.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #31  
Old September 14th, 2007, 02:47 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Expanding Atmosphere Types

I think I'll make binary stars at 3,3 and -3,-3 instead of 2,2 and -2,-2. The difference in distance isn't very big, but there is a huge visual difference between such systems.

Sadly, there is no moddable formula for conditions.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #32  
Old September 14th, 2007, 02:48 PM
dmm's Avatar

dmm dmm is offline
Captain
 
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
dmm is on a distinguished road
Default Re: Expanding Atmosphere Types

Also: present way of doing binaries would be fine for white dwarfs closely bound to red giants. Just don't put any planets real close, or else: gobble! yum, yum! burp!
__________________
Give me a scenario editor, or give me death! Pretty please???
Reply With Quote
  #33  
Old September 14th, 2007, 02:55 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: Expanding Atmosphere Types

Lots of space for floating cloud cities yeah, but wouldn't most people consider creating a floating city 'a bit more difficult' than an atmospheric dome?

Just trying to find the logic with Gas Giants being habitable, on a huge scale, for Rock or Ice planet natives.
I can see it working with 'energy beings' and the likes, something akin to the Vorlons of B5 and such, but making cloud cities to support (alot of) facilities( and several billion people ) appears a little strange. Then again, so does Mineral mining on those 'planets', I guess.
Reply With Quote
  #34  
Old September 14th, 2007, 03:04 PM
dmm's Avatar

dmm dmm is offline
Captain
 
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
dmm is on a distinguished road
Default Re: Expanding Atmosphere Types

Quote:
Fyron said:Sadly, there is no moddable formula for conditions.
Wow, really? Not to be disrespectful to Aaron (who has made some great games that have given me kilo-hours of pleasure), but that's pretty lame. I was hoping to make a pseudo-realistic mod where the "outer" planets were numerous but cruddy, airless, and tiny. Then I could have a non-threatening race that ekes out a living on the fringes of everyone else's systems. (Maybe crystalline?)

I like your compromise idea for locating binaries. I would go one further, and put them way out at the corners.
__________________
Give me a scenario editor, or give me death! Pretty please???
Reply With Quote
  #35  
Old September 14th, 2007, 03:06 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Expanding Atmosphere Types

Raapys:
Maybe... but there isn't really anything that can be modded about that, short of maybe making gas giants all have a different set of "atmosphere" types than rock/ice planets. This would make gas races always domed on rock/ice, and vice versa. Not sure how atmosphere converters would work in that case.. Might work out in another mod, but it would pose some serious gameplay changes and is beyond the scope of FQM.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #36  
Old September 14th, 2007, 03:07 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Expanding Atmosphere Types

dmm said:
I like your compromise idea for locating binaries. I would go one further, and put them way out at the corners.


If I did that, planets and such would have to be located between the stars. I'd rather keep them outside the whole sphere occupied by the stars.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #37  
Old September 14th, 2007, 03:19 PM
dmm's Avatar

dmm dmm is offline
Captain
 
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
dmm is on a distinguished road
Default Re: Expanding Atmosphere Types

Quote:
Raapys said:
Then again, so does Mineral mining on those 'planets', I guess.
Gas giants are generally thought to have a solid core. But mining it would be a high-pressure job.
Maybe storms churn up the surface and put mineral dust into the gas??

Which brings up another question: Is it possible to mod facilities so that they only work on certain planet types or in certain atmospheres or only under certain conditions? For example, organic facilities (farms) that work on an Earth-like world would need considerable changes to work on a world with poor conditions. In a way, the existing mod (?name?) that makes population very important has that effect, indirectly, because planets with poor conditions would have small populations and thus low production. But there's no research involved -- none allowed and none required. (Yeah, OK, you could research organic production generally.)
__________________
Give me a scenario editor, or give me death! Pretty please???
Reply With Quote
  #38  
Old September 14th, 2007, 03:33 PM
dmm's Avatar

dmm dmm is offline
Captain
 
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
dmm is on a distinguished road
Default Re: Expanding Atmosphere Types

Quote:
Fyron said:
If I did that, planets and such would have to be located between the stars. I'd rather keep them outside the whole sphere occupied by the stars.
Yes, exactly. In a binary system with two main sequence stars, the stars are quite far apart and the planets are bound to one star or the other. The "twin" star might be so far away that inhabitants of one planet might not even know about it. Some astronomers think the Sun has a partner.

Of course, the system I'm describing can't be done with SEIV/V as currently coded. And anyway, such planetary systems are effectively not binary or trinary anyway. So, what I'm really saying is that binary or trinary systems in SE should always be shown as red giant / white dwarf pairs or trios. If you're aiming for semi-realism, that is.
__________________
Give me a scenario editor, or give me death! Pretty please???
Reply With Quote
  #39  
Old September 14th, 2007, 03:45 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Expanding Atmosphere Types

I'm not seeing anything that requires a binary pair to be in the red giant + white dwarf phase, only that it can happen.

"As a main sequence star increases in size during its evolution, it may at some point exceed its Roche lobe, meaning that some of its matter ventures into a region where the gravitational pull of its companion star is larger than its own."


Quote:
Is it possible to mod facilities so that they only work on certain planet types or in certain atmospheres or only under certain conditions?
Not to my knowledge.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #40  
Old September 14th, 2007, 05:39 PM
Leternel's Avatar

Leternel Leternel is offline
Private
 
Join Date: May 2007
Location: France
Posts: 46
Thanks: 0
Thanked 1 Time in 1 Post
Leternel is on a distinguished road
Default Re: Expanding Atmosphere Types

Quote:
Is it possible to mod facilities so that they only work on certain planet types or in certain atmospheres or only under certain conditions?
Maybe will you be able to scale productions (or any...) with conditions, and with domed status, but I'm not sure.
__________________
What ever can be the question, 42 is the answer!
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:45 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.