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  #1  
Old March 1st, 2001, 09:23 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Nomadic Races

A simple way to prevent planet colonization from making nomads powerful, it so give them

-100% reproduction and -100% environment resistance

with zero maintenance (no mod needed), and the maximum negative settings for:
-reproduction
-environment resist.
-mineral prod.
-organic prod.
-radioactive prod.

You'd be most of the way there. They would get almost nothing from planets, but would not lose ships from lack of income.

-Have a racial trait 'non-nomadic' that provides access to colony ships & colony components, and normal ships, at a cost of 10,000 racial points.
-Add another racial trait 'is a player' that gives the nomadic racial modifiers, at a cost of -10,000 racial points.
-A third trait 'is-nomadic' would provide nomadic attributes (as above), allow non-colony ship hulls, and would give special components that store resources and can be built on space stations. As well, you may want to provide access to a low-tech SM storm generator component.

So, every race needs to have the 'is-a-player' trait plus 'is-nomadic' or 'not-nomadic' in order to build ships at all.
Nomadic races would no be able to research or steal colony tech.

Now, the SE4 engine will give them Rock colonization or something by default.
That's OK, since they still can't build colony ships, or the actual colony component.

How's that for designing nomadic races? you just have to change the AI's files so they choose the racial traits 'isaplayer' and 'non-nomadic', as well as research 'non-nomadic tech I' first, so they get colony components.
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  #2  
Old March 1st, 2001, 09:36 PM

Sinapus Sinapus is offline
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Default Re: Nomadic Races

quote:
Originally posted by Tampa_Gamer:

There are also a host of minor hurdles that would have to be hard-coded as well (pop growth on spaceships, morale of colonists, etc.) The rest can all be modded.



Hm. This might help with planet-bound races building space colonies in deep space. Big O'Neill type cylinders and such.



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  #3  
Old March 2nd, 2001, 03:01 PM

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Default Re: Nomadic Races

Nomadic races should

A) Be available both for humans and AI

B) Be unable to colonize any planet, their planet perhaps set to none and a setting to stop them from colonizing anyhting but their homeplanet type/atmosphere

C) A number of special ships, perhaps using colony ship hulls, which can hold facilities for life in space

D) Advanced remote mining abilities that don't hurt the planet being mined, but also give less resources then strip mining

E) Have population quarters on each of their ships where population actually is able to GROW as if on a planet. These replace colony modules.

[This message has been edited by Windborne (edited 02 March 2001).]
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  #4  
Old March 2nd, 2001, 10:01 PM
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Default Re: Nomadic Races

In regards to Tampa_Gamer instead of changing abilities of certain facilities why couldn't you just add or design new ones just for that race? and just design a brand new race with all new limitations, disadvantages and traits? I was just wondering if this would be easier then trying to change current designs to fit the new race?
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  #5  
Old March 3rd, 2001, 03:19 PM

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Default Re: Nomadic Races

I like the idea of regular races being able to have populated starbases, though without anything near the full options available to a nomadic player who could build populated space STATIONS and SHIPS as well as (hopefully) many special facilities. The idea of a facility for nomads that let them get (a SMALL amount of) resources from nebulae would be an ideal special nomadic facility.
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  #6  
Old March 7th, 2001, 06:10 PM

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Default Re: Nomadic Races

Theres a lot of talk about nomads in other topics but the nomad topic is falling pretty low now, anyone have some idea's for the specialized nomad tech tree? And is there any real chance the makers of SEIV will actually read our Posts and use some of the more popular ideas? Like pirate race technology and nomad technology.lol
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