Space Colonization modmod

I wonder if its possible to use any ideas from this thread.
Basically they came from nowhere, dumped bunch of ideas for future eras and then they quickly left forums to be never seen again.
thread is from 2012 though :p

That thread was a spoof.

i.e. All those expert coders working on it!. Then nothing happened.

Though some of the idea's proposed may still be usefull.
 
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They were a group of friends that were seriously considering working on those mods I think. Azure and his girlfriend broke up around that time from what I recall and that somehow brought the whole organization of them to scatter. He seemed to be the main one focusing the efforts in our direction and they may have been a big part of why he was so prolific while he was here.
 
Thanks for pointing that out. I am aware of that and a number of other XML errors that resulted from splitting Titan to its own separate building line and map category. I plan to fix them this weekend. If you are playing a game and are in the Information Era now, you might want to wait until my next update before proceeding much further.
 
I think I'm about 5 techs away from the Info Age, so thanks for the advice :)
Edit 1: Oh nvm, actually I was a few techs away from the Nano Era...

Edit 2: Not sure if this is intendet, but I can build the Lunar Outpost straight using the Construction Ship, without building the Base first. Not sure if you can build the Habitation Complex instantly if you have the right tech.
 
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All right, I've fixed all the bugs that I know about. Let me know if you uncover anything else.

Regarding building improvements with the Construction Ship, yes you can build all of them straight away. I think I would have to redo it like we do the space stations now, where the unit can naturally build the first one, and then the next levels are done via custom python actions.
 
Cool!

The first thing I've noticed is that the Heavy Rocket, Satellites etc are all not classified as Civilian Units. Especially right now when we don't have AI for the space related stuff there is no need for combatants so adding them to this filter would reduce the clutter in the unit sections.

Probably a "Space" type unit filter (like for Land and Air) would be good in the long run?
 
The Lunar Settler requires Rocket Fuel, which can only be produced in Cislunar colonies if you already have a lunar colony. Unless I miss something here, this looks like a bug. Also the Cislunar Settler doesn't require rocketfuel.
 
No bug, though I admit the system is a bit unclear. The way you get your first lunar settler is bringing a Heavy Rocket to a Level 3 Space Station and upgrading it there.
 
I have idea:
Let all space units, that are buildable on Earth be buildable in Cislunar station maybe without space shuttle and heavy rocket.
Maybe add some name before earthly spaceship too.
Maybe FF for "Final Frontier" - that would be nice name for space business :p
This way it would be easier to find space units in unit clutter on Earth.
 
Nevermind I figured from the code that the Heavy Rocket can upgrade to a Lunar Settler in a Lv3 Space Station. It works :)

Edit:
Ok I found two things now:

- Human Mods generate a resource, but this is not accessible in space colonies. Maybe a free building for everything that is non-earth terrain that also gives this bonus would be a work-around?

- At Biomimetics you Apiary obsolotes, but until Megacorporations you lose access to Wax, which is required for the Electroactive Polymers.
 
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I have idea:
Let all space units, that are buildable on Earth be buildable in Cislunar station maybe without space shuttle and heavy rocket.
Maybe add some name before earthly spaceship too.

At least the settlers are buildable in cislunar space, once you get the first few colonies up and running. I think I will move the Magsail worker off Earth completely as well.

Nevermind I figured from the code that the Heavy Rocket can upgrade to a Lunar Settler in a Lv3 Space Station. It works :)

Glad to hear that. I think we should be able to add some explanatory notes on the Heavy Rocket unit to make it more clear how it works.

- Human Mods generate a resource, but this is not accessible in space colonies. Maybe a free building for everything that is non-earth terrain that also gives this bonus would be a work-around?

As it is now, the resource isn't usable in space either. Some of them, especially Lunaris and Martian, really ought to be buildable in a more appropriate domain. The whole system needs to be rethought.

- At Biomimetics you Apiary obsolotes, but until Megacorporations you lose access to Wax, which is required for the Electroactive Polymers.

Good catch. I usually beeline* to Megacorporations to adopt the Corpornation civic, so that hasn't been a problem for me. I will come up with a solution for that.

* No pun intended
 
I think there should be a trade route between earth and cislunar sometimes around the Space Elevator. I like the restriction of not having a connection at first, but after a while it seems strange.
 
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Whole solar system should be wide open for trade after your spaceships are capable of Brachistochrone trajectories - that is accelerate and on midpoint decelerate towards target.
With onboard fission/fusion reactors or solar system wide beam network powering electric engines it should be possible.
When warpdrive/wormholes travel is possible whole transtellar space should be able to trade with solar system.
I guess there needs to be trigger for trade routes just like for rivers in deep past for space terrains.

On unrelated note did you saw Space Engine - program that generates planets, stars and galaxies or mod for KSP - Interstellar Extended, where you can build fission/fusion/antimatter powered rockets (these could travel to transtellar space) or use warp drive that is capable of 1000c speed basically opening whole Orion Arm or even galaxy, if you can wait 50 years :p

In space engine you can spawn ships, and they have even better warpdrive.
 
Whole solar system should be wide open for trade after your spaceships are capable of Brachistochrone trajectories - that is accelerate and on midpoint decelerate towards target.

I object; the time a resource spend in space is usually not that important; at least if we are talking about the inner solar system. Getting stuff from Earth into orbit is basically the hardest part, thus the Spaceelevator.

I guess there needs to be trigger for trade routes just like for rivers in deep past for space terrains.
Good idea. I wonder if space can be declared as "water", and then you'd need a certain tech for the first type (cislunar) to become subject of trade, then Inner Solar System etc...
 
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We already have IIRC
  • Raft Building for Rivers
  • Sailing for Coast
  • Seafaring for Sea
  • Navigation for Ocean
I think that's it. But it should be possible to do something similar with the various space terrains.
 
Is it intended that the Deep Space Settler can't settle on Titan? Do I need a Tech (like Abyss Colonization) for that?

Yes. The DSS should have part of its description "Cannot Enter Titan (until Abyss Colonization)". If it doesn't work after that point, let me know.
 
Always the small print.... :( Now it worked fine!

So, I have a couple of things to note:

-Mining Bot Control Center requires Automate Vehicle Dealership; at this point it is replaced by the Shockwave Dealership etc.

-Are Mars improvment balanced? The Mine just seems the best overall, with maybe one or two Hydroponics per city.

-Lunar Worker could be reduced by 50% (cost). I had the same feeling about the DDS, but now it feels quite good. Maybe I was impatient because it was late.

-Martian Skyscraper is worse than the buildings it replaces, netting in a big production loss.

-Why is there a Venusian Deuterium Exporter but it requires no mine or scoop? This could be another Venusian building, since in the beginning it is sometimes bored.

-The Lunar Mine improvment takes way too long (65 turns compared with 4-5 from the others)

-No rush with gold costs more than 1.000.000. I guess this is due TB's overflow fix?

-The Lunar Solar Array is too expensive; cut have it's cost cut by 80-90%. The Asteroid Mining Complex (Cislunar) Is also about 4times as expensive (in building time) than the Cislunar Solar Array NW. Being a wonder, it should be only 2x the cost.

-The Body Exchange Clinic requires 6 Cloning Factories (on a big map). It should be only 1, since you actually need this building for quite a lot of stuff!
 
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