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  #1  
Old May 8th, 2003, 08:51 PM
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Default "Real" ringworlds

Don't you think the ringworlds are a tad small?

I mean these things are, in theory, massive. A classic Version would have a radius close to that of a planet, so it should be a few squares across at least.

Also, they are more than 5 times a huge planet in total size. Ringworlds should be at least 5 times that in suface width! If you have it around the entire system (excuding the edges to allow for wormholes) then you can get 29 planets (excuding duplicates in same location)

Ive had a brief try to mod it to get a better Version. Generated systems that have a set of huge planets in a ring shape. However, can't get them to be built in game, only in a pregenerated sense. Ive tried using other stellar manipulation components that change the entire system (Black hole generator, havnt had a go at nebulae). In fact i replaced the black hole systems with a "new ringworld" system. But the black hole generator component still genenated a black hole! Even though i deleted the specs. Any ideas?
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Old May 8th, 2003, 09:15 PM
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Default Re: "Real" ringworlds

RWs are only 5 times the size of a Huge planet for game balance purposes. Also, the system scale is completely arbitrary and unrealistic already, so a RW only occupying 1 sector is not much of a problem.
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Old May 9th, 2003, 03:06 AM
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Default Re: "Real" ringworlds

Also, if you made them much bigger, then you'd run into the 77 billion population bug...
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Old May 9th, 2003, 04:29 AM
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Default Re: "Real" ringworlds

pre-generated system sized ringworlds.
naaaarf.
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Old May 9th, 2003, 07:21 AM
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Default Re: "Real" ringworlds

Quote:
Originally posted by Primogenitor:
Don't you think the ringworlds are a tad small?

I mean these things are, in theory, massive. A classic Version would have a radius close to that of a planet, so it should be a few squares across at least.

Also, they are more than 5 times a huge planet in total size. Ringworlds should be at least 5 times that in suface width! ...Any ideas?
The way I see it, a planet/ringworld is much, much smaller than the sector it is in. I mean, if you fight in Tactical combat, a Huge Planet will not even take up 1/20th of the screen!

I do think that Sphere/Ringworlds should be bigger in combat, though. It would make a good strategic touch to have to maneuver around that hulking landmass - or use it as a shield
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Old May 9th, 2003, 04:40 PM
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Default Re: "Real" ringworlds

I get planets and things being smaller than the sector. However, ringworlds are supposed to be the same diameter as a planets orbit, so all the surface can be inhabited. That should be very large indeed.

Ive tried scaling it up a bit, just with the normal constructed ones. Ive increased RW by 500 and SW by 2500 (so there 10x a RW). Ive balanced it by increasing the resources to match (RW=25Mkt each total cost) and had to add a supersized construction yard to build the components. I havent found the 77 billion pop bug mentioned (got 3000B OK), has it been fixed? (running gold v1.84)

Pre-generated sounds good. I managed to get 27 huge planets in nice circle (plus duplicate locations), but can't set the graphics properly. They either appear in other systems or aren't visible at all. Still trying though!
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Old May 10th, 2003, 03:53 AM

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Default Re: "Real" ringworlds

Quote:
I havent found the 77 billion pop bug mentioned (got 3000B OK), has it been fixed? (running gold v1.84)
The bug you mentioned only occures if you add population to a sphereworld over the normal 64 billion limit. (say from a transport) Population increases do not seem to trigger the bug.

I run gold v1.84 and the bug remains.
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Old May 12th, 2003, 02:38 PM

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Default Re: "Real" ringworlds

Maybe a ringworld should occupy the 8 sectors around an star......

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Old May 13th, 2003, 03:13 AM
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Default Re: "Real" ringworlds

Quote:
Originally posted by Aloofi:
Maybe a ringworld should occupy the 8 sectors around an star......
Yeah, that would be cool...instead of 8 planets in a circle, it would actually be one planet occupying 8 sectors . The sun would become part of the Ringworld when it was generated (to prevent solar bombs/supernova-ing stars)...but since the ringworld doesn't really block Solar light, the Ringworld should still generate solar effects - meaning Solar Panels, and that Crystalline stuff that's sun-dependent, would still work.

However, a Sphereworld - which totally encompasses a sun - would totally surround a sun, so it'd look like a big Sphere in the middle of your Galaxy ....Unfortunately, since the Sphereworld completely encompasses the Sun, building one should "disable" the sun, and keep solar panels/those crystalline generator things from working ...UNLESS you have a bi/trinary solar system.

That brings up more problems ...if you have three suns in a system that are very close together, and built three Ring/Sphereworlds, they'd overlap - not good. So, if a ring/sphereworld will ever take up the 8 sectors surrounding a sun (including the sector with the sun), there will have to be a hardcoded requirement: *NOTHING* can be generated within 8 sectors of a Sun, not even another sun.

(Another option with bi-trinary solar systems, is to give them the ability to build binary & trinary Ring/sphereworlds - but I severely doubt anything that huge would ever be implemented

[ May 13, 2003, 02:15: Message edited by: Dingocat85 ]
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Old May 13th, 2003, 05:31 AM
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Default Re: "Real" ringworlds

niven did a nice listing of various big stuff in one of his books, including how to get a ringworld to move, magnetic, spinning, sun for fuel. am i to brief sometimes?

[ May 13, 2003, 04:31: Message edited by: narf poit chez BOOM ]
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