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May 4th, 2001, 04:49 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Primitive cultures
Exactly. Thanks Chewy. The only problem with having 5- 10 of them (which would be great) is that they take up an empire each, and I think you can only have around 20 per game max. Ideally you'd have 5-10 native races and *still* have room for all your favourite spacefaring empires=-) Until they are hard- coded I think we'll just have to put up with it.
As for the racial traits... I would *love* to have each species retain it's traits/ characteristics no matter which empire they work for - for example, if I take over a planet load of Phong, they suddenly become better at combat. Does that make sense?
If populations reatined their abilities, I would have to make a choice when colonising a methane intel compound, for example - methane breathers or the ones with +18% intel gathering? Or maybe a mixture of the two?
I would really like to see population handling developed in this game. Read the "expansion pack" thread (and numerous older threads) for my other ideas on this subject.
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"Pinky, are you pondering what I'm pondering?"
"Uh, I think so Brain, but how are we gonna teach a goat to dance with flippers on? "
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May 4th, 2001, 06:58 PM
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Second Lieutenant
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Join Date: Mar 2001
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Re: Primitive cultures
maybe it should be suggested to MM to implement the primitives. or at least up the number of races allowed per game.
Thoughts?
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May 4th, 2001, 07:20 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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Re: Primitive cultures
Primitive races may not need a player slot if they are treated as 'population ruins' as discussed earlier. If they are truly primitive (in respect to other SE4 players - human and AI), then it stands to reason they would not have ships, bases, and support infrastructure AWA not expanding to other planets or systems. So treat them like a ruin...
I personally see them that way - as free slave labor when treated that way. You (an oxygen race possibly), land on a planet with primitive Hydrogen-breathers. You then convince them (with your God-like abilities) to 'be fruitful and multiply' throughout 'the heavens' aided by your 'devine fire-belching chariots'. Of course, this comes at a cost of being totally dedicated to you and your empire... 
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May 4th, 2001, 08:09 PM
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Captain
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Join Date: Jan 2001
Location: Dallas, Texas
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Re: Primitive cultures
I personall would like to see population have a better role in the game. I have stated this in a number of threads.
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May 4th, 2001, 09:07 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Primitive cultures
quote: Originally posted by rdouglass:
Primitive races may not need a player slot if they are treated as 'population ruins' as discussed earlier. If they are truly primitive (in respect to other SE4 players - human and AI), then it stands to reason they would not have ships, bases, and support infrastructure AWA not expanding to other planets or systems. So treat them like a ruin...
I personally see them that way - as free slave labor when treated that way. You (an oxygen race possibly), land on a planet with primitive Hydrogen-breathers. You then convince them (with your God-like abilities) to 'be fruitful and multiply' throughout 'the heavens' aided by your 'devine fire-belching chariots'. Of course, this comes at a cost of being totally dedicated to you and your empire... 
VGA Planets had a very good implementation of this. planets could have natives which would function best in their native climates. they could be used for labor or be taxed, but they had a seperate happyness value from your own population, and how hard you worked them had alot to do with it. you could actually have native revolts where indiginous people would fight against your colonists and ground forces.
if i remember right anyhow, its been a long time.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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May 4th, 2001, 09:19 PM
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Private
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Join Date: May 2001
Location: Braunschweig
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Re: Primitive cultures
Hi, I would like to have more 'Unique' facilities, ships, units, whatsoever - a bit like in Star Trek :Birth of the Federation, or the good old Guardion in Master of Orion.
Hopefully those facilities (and other unique things) wont get hardcoded - so that there can be very much of them soon as everybody could design his favorite into the game.
Also the diversity of Random Events could get a good deal with that - like the random appereance of the Battlestar Galactica and some Cylons in the following " 
A ship called Dark Star pops out of a Warppoint and bLasts a random planet ... hehe
murx
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May 5th, 2001, 12:26 AM
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Captain
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Join Date: Jan 2001
Location: Dallas, Texas
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Re: Primitive cultures
The battlestar Galactica is a race in the game (if you download the Mod) and I am putting in a lot of side time to develop the cylons to add at a later date.
While random events are not visable actions that you can see, I can add one were a random attack takes out a planet if you like. As it is an event, you will be unable to do anything about it.
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