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  #11  
Old December 26th, 2000, 10:14 AM

Trachmyr Trachmyr is offline
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Default Re: Colonizing

Just a rant...

Why do Gas Giants have oxygen or Carbon Dioxide as possible atmospheres... not possible. If they wanted another atmosphere, Helium is realistic... and if the reduced number of possible atmospheres unbalances the game... just reduce the average amount of resources available on Gas Giants (Many will not have solid cores and thus VERY LOW resouces)

Another note... Hydrogen and Methane will always be found together (i.e., Hydrogen/Methane)... good atmospheres for aliens would be Chlorine or Fluorine

oh, well... I know its just a game.

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  #12  
Old December 26th, 2000, 10:32 AM
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Default Re: Colonizing

umm, i am intrigued.. but someone is going to explain to me why O or CO2 is not a valid atmosphere for a gas giant. I mean, sure H and He are far more common elements and are much more likely to produce a gas giant, but why not other kinds?

and for resource production, Would they actually need a solid core? could things be siphoned or condensed right out of the atmosphere? and uh, if the earth has enough gravitational heat and pressure to create a liquid core and mantle, surely a gas giant with many (lots of many's) times our mass would be able to manage a liquid core from which massive ammounts of minerals would come.

but yeah, its just a game. and i dont know doink about astrophysics, so feel free to educate me.
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  #13  
Old December 26th, 2000, 11:04 AM

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Default Re: Colonizing

I'm not claimining to have a degree in planetology but AFAIK:

Oxygen is a byproduct of organic life...
Carbon oxides are too dense a gas to create a gas giants atmosphere... any would be compressed into a solid "frozen" core.

Gas Giants can be huge and very massive... but they have EXTREMELY low densities (that's what makes them a GAS giant)... so if the gases would contain "resources" then siphoning is possible... but GAS dosen't, any resouces would be formed in a compressed "core", which can be quite large... but is comprized of mostly frozen gases...

again, this is to the best of my knowledge, but I am somewhat informed.

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  #14  
Old December 26th, 2000, 07:45 PM

E. Albright E. Albright is offline
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Default Re: Colonizing

While we're on the topic of archaic and/or nonfunctional colony stuff, did anyone else notice that there are bitmaps for Argon atmosphere colony creation events, as well as for Gas Giants w/ no atmosphere? Components.bmp has all of these as well. Admittedly, this is in the .99 demo, but there you go...

[This message has been edited by ealbright (edited 26 December 2000).]
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  #15  
Old December 26th, 2000, 08:46 PM
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Default Re: Colonizing

I think you could have no-atmosphere gas giants pre 1.11 patch, but it might have just been in the demo. I still want to see what happens when you convert atmosphere of a gas giant to none. have not tried it yet.

as a reply to myself on the hive world comment below: tried this using the racial trait for more planet space, and tried it with stellar manipulation world construction. would work, but world construction can only happen around a star (and a custom world type would need to be created), and the racial advantage cant apply to facilities or any kind of component.

as a side note, I noticed that creating a ring or sphere world will effectively get rid of a star, that means that an unstable star is no longer a problem waiting to happen, and the next time you cant justify the cost of a sphereworld, it might be the perfect way to save that system with 5 huge colonized planets in it.
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  #16  
Old December 27th, 2000, 12:05 AM

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Default Re: Colonizing

quote:
Originally posted by Puke:
I think you could have no-atmosphere gas giants pre 1.11 patch, but it might have just been in the demo. I still want to see what happens when you convert atmosphere of a gas giant to none. have not tried it yet.



Alas, no. GG-None has been disabled all the way back to the .56 demo. As to converting (striping?) the atmosphere of GGs, I think someone posted that the game won't let you do it.

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  #17  
Old December 27th, 2000, 02:06 AM
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Default Re: Colonizing

Well, I think it would be possible to add new atmosphere types for planets. However, somebody would have to make new images for those new planets.
Having Chlorine and Fluorine atmospheres in the game would be REALLY nice to see.
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  #18  
Old December 27th, 2000, 02:58 AM

Trachmyr Trachmyr is offline
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Default Re: Colonizing

A question...

Is there any way to charge advantage points for choosing a particular type of atmosphere?

If so, I would like to make NO ATMOSPHERE rock/Ice worlds much more common, but charge 1000+ points for selecting this atmosphere for your race.

Any ideas (I'm still waiting for the full game in the mail)
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  #19  
Old December 27th, 2000, 06:26 AM
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Default Re: Colonizing

quote:
Originally posted by Trachmyr:
Is there any way to charge advantage points for choosing a particular type of atmosphere?


nope, I just browsed through all the data files, and that does not seem to be an option as far as I can tell. which would also mean that its not an option to rename atmospheres from somethign like carbon dioxide to something like chlorine as some of the more scientific types would be apt to do. as far as i can tell, anyway. that is, however, a really great idea considering the tactical significance of all the ice / none and rock / none moons in just about every system. what would also be cool is to be able to create a racial advantage that lets a race survive equally well in any atmosphere, and charge like 5000 points for it. i dont think that can be done either, though.

quote:
Originally posted by Trachmyr:
If so, I would like to make NO ATMOSPHERE rock/Ice worlds much more common, but charge 1000+ points for selecting this atmosphere for your race.



you can make them more common, I believe you can even design your own quadrant type rather than modifying an existing, so that you can have whatever porportion of systems / planets you desire.

i have been thinking (hold on, this is cool) about a scenario - but not to be foiled by lack of scenario editor, it can be done with custom quadrant and system types: a varaition on an ancient quadrant, it plays in a area of the galaxy once heavily inhabited by a pregenitor race where the number of alien technology ruins will be seriously increased, and some systems will have abandoned ring or sphere worlds left behind. I thought this would be cool for a PBEM as it allows rapid technological discovery and encourages fast expansion.


[This message has been edited by Puke (edited 27 December 2000).]
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