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  #1  
Old April 11th, 2001, 12:32 AM

Trachmyr Trachmyr is offline
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Default More stellar manipulations...

I working on a massive mod at the moment, in which I have added "World Building" as an Advanced Trait (like Organic, temporal, etc.). I have moved Planet construction, star construction as well as ringworld/sphereworld construction into this "racial tech" area. However there are a few more things I would like to add, but before I write MM to ask for these things... I wanted to get feed back from you guys if you would also like the additions.

1) Ability to Create Constructs (like sphereworlds/ringworlds) from a planet (instead of a star).
(This would allow for terraforming!)

2) Ability to Create Constructs (like sphereworlds/ringworlds) from an asteroid field.
(This would allow for/simulate colonizing asteroids!)

3) The ability to change the stability of a star. (Used to save planets in unstable systems, or to create Timebombs!)

4) The ability to to break up asteroid fields into smaller ones. (Then a double planet can be made or monns can be added)

5) The ability to MOVE planets and moons, it would require a "Inertialess field generator" or whatnot, that is 1000KT and can only be put in baseships. 2 Generators would be needed per planet size. (2 for tiny, 6 for medium, 10 for huge) The planet can then be moved at the speed of the baseships (and with the baseships). (Can have many, many, aplications.)

What do you think?
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  #2  
Old April 11th, 2001, 01:09 AM

chewy027 chewy027 is offline
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Default Re: More stellar manipulations...

They all sound interesting. And in my opinion would add more depth to the game. Anything that adds depth I'm in for
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  #3  
Old April 11th, 2001, 02:36 AM

Aussie Gamer Aussie Gamer is offline
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Default Re: More stellar manipulations...

More tech the merrier!

I would give some access to the world building for all still. But the other ideas sound good.
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  #4  
Old April 11th, 2001, 10:14 AM

Lemmy Lemmy is offline
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Default Re: More stellar manipulations...

they're all good ideas, and would certainly add more depth to the game, but i don't think the AI will be able to handle all those things, right now i've never seen them use stellar manip at all, so i think all these abilities would make the human player even stronger.

but the planet moving thing is cool in a multiplayer game, your enemy just discovered your largest and best planet and is building an attack fleet, when he enters the system 12 turns later....no planet mwuahahahahaha.....
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  #5  
Old April 11th, 2001, 11:06 AM

TaeraRepublic TaeraRepublic is offline
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Default Re: More stellar manipulations...

Well, im completely against all but #2 and #4. This is not so good ideas IMO, and the stellar manip. is already far too powerful.

Here's another idea, i think some might like it:
What can realy be useful is as SUPERNOVA stellar manip, which is in nebulae manip(or black hole). Instead of clearing nebulae/black hole, you sacrifice your ship (need to be realy expensive) and it explodes as super nova, clearing any anomaly and creating a new star(s) with planet(s) and asteroid field(s) around it. But, there is a chance to not succeed. It decreases with tech level.

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  #6  
Old April 11th, 2001, 05:04 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: More stellar manipulations...

I like the Stellar Manipulation part of the game, so I think Trachmyr's ideas are at least interesting. Two things would help:

1) Improve the AI's use of Stellar Manipulation.

2) Remove access to certain (most?) weapon techs for people who take Stellar Manipulation.

Unfortunately, I think both of those require code changes from MM. AFAIK, the modders have not had much luck improving the AI's use of SM ships, nor have they had any luck implementing restrictions on tech areas based on racial tech choices (well, except for removing references in the AI research scripts, but that doesn't solve the problem for human players).
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