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March 4th, 2005, 11:12 PM
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National Security Advisor
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Re: Space Food Empires!
As mentioned in another thread, the Space Food Empires site is mostly back up at it's new home below:
http://sfe.captainkwok.net/home.html
Keep in mind, the space yards and technology section are currently being updated and have mostly placeholder pages in place. However, the features, empires, and a few other pages are up to date. I should have the remainder of the more interesting technology pages up by the end of the night.
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May 14th, 2005, 05:35 PM
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Private
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Re: Space Food Empires - Version 0.11 Available!
I hope do give this a go over this weekend. I have looked forward to this Mod for over a year and now no time to try it out. I already know it is a good Mod considering who made it! 
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Thanks,
Desert Fox - Fleet Admiral of NeoTech Games Supporting SEIV - SEV - Star Fury & other games.
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June 12th, 2005, 04:32 PM
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Major General
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Re: Space Food Empires - Ver 0.20 Coming Soon!
Slight note: In the Spaceyards section, the Bananas are listed as the "Banana Star Empire" yet in the Technology and Empires section they're listed as "Banana Star Republic". Slight error, can't be blamed on ya, just thought I'd tell you.
Also, the "Robot Factory" name doesn't really sound right to me. If they're foodstuffs, why (and how) would they build robots, when they can simply grow others of their kind and harvest them when they're not fully mature, to use as cheap labor? (hint, hint)
Also, this springs to mind..... Gonna make a SFE/SW crossover mod? 
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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June 12th, 2005, 11:32 PM
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National Security Advisor
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Re: Space Food Empires - Ver 0.20 Coming Soon!
You must have followed one of the old .html links that are lying around in the Space Yards section since only a few test pages are set to the new .php files.
Robots do not need to be as we imagine - it could be some sort of bio-mechanical unit.
Note that not all races in the mod reproduce by simple growing. Check out the races' biological descriptions to see how many different ways I could come up with reproductive mechanisms. 
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June 16th, 2005, 06:26 PM
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Re: Space Food Empires
Greetings.
I'm adding the balance of the stellar manipulation technologies in the next patch and would like to give them some more creative names.
Here is an example:
'Planet Discombobulator' for a planet destroying weapon. It works by inducing an anti-gravity fields that causes a planet's particles to disassociate it from one another.
Got any suggestions?
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June 16th, 2005, 07:45 PM
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Sergeant
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Re: Space Food Empires
For warp point creation you could name it something like
'Warp Point Seed' and say it flings a super dense seed that rips through time and space to make a warp point.
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June 17th, 2005, 06:50 PM
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National Security Advisor
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Re: Space Food Empires
Thanks for the name RCCCL. I re-named the warp point generator as 'Warp Point Seeder'.
Any other ideas out there?
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June 24th, 2005, 06:49 PM
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National Security Advisor
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Re: Space Food Empires
I still need some help to come up with some fun names for the remaining stellar manipulation components.
Here is what I have so far:
Space Fabric Softener: Device that weakens the structure of normal space generating a stellar storm.
Convection Inverter: Cosmic beam that dissipates stellar storms.
Gravitational Dehydrator: Fires a beam that dissipates the gravitational forces that hold a warp point together.
Warp Point Seeder: Gravitational seed that sprouts a warp point to a nearby star system.
Planet Discombobulator: Reverses a planet's gravity to cause it to fragment into pieces.
Planet Coagulator: Combines asteroids into a cohesive planetoid before initiating a biosphere generator.
Stellar Imploder: Complicated device that causes a star to collapse in on itself.
That's what I have but I still need ones for star formation, nebula formation and destruction ('Nebula Siphonicator'?), and lastly for the creation and destruction of black holes.
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July 9th, 2005, 02:51 AM
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National Security Advisor
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Re: Space Food Empires
I've completed all the Stellar Manipulation technologies, here are the rest of them:
Fusion Initiator: Condenses stellar gases from a system into a massive ball that forms into a star.
Nebula Siphonicator: Siphons nebula gases into a condensed sphere and combusting them.
Gaseous Disperser: Collects all sources of gases in a system and redistributes them into a single nebula.
Black Hole Defraggler: Defraggles the core of a black hole causing it to collapse.
Gravitational Condenser: Tightly compresses all matter in a system into a single point forming a black hole.
Ringworld Core: The central component required to fully activate a ringworld.
Gravity Generator: Massive generators required to provide suitable gravity for a ringworld.
Biosphere Generator: Generators required to provide a habitable atmosphere for a ringworld.
Hyper-Density Cables: Massive bundle of cables required to bind together all the materials of a ringworld.
To build a Ringworld in the mod, you require 30 Gravity Generators (500kT each), 50 Biosphere Generators (300kT each), and 120 Hyper-Density Cables (50kT each). The construction time and costs are a bit higher than those of a Sphereworld in stock SE:IV.
There are no Sphereworlds in the mod.
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August 1st, 2005, 01:15 PM
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Re: Space Food Empires - Ver 0.20 Coming Soon!
Those of us in the PBW SFE test games need to apply this patch, correct? But only after PBW is back up and the current turn has processed?
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Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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