woodelf said:Belizan - I sent a small email with the Rover unit added in. That's my v0.18a.
v0.19 won't ever see the light of day since the Ideologies need work.
Do your mojo to anything you want.
Belizan said:Ok, I have it.. is this.. safe? to extract? Do I need to put other textures into the directory with the rover? It's only one nif file... What's the story?
Holistic said:OK, here's a slightly more coherent suggestion on how ideologies could work.
Belizan said:What about these turret and colony pod things?
woodelf said:edit - looked at them real quick and love them. I'm sure they'd be easy to implement in that fashion. Excellent. Anyone else love them?
woodelf said:1 - No buildable settlers until after isolation.
woodelf said:2 - We do the immigration thingie with free colonists at set intervals.
woodelf said:3 - Seriously reduce food resources until later, and food improvements are not usable until later. Focus 2nd era techs on survival more. Expansion in 3rd era.
GeoModder said:YESSSS!
I'm still thinking its best to let immigration rely on the commerce "output" (to Earth).
Something else on this. As Lunargent pointed out, hydrogen would be scarce at first in the existing water "sheds" on the moon. How about that after a while these easy surface sources "dry out", and hydrogen can only be mined by the solar wind example he gave? It sounds rather high-tech to me so that would make sense.
Well, if food output in the first era could only be enhanced by base facilities this would indeed simulate the sparce use of the surface very well. Only extracting of resources for Earth/Space and a gradual becoming independent from Earth supplies by mushroom farm for instance. Overall, it sounds good.
How about this:
1 - No buildable settlers until after isolation.
2 - We do the immigration thingie with free colonists at set intervals.
3 - Seriously reduce food resources until later, and food improvements are not usable until later. Focus 2nd era techs on survival more. Expansion in 3rd era.
Sound better than what we have now?
Holy crap Matt that's a lot of work you put into that flowchart. Hopefully my jumble helped a bit.... Is that for you and Belizan to do trait based techs? Looks incredible!
Can you and Belizan work out the buying units from Earth?
woodelf said:My only concern with basing immigration on commerce is how well the AI will do. Most likely they'd adapt. Also, how easy for Belizan to code a commerce to colonist ratio that doesn't get too out of whack?
woodelf said:Another thing I was thinking about is what will the engineers be doing if we move most of the improvements to the 2nd era? I don't want the game to get boring by only building He3 plants, roads, and mines. Any idea how to combat that?
woodelf said:So we'll need a solar wind hydrogen extracting improvement.![]()
GeoModder said:I thought more in terms of the turnly commerce output from the hydrogen resource alone is added to a list, and once that list reaches a certain value a colonist spawns near the civs HQ, lists resets to zero and adds again from then on. Expires with Isolation.
GeoModder said:I wonder if it is possible to make a requirement that an engineer (or military engineer in case of military buildings) must be present in the baseplot in order of certain facilities be producable. I'm thinking here of facilities which would normally would be constructed in vacuum like drilling of the caves for mushroom farm, or the garage.
Another way is to "create" room for expansion in a base. For instance a base can only construct more facilities if it has "space" for it, which is created by putting an engineer to "work" on the baseplot for a while. Of course, in this system most facilities will need a certain "space value". So say an engineer at rest for a full turn in a base creates the corridors for the new facility to be constructed later on. Say 1 space/corridor per turn, depending on the space requirements of all those facilities. Some wonders could require quite a bit amount of space.
I guess outright open vacuum facilities like the biodome or bunkers wouldn't need that requirement.
The former sounds easiest to code, the latter more accurate and forces the player to plan ahead, but probably needs extensive coding.
GeoModder said:The oilplatform graphic comes to mind.![]()
woodelf said:Between Lunargent's awesome ideas in the modpacks section, Belizan's coding, and some early fogfree thinking on my own I think we can cure the early surplus of food dilema...
How about this:
1 - No buildable settlers until after isolation.
2 - We do the immigration thingie with free colonists at set intervals.
3 - Seriously reduce food resources until later, and food improvements are not usable until later. Focus 2nd era techs on survival more. Expansion in 3rd era.
Sound better than what we have now?
Belizan said:Gosh this sounds familiar....
woodelf said:So instead of food we need a way for He3 to add up to create an immigrant colony pod. Sounds cool so long as the AI understands.
woodelf said:I really, really like that idea, but again have no idea what the AI would do. Working the base square in order to make room for buildings sounds cool.
GeoModder said:Yeah, the AI should be teached this I guess.Even the "put engineer in base" requirement for certain facilities is beyond its grasp pre-SDK.