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  #51  
Old December 17th, 2002, 12:07 AM
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Default Re: Orbital Colonies

COuldnt you make it so the Space Station (The Base unit) is the hull then add a component that gives it planet like qualities? Like for instance
Star Base
Components: Bridge, Life, Crew, then something like Colony Module that makes it look like a planet in tactical with the output?> it would still grow population and the likes it would generate say 600 rescources a turn and whatnot?
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  #52  
Old December 17th, 2002, 12:23 AM
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Default Re: Orbital Colonies

Quote:
Originally posted by cshank2:
COuldnt you make it so the Space Station (The Base unit) is the hull then add a component that gives it planet like qualities? Like for instance
Star Base
Components: Bridge, Life, Crew, then something like Colony Module that makes it look like a planet in tactical with the output?> it would still grow population and the likes it would generate say 600 rescources a turn and whatnot?
This can't be done through a mod currently. Malfador would need to make hard code changes to allow this sort of thing. Population on a ship or base is just cargo. They don't grow or give any abilities to the ship.

Geoschmo

[ December 16, 2002, 22:23: Message edited by: geoschmo ]
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  #53  
Old December 17th, 2002, 12:30 AM
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Default Re: Orbital Colonies

Quote:
Originally posted by geoschmo:
quote:
Originally posted by cshank2:
COuldnt you make it so the Space Station (The Base unit) is the hull then add a component that gives it planet like qualities? Like for instance
Star Base
Components: Bridge, Life, Crew, then something like Colony Module that makes it look like a planet in tactical with the output?> it would still grow population and the likes it would generate say 600 rescources a turn and whatnot?
This can't be done through a mod currently. Malfador would need to make hard code changes to allow this sort of thing. Population on a ship or base is just cargo. They don't grow or give any abilities to the ship.

Geoschmo

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  #54  
Old December 17th, 2002, 08:21 PM

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Default Re: Orbital Colonies

Quote:
Originally posted by cshank2:
...Components: Bridge, Life, Crew, then something like Colony Module that makes it look like a planet in tactical with the output?> it would still grow population and the likes it would generate say 600 rescources a turn and whatnot?
I think that's been one of those things requested almost from the begining of P&N mod....
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  #55  
Old December 17th, 2002, 09:30 PM
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Default Re: Orbital Colonies

so here are some problems, as I see them.

for building asteroid colonies, Geo solved them all! yea! except that rock/none players will have a slight advantage, unless domed and undomed are the same size.

for building space colonies, we still have a couple:
building them as orbital constructions from LaGrange points designed as stars will really *** up supply generation.

building them as planets from asteroid fields will have a couple effects: 1, random space colonies floating about will be slightly less acceptable than random colonizeable asteroids floating about at game creation. 2, same random atmosphere problem, unless they are all rock/none with identical domed and undomed facility slots.

Another option might be to create them as large starbases with system wide facility effects. do system wide facility effects (resource gen % bonus, intel % bonus, research % bonus) work on components? I know this was discussed before, but i could not find the thread.
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  #56  
Old January 13th, 2003, 08:23 PM
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Default Re: Orbital Colonies

{Copied from other thread cause it's relevant here too.}

Ok, lightbulb moment. I have made some new discoveries here.

The problem I was having, and others too apparently as they reported the same symptoms, was not that we were making a planet size smaller thean tiny as I first believed. The problem was we were placing the new sizes before the exsisting ones in the planetsizes file. This was screwing up the game.

You can add all the sizes you want to the end of the file and wont have a problem. They don't have to be in order of size.

Also, the stellar size does not have to be the same as the name. That should have been obvious to me from looking at the file, but I missed it somehow. The name in the planetsize file is what is called in the SectTypes file for the planet size so that has to be unique for each planet size. But you can have multiple planet sizes with the same stellar type. Stellar size is called from the system types file whenever a specific size is needed. Huge and Tiny are the only ones called for specifically in the stock system types file.

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