Scenario Preview: The Final Frontier

Grey Fox

Master of Points
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The Final Frontier

As Daftpanzer posted his Space Mod idea, here is mine. And it's pretty darn similar to his ideas. Which was rather strange...

space.jpg


Planets

You colonize a whole star system by settling on the star.
The Planets are resources and so far I have these types of planets:

- Dwarf Terrestrial (Bonus)
- Semi-Terrestrial Planet (Bonus)
- Terrestrial Planet (Bonus)
- Giant Semi-Terrestrial (Bonus)
- Giant Terrestrial (Bonus)
- Dwarf Gas Planet (Bonus)
- Dwarf Animal Rich (Bonus)
- Animal Rich Planet (Luxary)
- Gas Planet (Bonus)
- Gas Planet with Ring (Bonus)
- Giant Gas Planet (Strategic) [Rich on Gases]
- Giant Desert Planet (Bonus)
- Light Minerals Rich (Strategic) [A Planet Rich on Light Minerals]
- Mineral Rich Planet (Strategic) [Rich on "normal" minerals]
- Dense Metal Rich (Strategic) [Rich on Dense Metals]
- Dwarf Water Rich (Strategic)
- Water Rich Planet (Luxary)
- Ice Planet (Bonus)

planets.jpg


These names are in no way final, nor are their uses. And their will probably be more. These are placed on the map by me, or whoever feels like making a map.

The Stars are Hills (in Civ3 language :p), and they are also placed on the map. They are the only terrain you can settle.

Asteroid Fields

The forrest are Asteroid fields, and they are impassable by wheeled units (as the flag says), and every early unit, including the first Worker unit won't be able to pass these.

And then later, there will be a worker unit which can walk on these and "Cut them down". They will contribute with shields to the nearet city, if there are a city close enough. A trick here is also that the units in the era of the Asteroid workers, won't be able to cross asteroids, to make these a little more strategic. Later units might be able to do it, just to make them feel better in another way too.


Roads will be Trade Lines as those in Freelancer if you played that. And Airports will be Jump Gates (or Warp Gates).

Here is my first draft of the first Era in the tech tree:
spaceTech.jpg


I've got two Civilizations so far (havn't started to add these yet, and thus not thought about it so much).
They are:
- The Humans
Leader: Don't know (Got President B.Goodman at this moment)
City names: (so far)
- Sol
- Alpha Centauri
- Orion

- The Race (taken from Harry Turtledove's World War series)
Leader: Emperor Ssumaz
City Names:
- Home
- Rabotev
- Halless
- Tosev (that's what they call our Solar System in the books :p)

Ideas Updates: (2003-03-19 - 10:30 PM GMT+1)
Ship Classes (thanks Daftpanzer for reminding me)

Corvette / Frigate / Destroyer / Light Cruiser / Cruiser

The units will have a size and a speciality.

The specialities can be:
- Exploration.
- Defense.
- Fighter Carrier.
- Attack.
- Bombard
- etc.


Civilization Traits

The original traits will probably remain as they are (as I don't think there is a way to edit them).

But with one major difference.

Each Civilization will have a MAIN trait. An example:

Civilization ONE might be Scientific / Religious. Scientific is their Main trait as I wrote it first.
And then Civilization TWO might be Religious / Scientific, so their main trait is Religious.

What this means is that they will get a starting tech, a tech which can't be researched. The Sci/Rel civ will get the scientific special tech. And the Rel/Sci will get the religious special tech.

What that means I'm not sure yet. They might get an extra start unit, or building, or something.

Idea Updates: (2003-03-19 - 11:37 PM GMT+1)

Improving Planet Capabilities

Every planet will be placed on a terrain type which I call "Planet" (Jungle). When you have researched a certain tech, you can improve your planet with your workers, with the worker job: "Improve Planet". This cuts the jungle and reveals the underlying terrain, which gives you more Food, Production and Commerce.

Please come with Ideas on Planet names, resources, etc...
 
Roads will be some sort of Jump Gates as those in Freelancer if you played that. And railroads will be Jump Holes (or whatever they are called).

roads are trade lines and railroads are jump gates.
 
Ginger! Must have Ginger!
Lookssss good, superior sir!
You have some ("background") green spots in the asteroid graphics.
One idea is to give roads no movement bonus, thus making them important only for trade, and not faster travel.
 
Originally posted by mrtn
Ginger! Must have Ginger!
Lookssss good, superior sir!
You have some ("background") green spots in the asteroid graphics.
One idea is to give roads no movement bonus, thus making them important only for trade, and not faster travel.

Nice idea.:goodjob:
 
Originally posted by mrtn
You have some ("background") green spots in the asteroid graphics.
I know ;)

One idea is to give roads no movement bonus, thus making them important only for trade, and not faster travel.
I think I will make them give atleast 1 extra movement point. But if they would work as your idea... people would only build them in the solar system... hmm.. nah, I need something to increase movement. And railroads increase it too much to be used early.

Ginger! Must have Ginger!
Lookssss good, superior sir!
Thanksss, Fleetlord Atvar signing out.
 
why don't we get a team going, we could use Grey Foxs mod as a strat.I can add units, city imporments, encyclopedia entries, and graphics. But I can't add techs.:( so I could be useful.;)

btw witch Thread are we going to use to talk about the mod.;)
 
Originally posted by Bobisback
btw witch Thread are we going to use to talk about the mod.;)
It sounds as like Daft Panzer wants to make his own mod. And his seems to be for Civ3, while mine is for PTW.

I want to sort out my errors before I upload anything for play testing. Right now it crashes when you build a building. I'm gonna redo my mod with a new bix file.
 
ok I guess we will use this Thread.:)

btw I have PTW v1.21:)
 
Great idea! You could also use Airports as Stargate-type city improvements. IMO, I don't think you should use railroads (jumpgates) at all. The fact that they allow unlimited movement along the "rails" wouldn't look right in this kind of setting.
 
Here are some suggestions:

1. The roads could be trade lines witch are off of Freelancer a awsome game. I would have the trade lines make the units move 1\5 per movement point and I suggest you get rid of railroads unless you use the as jumpholes (another think from Freelancer). The jumpholes travel form galaxy to galaxy, but the trade lines traval form planet to planet.

2. Don't have gound units have the spaceships the gound units and make big spaceships that bombard and little spaceships as fighters witch attack. The big spaceships can attack if you want but they should have strong bombardment and weak attack. Because of low maneuverability.
 
Yeah Bob, I have similar ideas in line with those.

EDIT: The first defensive unit is an Orbital Star Base. It's immobile, and can only defend the star system. But it can be airlifted.
 
Update on my Ideas:

Ship Classes (thanks Daftpanzer for reminding me)

Corvette / Frigate / Destroyer / Light Cruiser / Cruiser

The units will have a size and a speciality.

The specialities can be:
- Exploration.
- Defense.
- Fighter Carrier.
- Attack.
- Bombard
- etc.


Civilization Traits

The original traits will probably remain as they are (as I don't think there is a way to edit them).

But with one major difference.

Each Civilization will have a MAIN trait. An example:

Civilization ONE might be Scientific / Religious. Scientific is their Main trait as I wrote it first.
And then Civilization TWO might be Religious / Scientific, so their main trait is Religious.

What this means is that they will get a starting tech, a tech which can't be researched. The Sci/Rel civ will get the scientific special tech. And the Rel/Sci will get the religious special tech.

What that means I'm not sure yet. They might get an extra start unit, or building, or something.


A problem I have is what kind of religious Techs, Improvements and such should there be? I have almost idea...
 
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