fairly simple, but it was the only way which I could figure out, of letting players go off on scientific missions.

Now, what I would love, is if I could create Constructed worlds which gave Unique Techs. That way I can let players "build a world" on their science vessels, then drop a research station and get either random tech, or maybe some of the constructed world types could grant specific "ruins" techs. This would be a way to let players "research" these unique techs.

But, I can't figure out (yet) a way to make a constructed world with stellar abilities. Is it possible?

Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:30 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.