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December 12th, 2002, 10:15 PM
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Re: Orbital Colonies
Quote:
Originally posted by Arkcon:
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.
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IIRC Giving the star a cloak abilitiy doesn't work. You can still see the star. Same for planets, warp points and storms.
You can give a facility on a planet cloaking ability.
Geoschmo
[ December 12, 2002, 20:15: Message edited by: geoschmo ]
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December 12th, 2002, 10:19 PM
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Colonel
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Re: Orbital Colonies
Quote:
Originally posted by geoschmo:
quote: Originally posted by Arkcon:
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.
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IIRC Giving the star a cloak abilitiy doesn't work. You can still see the star. Same for planets, warp points and storms.
You can give a facility on a planet cloaking ability.
Geoschmo Ah, oh well -- I still like the idea of some rare Lagrange point invisible stars -- but then someone would try to build an orbital colony on an ordinary star, oh well
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December 12th, 2002, 10:23 PM
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Re: Orbital Colonies
Quote:
Originally posted by Puke:
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.
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I don't see this as a problem. I like the idea of them being regular asteroids than can be made into planets later once you develop the stellar manip tech. I see the asteroid colony as a new tech comparable to the colony techs needed for colonizing different atmospheres. But it gives you a component that you can use to turn a standard asteroid filed into a colonizable asteroid field. As far as the game is concerned this colonizable asteroid field will just be another planet. But it will have the image of an asteroid field and be colonizable, or destroyable and turned back into uncolonizable asteroids.
The random placement of this new type of colonizable asteroid planet is a problem. But can be easily bypassed by making the maps before the game. You can make a random map, not look at it, save it and load it into your mod game when you set it up. Not hard at all.
Geoschmo
[ December 12, 2002, 20:25: Message edited by: geoschmo ]
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December 12th, 2002, 10:23 PM
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Re: Orbital Colonies
Here are the results of my test:
The special ability number does not affect the map generator from placing a planet.
Setting constructed to "true" restricts the planet from being place by the map generator. If you set the sphereworld/ringworld to false, it will place them on the map.
So, it should be easy to create a component that converts asteroids into the specified size.
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December 12th, 2002, 10:26 PM
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Re: Orbital Colonies
Continuing:
Create a new entry for planetsize.txt (not the position # of the entry) and set constructed to TRUE. The map generator will not place it. Create an entry in sectype.txt that corresponds to the new size with a pic.
Create a new component that generates planet with the ability set to the position # of entry. This should create the "new planet".
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December 12th, 2002, 10:26 PM
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Re: Orbital Colonies
Kwok, you missed my previous point I think. THe created=true planets have to be made from stars. They cannot be made from asteroids.
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December 12th, 2002, 10:44 PM
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Re: Orbital Colonies
It might be Place Constructed Planet that specifies it needs a star.
However, I did some in game testing. Not successful. The Create Planet must conflict with Constructed=True setting, because it reverts to the next viable entry and counts that as the position # corresponding to the value for Create Planet ability.
[ December 12, 2002, 20:45: Message edited by: Captain Kwok ]
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