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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 |  | 
					Join Date: Dec 2000 Location: california 
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				 Re: Ability Types on constructed worlds? 
 "what is the product of six times seven?"
 ------------------
 "...the green, sticky spawn of the stars"
 (with apologies to H.P.L.)
 
				__________________...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:
 ------------------------------
 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:
 -------------------------------
 
 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:
 ---------------------------------
 
 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 |  | 
					Join Date: Feb 2001 Location: Pittsburgh, PA, USA 
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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.  
 
------------------ 
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" 
				__________________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 |  | 
					Join Date: Jan 2001 Location: Dallas, Texas 
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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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