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December 12th, 2002, 11:16 PM
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National Security Advisor
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Re: Orbital Colonies
Why should you need a special type of asteroids to make an asteroid colony? All you should need is to research special techniques that would give you the skills needed to colonize an asteroid field, like SE3. That's one thing we all wish hadn't been left out.
Geoschmo
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December 13th, 2002, 12:06 AM
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Re: Orbital Colonies
Quote:
Originally posted by geoschmo:
Why should you need a special type of asteroids to make an asteroid colony? All you should need is to research special techniques that would give you the skills needed to colonize an asteroid field, like SE3. That's one thing we all wish hadn't been left out.
Geoschmo
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Yeah well thats a separate question. An asteroid colonizer would be nice. We're just trying to mod in a purely space based habitation.
It would be noce if there was a stellar construction smaller than a ringworld, it could be faster to build. A begining stellar constrution tech
I read about how impractical in real world physics a sphereworld would be -- but a construted surface, surrounding the planet Jupiter, at an appropriate distance from the planet to make 1 g of gravity -- would be plenty of (domed) living space -- we could extract energy from the heat of Jupiter.
Let me save you some time. Do we need this in SE4? No.
Would I like a component that turned a gas giant into a huge airless rock world? Sure. An earlier than ringworld constructed planet would be fun.
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December 13th, 2002, 02:17 AM
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Re: Orbital Colonies
I see another problem with option 2. If we use the create standard planet method (asteroid colony), the atmosphere will be random. But you can mod the planet size so there's no difference between a domed colony and an undomed colony.
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December 13th, 2002, 02:22 AM
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National Security Advisor
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Re: Orbital Colonies
Quote:
Originally posted by Urendi Maleldil:
I see another problem with option 2. If we use the create standard planet method (asteroid colony), the atmosphere will be random. But you can mod the planet size so there's no difference between a domed colony and an undomed colony.
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Actually this can be avoided. Assuming we make a brand new planetsize for the colonizable asteroids, you simply only put entries in the sector types file that are none/rock for this planetsize. The game can't choose a random atmosphere if there are none to choose from.
Geoschmo
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December 13th, 2002, 02:39 AM
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Lieutenant General
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Re: Orbital Colonies
i really wish we could get the space colony / LaGrange thing worked out. I have been wanting to find a use for the gas/none colony component pic since forever.
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December 13th, 2002, 05:25 AM
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Re: Orbital Colonies
Very cool ideas guys. I am going to see if I can throw some more ideas/comments out there that might be useful:
I was primarily thinking space colonies NOT in asteroids, but I like the asteroids idea very much too. It just hadn't occurred to me.
Does anyone know if/how abilities.txt can/may be modified?
One possiblity for space colonies might be to ->
1: make a new asteroid size with a star field picture that is smaller than a tiny field
2: set the map generator to place one of these with every planet and possibly at LaGrange points as well. Nifty stuff about LaGrange points, thank you Arkcon for posting the NASA link.
3: make a new planet size for the space colony with space colony pictures. Here would be incoropated Urendi Maleldil's idea about making it have the same stats whether or not it is domed.
4: create the new component which could then specifically target the new not-asteroids to make them into space colonies. (1 fac, 100M pop max)
Is this possible? If not, why not?
A possibility for asteroid colonies ->
1: make 5 new planet types with asteroid pictures, corresponding to the 5 basic planet sizes. Here can be used geoschmo's idea about only putting map generator entries with rock/none or ice/none. If your race does not breathe none, then changing the atmosphere can represent the area being made more habitable / larger domed habitats.
2: make a new component that can turn specific asteroid colony sizes out of specific asteroid types. If these are randomly generated by the map generator, I do not see a problem. So what if there are some asteroid fields that already are suitable for colonizing?
3: blanace this by making a level one or two planetary weapons tech component that can destroy astroid colonies relatively cheaply.
Is this possible? If not, why not?
Thank you very much - LostCommander
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December 13th, 2002, 05:31 AM
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Shrapnel Fanatic
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Re: Orbital Colonies
Abilities.txt is nothing more than a reference for modders.
It is never loaded by the game.
The first idea might be possible, though the space colony generator would be able to turn huge asteroid fields into teensy little space colonies.
I suppose if the player wants to waste all that valuable real estate, its thier choice.
I haven't had much luck with teensy planet types, though, so don't ask me for details.
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