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November 13th, 2001, 06:24 PM
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Corporal
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Ability Types on constructed worlds?
Does anymodder know, is there a way to create a constructed world type which will have abilities (like, say, ancient ruins)?
My reason:
I'm trying to add "scientific exploration" to my ongoing mod.
One idea was, a grand experiment... players can use a component which creates a "world" which is really the site of an experiment. This world, would have a chance for "ruins" which represent the results of the experiment. (Just land a colony there to gather the results)
This would be a useful addition to my current scientific exploration options. It would also help provide an alternative (albeit random) to planet-based research labs for my Spacers race type (so similar to SJ's Nomad I might as well just steal the ideas...)
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November 13th, 2001, 07:22 PM
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Lieutenant General
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Re: Ability Types on constructed worlds?
"what is the product of six times seven?"
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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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November 13th, 2001, 07:27 PM
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Corporal
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Re: Ability Types on constructed worlds?
mice?
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November 13th, 2001, 07:55 PM
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Corporal
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Re: Ability Types on constructed worlds?
Perhaps I should explain what I am doing a bit more.
First, I did this in SectType:
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Physical Type := Planet
Picture Num := 264
Description := Research Point.
Planet Size := Tiny
Planet Physical Type := Gas Giant
Planet Atmosphere := None
Then, I did this in StellarAbilityTypes:
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Name := Research Point
Number of Poss Abilities := 4
Ability 1 Chance := 250
Ability 1 Type := Ancient Ruins
Ability 1 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Chance := 350
Ability 2 Type := Ancient Ruins
Ability 2 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 0
Ability 3 Chance := 350
Ability 3 Type := Ancient Ruins
Ability 3 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 0
Ability 4 Chance := 50
Ability 4 Type := Ancient Ruins
Ability 4 Descr := This "world" represents a place to observe interesting phenomena. First player to colonize gains random tech research.
Ability 4 Val 1 := 4
Ability 4 Val 2 := 0
Name := Hiding
Number of Poss Abilities := 4
Ability 1 Chance := 250
Ability 1 Type := Sector - Sight Obscuration
Ability 1 Descr := Hides a research point.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Chance := 250
Ability 2 Type := Sector - Sight Obscuration
Ability 2 Descr := Hides a research point.
Ability 2 Val 1 := 3
Ability 2 Val 2 := 0
Ability 3 Chance := 250
Ability 3 Type := Sector - Sight Obscuration
Ability 3 Descr := Hides a research point.
Ability 3 Val 1 := 4
Ability 3 Val 2 := 0
Ability 4 Chance := 250
Ability 4 Type := Sector - Sight Obscuration
Ability 4 Descr := Hides a research point.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0
Then, I did this in PlanetSize:
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Name := Research
Physical Type := Planet
Stellar Size := Tiny
Max Facilities := 0
Max Population := 0
Max Cargo Spaces := 0
Max Facilities Domed := 0
Max Population Domed := 0
Max Cargo Spaces Domed := 0
Constructed := False
Special Ability ID := 0
Finally I did this in SystemTypes:
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Obj 2 Physical Type := Asteroids
Obj 2 Position := Ring 3
Obj 2 Stellar Abil Type := Hiding
Obj 2 Size := Any
Obj 2 Atmosphere := None
Obj 2 Composition := Rock
Obj 3 Physical Type := Planet
Obj 3 Position := Same As 2
Obj 3 Stellar Abil Type := Research Point
Obj 3 Size := Tiny
Obj 3 Atmosphere := None
Obj 3 Composition := Gas Giant
Obj 4 Physical Type := Planet
Obj 4 Position := Ring 6
Result:
Players may build ships with Sensors to detect these hidden "worlds", which are really just abstract interesting phenomena to study, and look like nebulas-behind-asteroids. Once they are detected they may be colonized, but the colony never does anything (no population / no facilities/nothing), all that happens is they land there and get the "research".
All I have to do is update all the SystemTypes that I want, to have a random hidden sector.
Slight weaknessess:
The world is a GG/tiny/none. I hijacked this type because it is never used.
This gives a small advantage to GG players.
But: I have introduced a "research station" component which is basically a more expensive GG colony mod which is gained by research tech. This means other players can colonize GG a bit earlier. (but at greater cost)
I have also introduced special "unique" techs gained at certain system types. I have a system type "Neutron Star" and the hidden world there will always give the unique ruins tech "Neutronium".
Now maybe I just went a VERY long-winded way around doing something fairly simple, but it was the only way which I could figure out, of letting players go off on scientific missions.
Now, what I would love, is if I could create Constructed worlds which gave Unique Techs. That way I can let players "build a world" on their science vessels, then drop a research station and get either random tech, or maybe some of the constructed world types could grant specific "ruins" techs. This would be a way to let players "research" these unique techs.
But, I can't figure out (yet) a way to make a constructed world with stellar abilities. Is it possible?
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November 13th, 2001, 08:05 PM
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General
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Re: Ability Types on constructed worlds?
quote: Slight weaknessess:
The world is a GG/tiny/none. I hijacked this type because it is never used.
I believe the reason this combo is never used is that it's "illegal". Gas giants are hardcoded to be at least medium sized, and cannot have an atmosphere of None.
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Cap'n Q
My first SE IV mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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November 13th, 2001, 08:11 PM
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Captain
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Re: Ability Types on constructed worlds?
I do not think this will work, the hardcode for GG will prevent the game from adding these if I remember correctly.
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November 13th, 2001, 08:17 PM
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Corporal
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Re: Ability Types on constructed worlds?
http://www.irregulars.org/Tiny_gg.jpg
Seems to work OK...
I'll probably still get arrested and beat up by the mod police for something though
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November 13th, 2001, 09:08 PM
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Lieutenant General
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Re: Ability Types on constructed worlds?
i dont think that you can do it with a construction, but i do think that you can put ruins on asteroids so that the first person to turn them into a planet and then colonizes them will get the bonus. this way it does not unballance GG people.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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November 13th, 2001, 09:15 PM
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Corporal
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Re: Ability Types on constructed worlds?
that's a good idea!
it doesn't do exactly what I want though, but I'll bear that in mind as I continue to play.
[This message has been edited by Mark Walton (edited 13 November 2001).]
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November 13th, 2001, 10:40 PM
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Lieutenant General
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Re: Ability Types on constructed worlds?
i think you can change the planet type you already designed into a asteroid instead of a gg. that way it keeps the same concept, but adds an extra step for transforming the planet.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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