|
|
|
|
|
May 4th, 2001, 07:20 PM
|
Major
|
|
Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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...
|
May 4th, 2001, 08:09 PM
|
|
Captain
|
|
Join Date: Jan 2001
Location: Dallas, Texas
Posts: 817
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
May 4th, 2001, 09:07 PM
|
|
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.)
|
May 4th, 2001, 09:19 PM
|
Private
|
|
Join Date: May 2001
Location: Braunschweig
Posts: 8
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
|
May 5th, 2001, 12:26 AM
|
|
Captain
|
|
Join Date: Jan 2001
Location: Dallas, Texas
Posts: 817
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
May 5th, 2001, 12:46 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Primitive cultures
quote: I might have a go at this mod - S_J, do you mind if I use Pirates and Nomads as a template? I'm new to this modding lark
I'm not sure how you could use my mod to make primitives without taking up a race slot. But you're welcome to try
I started modding my using the SE4 original "mod" as a template. Just look through the files, copy & paste stuff that looks like it might be cool.
I highly reccommend reading through the abilities.txt file. You can get a lot of ideas from that.
If you use my mod and add an AI player who dosen't have the "Normal" racial trait, you'll get a neutral who lives on only one planet. I'm not sure, but they might also not get any shipyards, so they won't be able to build anything other than units...
__________________
Things you want:
|
May 5th, 2001, 01:51 AM
|
Major
|
|
Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Primitive cultures
quote: Originally posted by dogscoff:
It would be interesting to see how people treated the primitives. For example if I encountered one in my space and I didn't need the population/ planet too badly I would probably get a treaty with them and let them live out their lives independently in the shelter of my empire. (assuming the win conditions allowed it). After all, they're not hurting anyone...
Yes, but wouldn't you at least subjugate (sp?) them to have them pay for all the peace and tranquility your empire has so graciously given them?
|
May 8th, 2001, 02:41 PM
|
|
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Primitive cultures
Uhh - I never said I wanted to do it without taking up a race slot . When I mentioned "Population ruins" I was just trying to describe what I thought the primitives could add to the game - I wasn't suggesting a means of implementing them.
I was thinking of adding a fourth type? "normal", "pirate", "nomad" and "pre- industrial". Give the pre-industrials no access at all to any techs except the farming / mining / storage / resupply / troop techs specifically designed for them.
With no expansion possibilities, no fleets to build and nothing to research all they would do is build huge armies and wait for the spacefarers to arrive. Hopefully after a few dozen turns they would have a formidable ground army waiting to repel invaders and a big store of minerals / organics to trade with. I also think giving them resupply facilities could give them significant diplomatic value in certain situations.
As far as I can see the only really difficult bit (apart from altering pages and pages of txt files=-) would be forcing the game to start primitive planets with the right mix of facility types.
Anyway it sounds like Phoenix-D (Like Enterprise-D? ) may be working on this mod now so I won't duplicate his efforts. I think his vision is different to mine but that's the price I pay for laziness - It's your baby now Phoenix.
------------------
"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? "
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|