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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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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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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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Old April 12th, 2001, 10:45 AM

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

Actually I think moving stellar manip. to a racial trait type tech would help the AI...

The AI's won't have it, nor would they ever use it... but humans would have to pay 1500pts to be able to use stellar manip.

I don't see what was so objectionable to #2 & #4, I would not make "habitable asteroids" be anywhere as good as a planet (and they would always have no atmosphere... they would work like a domed colony (and in my game domed coloies support only 100M, 2 facilities and 600kt cargo regardless of their size... and 100M pop gives a production penalty of 70%!))... and I would expect asteroid fields that are "broken" to lose some value, and if you're worried about remote mining... then restict 1 remote miner per SECTOR.

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Old April 21st, 2001, 02:34 AM
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Lord Kodos Lord Kodos is offline
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Default Re: More stellar manipulations...

how about a temporal Version of the black hole a vortex if you will.said vortex is a black hole but morepowerfull and only those who are temporal could create them ((maybe destory them as well but that might be too hard)they would suck a ship in 4 sectors each turn and if sucked in the core are destoryed....OR they are held there for a certain amount of turns and then are spat out of the sector and take heavy damage!!BWUHAAHAHAH well its a idea and i think its good like my mercanary idea.

Space mosters!here is a more far fetchedidea:a space monster ..a organic species can create a space monster that for a certain amount of turns uncontroalably atacking freind and foe stomps from system to system sector to sector destroying things not toltaly but causing heavy damage...
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Old January 5th, 2002, 10:09 PM
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Default Re: More stellar manipulations...

I am bringing thispost back to life hahahaha. Anyway i think that stellar manip needs some new techs and the ability to move planets, thread on planet towing i think all of these are pretty good ideas for hte most part, woudl ahve to boiled downtheough. And the more advanced stellar manip could be a racial trait or part of a super expensive branch(s) not like it isn't super expensive already.
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Old January 9th, 2002, 12:21 PM

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Default Re: More stellar manipulations...

2 things about stellar manipulations.

First: I think there should be something in there that will allow you to do SOMETHING, ANYTHING with systems that have been cleared of blackholes and nebula's. As it stands now, the best someone can hope for is to create a star and build a sphere or ring world. Nebula's and blackholes would contain MORE than enough matter to create virtually anything. Perhaps something akin to sphere/ring worlds, like gravitic condensor plants that, over time (like an atmosphere converter) will condence enough matter in a nebula to create either a planet or an asteroid field, depending on the plant. Higher levels would create larger planets, or do so faster and the end result is totally random. And until a star was created, the planet would be uninhabitable, like an asteroid field.

Second: An Event that opens a random Warp Point. The ability is in the game but it doesn't do anything. I had an idea for a game where every turn, at least one warp point would open or close, changing the routes constantly. I tried but the ability was removed for some reason.
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