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Black_Knyght Space Emperor

Joined: Aug 19, 2005 Location: Woodland, California
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Posted: Fri Apr 14, 2006 1:20 am Post subject: Reusable Colonyships |
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Is there a way to build a Colonyship in such a way as it will go to a planet, set up a colony, and return to "refit" for another colonization effort - That is to say get another "module" of a sort that could be delivered to a planet as a colonization base ???
I don't have nearly the understanding of the mechanics of the game to develop this, if it's even possible. Is there anyone out there who can ???
SL Black Knyght of House Darkstar, PBC IV
Ushering in a brave new era…
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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Posted: Fri Apr 14, 2006 1:42 am Post subject: |
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It is not possible. The best you can do is use a SY ship to build colony ships with 1 movement on location. Note that it requires a movement point to colonize. Also note that you'll want to carry population on this SY ship.
You could possibly make the colony module cost a lot of organics, but no rads or min. Then, set the organics SY rate of ship only SY component really high, so it can build 1 turn colony ships (assuming other resource costs are covered). Planetary and base SYs would take longer to build the high organic cost colony ship.
One caveat is that this will might unbalance build rates of organic race ships.
Smarter than your average Texrak.
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Black_Knyght Space Emperor

Joined: Aug 19, 2005 Location: Woodland, California
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Posted: Fri Apr 14, 2006 1:47 am Post subject: |
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Rats !!!
Is there a means to build an expendable colonizer module, one that would be considered "destroyed upon use", such as certain other componants ???
SL Black Knyght of House Darkstar, PBC IV
Ushering in a brave new era…
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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Posted: Fri Apr 14, 2006 2:13 am Post subject: |
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No.
Smarter than your average Texrak.
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Kana Space Emperor

Joined: Jan 15, 2005
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Posted: Fri Apr 14, 2006 8:23 pm Post subject: |
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| Black_Knyght wrote: | Rats !!!
Is there a means to build an expendable colonizer module, one that would be considered "destroyed upon use", such as certain other componants ??? |
But hopefully we might be able to when SEV comes out...
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psimancer Space Emperor

Joined: Apr 12, 2006 Location: texas
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Posted: Fri Apr 28, 2006 1:44 pm Post subject: |
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heres an idea make a special hull in the game with the ability to colonize
and a move of one and 20 kt storage have oh 1 or 2 spaces and no bridge requirements then restrict the engine components so it cant have any
viola you have a colonizer module without a colony component for other ships to carry so it can only be created by a shipyard
than if you combine with some form of fyron's idea about the costs and boom your set
another idea is to make a version of above as drones but with no storage
the effect would be like a book i read called "manseed" a genetic storage drone which recreated people from stored genetic material except in our case the colony would be created and we would just have to populate it to get anything from it
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CapnKy Space Emperor

Joined: Jan 01, 2005
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Posted: Fri Apr 28, 2006 1:54 pm Post subject: |
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Problem with that is that you'd need one of these special hulls per colony type, though I doubt that would be too much of a problem.
Unofficial Adamant 0.16.xx Bug Hunter
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psimancer Space Emperor

Joined: Apr 12, 2006 Location: texas
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Posted: Fri Apr 28, 2006 2:03 pm Post subject: |
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exactly
rock colony hull
gas colony hull
ice colony hull
note if you have say colony hull costs 3000...organics
then you have a special shipyard conponent with production rate of
0 min 3000 org 0 rad
then you have a reusable colony ship and since it cant produce any other resource it could only make colony modules
and even if the regular shipyards get to level 3 and can make 3000 org in one turn why make a 1move vehicle except to colonize a moon you forgot
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Slayr-CXF50 Space Emperor

Joined: Mar 04, 2006 Location: Australia
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Posted: Fri Apr 28, 2006 2:28 pm Post subject: |
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Perhaps you could make a general all-round type coloniser, but make its Tech Requirements be all three colony types.
Can't play SEV on a Dell Dimension 2400.... 
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psimancer Space Emperor

Joined: Apr 12, 2006 Location: texas
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Posted: Fri Apr 28, 2006 2:32 pm Post subject: |
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you mean one hull colonize any type planet (ie all types of planets colonize abilities) but to get it you have to have rersearched all three coloniy tech's
ummmm does not seem like a good idea if that is what you meant
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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Posted: Fri Apr 28, 2006 2:36 pm Post subject: |
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| psimancer wrote: | exactly
then you have a special shipyard conponent with production rate of
0 min 3000 org 0 rads |
Better make that 1/3000/1. A rate of 0 means the ship gets built without any of that resource being spent on it. You would be able to build any non-organic ship in one turn with just the organics cost. 
Smarter than your average Texrak.
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Slayr-CXF50 Space Emperor

Joined: Mar 04, 2006 Location: Australia
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Posted: Fri Apr 28, 2006 2:37 pm Post subject: |
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Yeah that's exactly what I meant -- except that you still have the other three. You just use this one when you don't want to bother to see what kind of planet it is. 
Can't play SEV on a Dell Dimension 2400.... 
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psimancer Space Emperor

Joined: Apr 12, 2006 Location: texas
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Posted: Fri Apr 28, 2006 2:42 pm Post subject: |
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ahh an addon after not the only type availale gotcha slayer nice idea
thanks fyron important point
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Slayr-CXF50 Space Emperor

Joined: Mar 04, 2006 Location: Australia
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Posted: Fri Apr 28, 2006 2:44 pm Post subject: |
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You could also use this concept to create a sort of rads based bomb-ship thing... or perhaps a cloning machine which could create organics based Infantry to make troops to restart an unsuccessful ground invasion.
Interesting concept.
Can't play SEV on a Dell Dimension 2400.... 
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Black_Knyght Space Emperor

Joined: Aug 19, 2005 Location: Woodland, California
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Posted: Fri Apr 28, 2006 10:54 pm Post subject: |
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I'm useless at writing this kind of thing up, though. Still too new to the game. Any chance one of you could ?

SL Black Knyght of House Darkstar, PBC IV
Ushering in a brave new era…
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Slayr-CXF50 Space Emperor

Joined: Mar 04, 2006 Location: Australia
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Posted: Sat Apr 29, 2006 2:36 am Post subject: |
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Certainly. Stick this in your VehicleSizes.txt.
| Quote: |
Name := Colony Pod Builder
Short Name := Colony Pod Builder
Description :=
Code := CPB
Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
Vehicle Type := Ship
Tonnage := 400
Cost Minerals := 550
Cost Organics := 2000
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Space Yard
Ability 1 Descr := Can't build anything mineral-based at a reasonable rate.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 1
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 5000 organics a turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 5000
Ability 3 Type := Space Yard
Ability 3 Descr := Can't build anything rads-based at a reasonable rate.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 1
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 2
Requirement Min Crew Quarters := 2
Requirement Uses Engines := True
Requirement Max Engines := 5
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Name := Colony Pod - Rock
Short Name := Colony Pod - Rock
Description :=
Code := CP
Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
Vehicle Type := Ship
Tonnage := 100
Cost Minerals := 0
Cost Organics := 5000
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Rock Planet Colonization
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize a rock based planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 20kT worth of cargo space.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 1
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Name := Colony Pod - Ice
Short Name := Colony Pod - Ice
Description :=
Code := CP
Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
Vehicle Type := Ship
Tonnage := 100
Cost Minerals := 0
Cost Organics := 5000
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ice Planet Colonization
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Colonize Planet - Ice
Ability 1 Descr := Can colonize an ice based planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 20kT worth of cargo space.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 1
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Name := Colony Pod - Gas
Short Name := Colony Pod - Gas
Description :=
Code := CP
Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
Vehicle Type := Ship
Tonnage := 100
Cost Minerals := 0
Cost Organics := 5000
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Gas Planet Colonization
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Colonize Planet - Gas
Ability 1 Descr := Can colonize a gas based planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 20kT worth of cargo space.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 1
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Name := Colony Pod - All
Short Name := Colony Pod - All
Description :=
Code := CP
Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
Vehicle Type := Ship
Tonnage := 100
Cost Minerals := 0
Cost Organics := 5000
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 3
Tech Area Req 1 := Gas Planet Colonization
Tech Level Req 1 := 1
Tech Area Req 2 := Rock Planet Colonization
Tech Level Req 2 := 1
Tech Area Req 3 := Gas Planet Colonization
Tech Level Req 3 := 1
Number of Abilities := 4
Ability 1 Type := Colonize Planet - Gas
Ability 1 Descr := Can colonize a gas based planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 20kT worth of cargo space.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Colonize Planet - Ice
Ability 3 Descr := Can colonize an ice based planet.
Ability 3 Val 1 :=
Ability 3 Val 2 :=
Ability 4 Type := Colonize Planet - Rock
Ability 4 Descr := Can colonize a rock based planet.
Ability 4 Val 1 :=
Ability 4 Val 2 :=
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 1
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
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If there are any errors, let me know.
Can't play SEV on a Dell Dimension 2400.... 
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psimancer Space Emperor

Joined: Apr 12, 2006 Location: texas
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Posted: Sun Apr 30, 2006 8:04 pm Post subject: |
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curiousity
i note Colony Pod Builder
Ability 1 Descr := Can't build anything mineral-based at a reasonable rate.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 1
also Colony Pod - Rock
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 1
and i recall
Name := Bridge
Cost Minerals := 500
Name := Life Support
Cost Minerals := 500
Name := Crew Quarters
Cost Minerals := 500
Name := Ion Engine III
Cost Minerals := 160
Cost Radioactives := 50
colony pod design requires a minum cost of 1660 minerals and 50 radioactives so that construction of one pod will require
one thousand six hundred and sixty turns
so my question is as follows
um crew life support and bridge cant we completly eliminate them
and as far as engines i thought it was a given as to none just a builtin one movement added as an ability
disclaimer this is a constructive post hopefully in a jocular manner
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psimancer Space Emperor

Joined: Apr 12, 2006 Location: texas
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Posted: Sun Apr 30, 2006 8:39 pm Post subject: |
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i dont know why but my brain is working so here my 30th hour post
| Code: | Name := Colony Pod
Short Name := Colony Pod
Description :=
Code := CP
Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
Vehicle Type := Drone
Tonnage := 10
Cost Minerals := 1
Cost Organics := 5000
Cost Radioactives := 1
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Gas Planet Colonization
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Colonize Planet - Gas
Ability 1 Descr := Can colonize a gas based planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Cargo Storage
Ability 2 Descr := this advanced technology version pod can contain 1 million hypersleep colonists.
Ability 2 Val 1 := 5
Ability 2 Val 2 := 0
Ability 3 Type := Standard Ship Movement
Ability 3 Descr := Generates 1 standard movement.
Ability 3 Val 1 := 1
Ability 3 Val 2 := 0
Requirement Must Have Bridge := False
Requirement Can Have Bridge := False
Requirement Can Have Aux Con := False
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := False
Requirement Max Engines := 0
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0 |
however i like this new idea
| Code: | Name := Colony Pod
Short Name := Colony Pod
Description := this automated machinery will claim and prepare a planet for colonization
Code := CP
Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
Vehicle Type := Drone
Tonnage := 100
Cost Minerals := 3000
Cost Organics := 200
Cost Radioactives := 200
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Gas Planet Colonization
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Colonize Planet - Gas
Ability 1 Descr := Can colonize a gas based planet.
Ability 1 Val 1 :=
Requirement Must Have Bridge := False
Requirement Can Have Bridge := False
Requirement Can Have Aux Con := False
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 6
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0 |
this pod can be built by a planet (like all units )
and can be cost controlled by ther number of engines and speed controlled by the number of engines and components such as solar sails
however it cannot carry population so you still have to populate your newly terraformed world
(think genesis torpedo in star trek or asimov's robots in the caves of steel terra forming but running out of maintenance before anyone got there)
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Slayr-CXF50 Space Emperor

Joined: Mar 04, 2006 Location: Australia
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Posted: Mon May 01, 2006 7:02 am Post subject: |
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True, I did not take into account those extra costs.
Here's an updated version.
| Quote: |
Name := Colony Pod Builder
Short Name := Colony Pod Builder
Description :=
Code := CPB
Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
Vehicle Type := Ship
Tonnage := 400
Cost Minerals := 550
Cost Organics := 2000
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Space Yard
Ability 1 Descr := Can't build anything mineral-based at a reasonable rate.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 1
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 5000 organics a turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 5000
Ability 3 Type := Space Yard
Ability 3 Descr := Can't build anything rads-based at a reasonable rate.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 1
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 2
Requirement Min Crew Quarters := 2
Requirement Uses Engines := True
Requirement Max Engines := 5
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Name := Colony Pod - Rock
Short Name := Colony Pod - Rock
Description :=
Code := CP
Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
Vehicle Type := Ship
Tonnage := 10
Cost Minerals := 0
Cost Organics := 5000
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Rock Planet Colonization
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize a rock based planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 20kT worth of cargo space.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Standard Ship Movement
Ability 3 Descr := Generates 1 standard movement.
Ability 3 Val 1 := 1
Ability 3 Val 2 := 0
Requirement Must Have Bridge := False
Requirement Can Have Aux Con := False
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 0
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Name := Colony Pod - Ice
Short Name := Colony Pod - Ice
Description :=
Code := CP
Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
Vehicle Type := Ship
Tonnage := 100
Cost Minerals := 0
Cost Organics := 5000
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ice Planet Colonization
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Colonize Planet - Ice
Ability 1 Descr := Can colonize an ice based planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 20kT worth of cargo space.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Standard Ship Movement
Ability 3 Descr := Generates 1 standard movement.
Ability 3 Val 1 := 1
Ability 3 Val 2 := 0
Requirement Must Have Bridge := False
Requirement Can Have Aux Con := False
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 0
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Name := Colony Pod - Gas
Short Name := Colony Pod - Gas
Description :=
Code := CP
Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
Vehicle Type := Ship
Tonnage := 100
Cost Minerals := 0
Cost Organics := 5000
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Gas Giant Colonization
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Colonize Planet - Gas
Ability 1 Descr := Can colonize a gas based planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 20kT worth of cargo space.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Standard Ship Movement
Ability 3 Descr := Generates 1 standard movement.
Ability 3 Val 1 := 1
Ability 3 Val 2 := 0
Requirement Must Have Bridge := False
Requirement Can Have Aux Con := False
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 0
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Name := Colony Pod - All
Short Name := Colony Pod - All
Description :=
Code := CP
Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
Vehicle Type := Ship
Tonnage := 100
Cost Minerals := 0
Cost Organics := 5000
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 3
Tech Area Req 1 := Gas Giant Colonization
Tech Level Req 1 := 1
Tech Area Req 2 := Rock Planet Colonization
Tech Level Req 2 := 1
Tech Area Req 3 := Ice Planet Colonization
Tech Level Req 3 := 1
Number of Abilities := 5
Ability 1 Type := Colonize Planet - Gas
Ability 1 Descr := Can colonize a gas based planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 20kT worth of cargo space.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Colonize Planet - Ice
Ability 3 Descr := Can colonize an ice based planet.
Ability 3 Val 1 :=
Ability 3 Val 2 :=
Ability 4 Type := Colonize Planet - Rock
Ability 4 Descr := Can colonize a rock based planet.
Ability 4 Val 1 :=
Ability 4 Val 2 :=
Ability 5 Type := Standard Ship Movement
Ability 5 Descr := Generates 1 standard movement.
Ability 5 Val 1 := 1
Ability 5 Val 2 := 0
Requirement Must Have Bridge := False
Requirement Can Have Aux Con := False
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 0
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
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Can't play SEV on a Dell Dimension 2400.... 
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Black_Knyght Space Emperor

Joined: Aug 19, 2005 Location: Woodland, California
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Posted: Mon May 01, 2006 7:29 am Post subject: |
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That looks amazing !!! much more reasonable than an entire ship for one use only.
If you used this, how would you incorporate it into use, and would it be nessesary to assign it an image ?
SL Black Knyght of House Darkstar, PBC IV
Ushering in a brave new era…
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psimancer Space Emperor

Joined: Apr 12, 2006 Location: texas
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Posted: Mon May 01, 2006 7:41 am Post subject: |
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their all already assigned as colony ship image
| Code: | Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
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but you can change it to9 anything you like course if its not a standard or neo standard image most people won't have it
----edit-----
omigod i just relooked at the pod builder in light of actually using it in a game
400 tons of space used space c&c=30 engines =50 that leaves 320 tons of space for supplies and cargo at half and half thats 8 supply and 8 cargo
of type one meaning a massivly long range vehicle that "could" be used for alternate purpose (abuse anyone)
suggestion
make pct req cargo 50 and percent req supplies at 35 (approx right setting i think) this will prevent use as combat ship of 400 tons at beginning of game
or just reduce tonnage of pod builder to 150 which is sufficient for a machine to fly with and then they have to send a pop transport ship along with it
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psimancer Space Emperor

Joined: Apr 12, 2006 Location: texas
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Posted: Fri Nov 10, 2006 9:20 pm Post subject: |
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just an update and reference
i based my concept for a colony drone on the book manseed by jack williamson found on amazon
ps the picture on the book cover says a lot (hopefully this link works)
the cover image
the reviews say even more
its a genetic torpedo basicly it lands analyzes and then births new people
the gold guy is its form of self repair a near machine entity
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dude_lewis1 Space Emperor

Joined: Jul 24, 2006
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Posted: Thu Nov 23, 2006 4:22 pm Post subject: |
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yah i know people alreddy said this but make a drone that can colonize in a mod
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psimancer Space Emperor

Joined: Apr 12, 2006 Location: texas
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Posted: Thu Nov 23, 2006 7:09 pm Post subject: |
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| dude_lewis1 wrote: | | yah i know people alreddy said this but make a drone that can colonize |
already did second half of this message in this thread not really tested but should work just copy the second code section [where Vehicle Type (seventh line) says drone ] into your vehicletypes.txt file using a standard text editor and a gas giant colonizer drone hull becomes available in the game when you load up i suggest a new game load up and test if it works if it does just copy 2 times and change ability 1 to rock and ice for the new entries
| dude_lewis1 wrote: |
in a mod |
that im working on presently in SEV though i intend once i get a few more things done to see what can be implemented in a seiv game also
p.s. hmm i wonder if i forgot value entries for that ability have to look up the colony modules in components text to check
well laters its back to the text files for me
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Sunnendei_Tinco Space Emperor

Joined: Oct 20, 2006 Location: Calgary, Alberta, Canada
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Posted: Thu Nov 23, 2006 11:04 pm Post subject: |
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How will this work in SEIV? AFAIK units aren't able to carry any cargo, thus if you make a colony ship out of a drone you will not have any population. I wonder if you could work around this by changing the settings so that colony ships automatically place 1M once they colonize?
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