2nd attempt; space armarda

hmm, for what i assume is the death animation for the shuttle, you can just make one of them explode, and the debri crashes into the other ships causing a chain reaction, because it isnt that realistic for all three ships blowing up at once.
 
I like the way Descent: Freespace works, but I don't know how scientific it is, if at all. Basically, space travel is explained by the use of subspace, which is a higher-demensional, faster-than-light shortcut between two points in space. Pretty much a just-add-water wormhole.

The concept is not explained in detail in the game, but it is an important part of gameplay. Every ship is equipped with a subspace drive which enables it to do short-rnge jumps within the star system. Inter-system jumps can only be done through subspace nodes, which are large (compared to the fighters anyway- only about a mile or so across by my estimate) "holes" in space where two systems are connected by a subspace tunnel. Each system has from 1 to 4 subspace nodes, each leading to a different neighboring system.

This layout makes for very interesting tactics, because the nodes are the only feasible way of traveling between star systems. There are multiple courses to get to most systems, but not many. Therefore, subspace nodes are crucial military blockade points. The best way to defend a system is to secure all nodes in the system and heavily defend them.

Here is how it could work in-game: (this would only work on hand-made maps)
Coast becomes "planetary space", with very high movement points, say 6, to reflect complex orbital maneuvers required to move around in a system, and it would only appear in tiles directly adjacent to planets/asteroids/etc. All other "deep space" would be ocean, with a lower mp, say 4. Sea tiles would only appear in 1-tile-wide straight lines between two neighboring systems, and would have mp of 1. All ships would have very high mp, 12 or more, so that they could move a couple tiles in a system, and also jump through a node in usually only one turn. Deep space would be impassble to wheeled, and orbital-only ships would be wheeled, but could still jump. They could also possibly have lower mp and treat all terrain as roads, so they could move more quickly in orbit than big bulky capital ships.
EDIT: Make that ignore movement cost for coast, instead of all terrain as roads; I wouldn't want them to be able to jump and still have plenty of moves left over.

Any thoughts/suggestions/flames? :D

I'll see if I can catch a screenie from the game to show how the galaxy is laid out.
 
About the movement thing, I just thought of another way to do it.
Instead of creating insanely large maps that are upwards of 95% empty space, why not condense the galaxy, putting the systems closer together and make travel between them very slow to represent long travel times? I know this is already planned to an extent, but I'm talking about system about 10 tiles across being about 10 tiles apart.

Orbital space: moderate (4-5) mp, all space within system and a tile or two around it
Subspace: 1 mp, link systems
Deep space: extremely high mp, higher than the fastest ships, so that no ship can move more than 1 tile per turn in deep space.
Better yet, make it impassable for wheeled and make all but the fastest ships wheeled!

Outcome: Ships move a few tiles in orbital space, very slowly in deep space, 1-turn jumps through nodes. All ships of course would have very high mp, 10-20 range. Slower ships (wheeled) could not venture into deep space, due to the extreme travel time, while the faster ones could take the long route between systems if absolutely necessary.

I'm not sure how LM sea would fit in, but I'm sure someone could find a use for it. maybe as a gas cloud with high mp that would appear around some systems?

Well, that's my two cents. I feel that this layout would make for a very playable, strategic game, but as I said in the above post, I don't know how scientific the whole idea is, and random maps would simply not work.
 
This more accurately fits the sort of interstellar travel model used in The Mote In God's Eye/Moat Around Murcheson's Eye or possibly Elite.

In the Motie books, it is only possible to travel along Alderson Paths, which are lines of equipotential magnetic flux or some such bit of technobabble. Travel between star systems is very quick, and most of the time is spent getting far enough away from the regions of high spacetime fluctuation (i.e. stars and planets). This kind of model would fit a space Civ3 expansion quite well. The trouble is always to find a compromise between staying faithful to the science in the source material, but providing compelling gameplay, but this kind of model fits the Civ3 abstract quite well.

As a matter of fact, the Motie books would be a really fantastic model for a Civ3 space mod. "Lanes" of sea between gulfs of ocean can produce strategic bottlenecks and so on.

PS I love those Reynolds books. Have you read Absolution Gap yet? I haven't got round to reading it yet.
 
hey, isnt it the faster you go, the more time slows dow, so wouldent it appear to the people on earth that you took so freaking long to go on a trip if you went on a very high percent of the speed of light?
 
Hmmm.. Subspace is a very vague term, just like warp speed. Its waht results from having a idea for a story or TV show, that requires people to zip from planet to planet in periods of time which won't disrupt the show. They just chuck together some buzz words and say "it just happens ok, in scene one the enterprise is in orbit around earth, in scene two they have made an uneventfull journey to the edge of known space, in scene three they have to get down to the planet, but rather than bother with expensive shuttle props, just stand on a tin foil pad and chuck together some cheap special effects, we'll explain it later.
Having said that it may be possible to do something like subspace travel, by shifting in to another plane of reality for a short perioid of time, a plane where the natural laws are different from our own, and the speed of light is much faster. You would be able to travel for a while there at speeds much higher than our own reality, but at some risk. Its not known whether the two realities would be spacialy linked, you could emerge somewhere thousands of light years from your destination. Also you don't know what other natural laws may be different in the other reality. It could be dangerous or even fatal to humans just to enter the reality. See the film "event horison" for more ideas on this. The warhammer 40,000 tabletop games have a good "warp" concept, (ironicly its quite a scientificly mature idea for a fantasy game) but I don't realy see how it could be implemented here.

I've read all the Reynolds novels so far, absolution gap was a bit of an anti climax I thought, could have fitted a whole new series of books in to the last few pages, or ended the book without such a comprehensive view of the future. I always find it best when books end with some mysteries left undiscovered, for your own imagination to fill in.
 
i read in this book about black holes, and it states if we can possibly create a miniature black hole that is about the side of manhatten, it is possible to harvest Energy from it. 20% of the black holes energy is stored in the ergosphere (the place when you can't resist the whirling motion of a black hole) and all you have to do is while dumping garbage, or some other useless material, like alien prisiners :evil: , place it in a cart that positioned in the right flight path, can make the garbage or some other useless material fly thrugh the egrosphere and dump some of it in to the black hole, while the remaining is flung out at high speeds, and is harvested for power. space hips can be launched similarly this way (plot a path so the ship would be flung out at high speeds. since it is a black hole you are building a city around, there will be no need for an artificial gravity generator.
 
well, i got an idea of a unit: it is suposed to be a mine like object, and what it does is it creates a dimensional rip, and sends them into the past, but not like 10 years, more like the exact moment that the big bang happened, or into another parallel universe that is about to colapse into a big crunch. this type of unit would have a very high defense like 99, and to make the ai use it, give it an attack of 1. and make the health bonuses a -5, so enemies can have a chance of destroying it.
 
I haven't done any work with LM terrains and was wondering if it were possible to have one become visible only after you had researched a certain tech?
 
Originally posted by MarcusSaurono
I haven't done any work with LM terrains and was wondering if it were possible to have one become visible only after you had researched a certain tech?

No. LM terrain is just a variation of a terrain that can have different stats, except for resources and flags. I wish terrain could be altered more than what the editor allows, but until Civ 4, we have to work with what we have.
 
To give a simpler mine idea I would just make it look like a sattelite with maybe spikes or something. How about magnetic mines, that would definately pose a problem for the ships. Such advanced mines would need to be created far into the future, with lots of nw techs.

If you could harvest energy from a singularity, or quantum singularity, then maybe you could make it a small wonder or an improvement similar to the factory. Maybe small singularities could be the factory, anti-matter combustion chamber would be the coal plant, and the nuclear plant would be a quantum singularity. Thoug, none of the above would produce any pollution, in fact they would lessen pollution. 'Cept for the anti-matter combustion, that would produce a little.

I still think it's odd that everyone's ignoring VSL, a cosmic string would make the perfect railroad, IMO. You could travel at insane speeds without using much energy. All you'd need is to find one. Maybe a Dense Energy resource that could be used to form cosmic strings and, theorectically, cosmic highways. This would have to be an advanced tech, though.

I'm glad you kept my species in their; I'm flattered :love:, :lol:. I also like the hive-mind idea a lot, sounds like an extremely powerful race though. The only way to defeat their increadible organizational skills would be to destroy their command. Utter choas would ensue, as the horribly oppressed hosts would regain conciousness and probably flee from battle. Also, due to lack of individuality in the species, their ineffiecnt minds would not be able to cope with seperation. Destroying their control would handicap and debilitate them severly, as their minds would lose a lot of comprehensive and decisive skills. This is going to be a very good mod.
 
i thought cosmic strings were originating near the begining of the universe, and they were millions of light-years long, and incredibly heavy. some theories states that they seeded the formation of galaxies.
 
Hey, first post at CFC after lurking around for a week. having a mod in space looks surprisingly good with those terrains :)

as opposed to all the fancy space time manipulation a unit I think would be quite interesting for the very early game would be a telescope array of some sort. It could be implemented with an immobile 0/0/0 unit with say an opperational range of 18 or something and the recon mission ability.

depending on how you have the maps done you could have it so just the stars are releveled form the fog of war, then you could use a telesope to scan the system before heading out there in your intersteller ship.
 
If I find my TCH I can post a fairly detailed technobabble explanation of Akwende drives from Wing Commander ...
 
How about satellites. Just give it recon, and no defense. Then you could mass produce them, and they would be very good scouts early in the game.
 
Why make them a air unit? make them a land unit that can move fast.
 
yes, that would be a good idea, except that normally, our current satalites will run out of power before they even leave the solar system compleatly, and the voyaver probes are almost out of our solar system, but not quite, and the power is almost dead. if there is a way to make them self destruct after about 4 turns or so, then make it like that. since this almost replaces the scout, make the satalite for expansinate species only.

after you research other technologies, make it so you can build an advanced satalite, or basically the explorer, except that it is a ship unit.
 
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