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  #21  
Old October 17th, 2002, 01:32 AM
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Default Re: Giant Stars?

Actually you can do it without a mod. The game considers these giant star and other funky systems to be simply normal systems. There are three types of systems. Normal, nebulae, and black hole. Everything else is just background pics and abiliites.

What you do is you build a ship with a star creator and build a star in the center of the system. Then collapse that star into a blackhole. That will change the system type and the background pic.

THen you collapse the black hole and you are left with an empty system with just the regular starfield background. You can then build another star there and turn it into a spherewolrd later if you want. But there is no way to get planets or asteroids into it with the stock game.

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  #22  
Old October 17th, 2002, 05:28 AM
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Default Re: Giant Stars?

Asteroid moving and the new treaty system suggested in another thread, alogn witha DEDICATED SCENARIO editor are way up on my list of features i want/need.
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  #23  
Old October 18th, 2002, 01:37 AM
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Default Re: Giant Stars?

Hope that Asteriod/Planet engine comes to be at some point. Would be nice to move a planet here an asteriod belt there.

[ October 18, 2002, 00:38: Message edited by: mlmbd ]
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  #24  
Old October 20th, 2002, 06:18 AM
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Default Re: Giant Stars?

Hey, I'm fairly new to the game and I was wondering about something when I was playing earlier today. In the regular gold game, unmodded(not-counting the TDM-pack, because those are just AI files, right?) how much of a production bonus does a sphereworld give you once it's fully populated? It can fit what, 64 billion people in it? I imagine thats a hell of a boost for a advanced shipyard, espically for a temporal tech race.
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  #25  
Old October 20th, 2002, 06:38 AM
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Default Re: Giant Stars?

Look in settings.txt for the Pop Modifiers. It will tell you.
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  #26  
Old October 20th, 2002, 06:57 AM
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Default Re: Giant Stars?

Quote:
Originally posted by Imperator Fyron:
Look in settings.txt for the Pop Modifiers. It will tell you.
Hopefully I am reading this wrong, but it only boosts production 100 percent? A 10 billion pop planet boosts 90! What is the point of building a sphereworld if it is that big a waste?
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  #27  
Old October 20th, 2002, 07:27 AM
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Default Re: Giant Stars?

You are reading that correctly.

SWs have little point in a normal game. If you can devote the time and effort to build 1 (or more), you could easily build war ships and end the game anyways.

SWs have tons of slots for facilities. Try building one at a chokepoint system and moving all the warp points onto it's sector, and then heavily fortifying it.
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  #28  
Old October 20th, 2002, 07:54 AM
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Default Re: Giant Stars?

Ahhh, I see. Thanks for the help!
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  #29  
Old October 20th, 2002, 09:05 AM
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Default Re: Giant Stars?

Also, in some mods, sphereworlds have more of a point (mods that have population modifiers high enough for sphereworlds to use effectively).

P&N (Pirates and Nomads) is a good one for this. With a Temporal / Advanced Storage race, I was able to get a 77B population on one sphereworld ... and SpaceYard rates of 117K/117K/117K ... !!

On a semirelated topic ... as far as modding planet sizes, does anyone know the theoretical maximum number of facilities a given world, ringworld, or sphereworld could be assigned ... ?
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  #30  
Old October 20th, 2002, 09:41 AM
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Default Re: Giant Stars?

Possibly 999. That, or 256^2-1. Or, so completely random arbitrary number.

[ October 20, 2002, 08:42: Message edited by: Imperator Fyron ]
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