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December 23rd, 2000, 07:32 AM
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Corporal
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Join Date: Aug 2000
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Re: Colonizing
From what I have heard is those numbers are used when you make it into a planet.
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Lord Darwin,
Space Empires Fan since
Space Empires 2 in 1995
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December 25th, 2000, 08:26 PM
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Major
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Re: Colonizing
It could be pretty rough if those numbers are used when you turn the asteroids into a planet, since the numbers aren't as big as the corresponding planet size would be.
Anyway, thanks for the responses. Maybe we should lobby MM to put asteroid colonization back in. Maybe make it a special tech tree or something. Even make the colonies hard to detect or something, since they'd be small and probably buried inside the asteroids...
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December 25th, 2000, 08:48 PM
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Corporal
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Re: Colonizing
Actually, when you convert, it makes sure the astroid size will be comparable to producing a planet of the equivalent size. Thus, it would use the numbers based on it's new planet vs. the astroid numbers. This appears to indicate that they are just carried over... I have, however, produced a "Astroid Colonization" technology that works nicely. It does prevent the building of atmosphereic modifiers etc...
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December 25th, 2000, 10:22 PM
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Lieutenant General
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Re: Colonizing
although something like that might be unbalancing for no-atmosphere races, it would be cool to see, could I possibly talk you into posting that mod?
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...the green, sticky spawn of the stars
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December 25th, 2000, 11:24 PM
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Lieutenant General
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Re: Colonizing
since this is the colonization thread, im going to get off the asteroid topic for a sec:
I was thinking about facility limits on planets and such, and I came up with some ideas:
facilities have to be huge, otherwise limits are sort of silly. bethesda medical is like a friggin city or something, so a SEIV facility is probably on the same scale. now even so, a planet like earth (small, by SE4 scale) would not have much of a limit on such facilities: based on land mass, we could have thousands of them without breaking a sweat. so, the limit would have to take into account the ammount of land and space inbetween people we need to keep population happy, and based upon population needs (factored into the number of population that you need to support x number of facilities) how much land and resources are left to support facilities. this figures that huge chunks of land are used for civilian ****, people can only tolerate so many gigantic goverment complexes, and you have big chunks of unused 'aesthetic' land for national parks, nature preserves, farms, whatever.
sure, what the hell is puke talking about, you wonder? well, how about a hive world technology under politcal engineering? the same thing that gives you all the nice social engineering mods, could give you the sociological infrastructure needed to psycologically gear your people to live on a hive world, and that might lead to a hive type facility that will increase the max number of facilities per planet. now, this will obviously unbalance the hell out of planet sizes, so it has to be expensive on the order of ring worlds. maybe each facility would take years to build, and would open up a handful more facility slots. that would give even a tiny planet effectivly unlimited slots (which is realistic anyway, we could probably relocate the entire population to the moon if we had the technology to pack them tight enough. then if we dug 2 miles underground and built 2 miles up, we would have room for a hell of alot of stuff) and of course the research time that you would devote to it.. maybe to prevent mining abuse, each one would reduce the resource value of the planet. maybe they would also reduce reproductive values, because you have to make the popoulous complacent before you get them to live in one.
I am going to try this out, but i would like some input on what people think. I have thought up a problem already that i am not sure how the game will handle: what happens when you have build a hive complex, then fill up your facility slots, then some ship comes by and greases the hive complex? does the computer cross out the Last few facilites built? do they stay there? does the game crash? we'll see, i guess.
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...the green, sticky spawn of the stars
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December 26th, 2000, 10:14 AM
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Sergeant
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Re: Colonizing
Just a rant...
Why do Gas Giants have oxygen or Carbon Dioxide as possible atmospheres... not possible. If they wanted another atmosphere, Helium is realistic... and if the reduced number of possible atmospheres unbalances the game... just reduce the average amount of resources available on Gas Giants (Many will not have solid cores and thus VERY LOW resouces)
Another note... Hydrogen and Methane will always be found together (i.e., Hydrogen/Methane)... good atmospheres for aliens would be Chlorine or Fluorine
oh, well... I know its just a game.
Trachmyr
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December 26th, 2000, 10:32 AM
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Lieutenant General
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Re: Colonizing
umm, i am intrigued.. but someone is going to explain to me why O or CO2 is not a valid atmosphere for a gas giant. I mean, sure H and He are far more common elements and are much more likely to produce a gas giant, but why not other kinds?
and for resource production, Would they actually need a solid core? could things be siphoned or condensed right out of the atmosphere? and uh, if the earth has enough gravitational heat and pressure to create a liquid core and mantle, surely a gas giant with many (lots of many's) times our mass would be able to manage a liquid core from which massive ammounts of minerals would come.
but yeah, its just a game. and i dont know doink about astrophysics, so feel free to educate me.
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