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  #1  
Old December 12th, 2002, 09:15 PM
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Default Re: Orbital Colonies

your LaGrange point could also go unstable and explode.

these could both be used in the grit-tech mod, though. I am thinking of disabling many of the features that would cause conflicts with this. imagine each planet having a LaGrange point in the same sector, and being able to create orbital colonies there. this would indeed ***-up stellar supply generation, though.. in a big way. maybe if each system had the same number of fixed LaGrange points in orbit of the star, that way supply generation would be constant, and components could just generate porportionatly less supplies. say, if each star had 3 (or is it 4? i forget) LaGrange points. and if 4 then solar pannels would have to generate 1/5 as much per star. binaries would have to have twice as many points.. i dont know if thats realistic, but its would be the only way to balance out the supply generation.

Imagine also, being able to construct asteroid bases by converting them into a special size of planet, as described. all asteroids would have to be the same, custom, size. im not sure how the variables on the planet creator component would handle a custom planet size, though.
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Old December 12th, 2002, 09:18 PM
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Default Re: Orbital Colonies

I really prefer the second option. The idea of a low tech planet creator that can make asteroid colonies appeals to me. And if you destroy them with a planet buster you get asteroids again, as it should be.

The lagrange point idea is neat, except for being able to destroy the system by blowing them up. That seems very hokey to me.

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Old December 12th, 2002, 09:21 PM
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Default Re: Orbital Colonies

Technically, there are 5 Lagrange points between two massive objects -- probably more I just skimmed that definition. But we don't need that many. We could claim that most of them would cancel each other out, and there were only a few, or they could be even rarer -- only some systems would have one.
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Old December 12th, 2002, 09:28 PM
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Default Re: Orbital Colonies

Ok after more thought there is another problem with the space colony asteroid idea. For a planet to be created out of asteroids you need a comp (no problem) and an available planet size to turn the asteroids into. You can make a planet size smaller than tiny, that's no problem. But if you do the the game will use it when it makes the random maps. You will have these already created planet scattered about.

What you would need to make this work right is to create the map, or do the first turn using the sotck data files, then play the game using your mod data files that has the planet creator and the astrooid colony planet size.

I don't even think you need a special asteroid size. Just allow the colonies to be created on any asteroid size. I don't see that as a problem, that is a feature. If somebody blows the space colony planet up it will probably make a small asteroid belt. Have to test that I think.

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[ December 12, 2002, 19:30: Message edited by: geoschmo ]
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Old December 12th, 2002, 10:01 PM
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Default Re: Orbital Colonies

What if you gave the planetsize.txt entry a special ability ID or set contructed to "false" - would that cause the map generator to ignore it like sphereworlds?

The space colony can then easily be specified for exclusive use by the new component.

[ December 12, 2002, 20:02: Message edited by: Captain Kwok ]
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Old December 12th, 2002, 10:07 PM
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Default Re: Orbital Colonies

the problem with having asteroid colonies as a standard size, is that you might create a regular planet out of them, instead of an asteroid colony. maybe if only SOME asteroids could be colonizeable, and these were a special size.. but you would still have planets of that size scattered about. rats. unless random planet generation is disabled, and all planets are of a fixed size, i dont think this is going to work.

edit: but if the component can create only an 'asteroid' sized colony, it would not matter what size the asteroid field was, right? Feh, you would still have random wierd planet sizes floating about.

[ December 12, 2002, 20:09: Message edited by: Puke ]
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Old December 12th, 2002, 10:10 PM
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Default Re: Orbital Colonies

Ohh... random thought along the lines of Lagrange points ... then I gotta go do work.

Ok we got an invisible star or two in some systems so we don't overload on orbital colonies. Give it level 5 cloak, since it's not really an object, but level 4 cloak in gravitic.

So you could find the point once you researched high enough in the Gravitational tree. (Yeah, I know anyone who can draw an equilaterial triange can find Lagrange points, just working on technobabble explanations here - it takes some work to find a stable point in the system)

Say, here's where I'm getting my Lagrange point information: NASA web page
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