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				November 13th, 2001, 06:24 PM
			
			
			
		  
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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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				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.) 
		
	
		
		
		
		
		
		
			
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				November 13th, 2001, 07:27 PM
			
			
			
		  
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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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				Re: Ability Types on constructed worlds?
			 
             
			
		
		
		
		Perhaps I should explain what I am doing a bit more. 
 
First, I did this in SectType: 
--------------------- 
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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				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"  
		
	
		
		
		
		
		
		
			
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				November 13th, 2001, 08:11 PM
			
			
			
		  
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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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				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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				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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				November 13th, 2001, 09:15 PM
			
			
			
		  
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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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				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. 
		
	
		
		
		
		
		
		
			
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