This site is in archival mode. A replacement is being developed. In the meantime, please use the PBW2 Forums for community discussions. The replacement software for this site will use a unified account system with PBW2, and any newly created threads will carry over.
Posted: Sun Oct 17, 2004 3:01 pm Post subject: Colonization
What would you prefer?
Currently I have each major race having their own colonization area restricted by their racial trait - so that means no colony tech trading at all. The downside is that all colony module types cost the same for a race.
Or I could use a similar system to Adamant or Ekolis's colony tech mod, where each native type (rock, ice, gas) has their own colony techs - which prevents colony tech trading between say, a rock and an ice race, but not between rock races. This way allows for higher cost modules that aren't native to that race, such as more expensive ice and gas modules for a rock race.
Colony ships being the only ones that can carry colony modules can be fun, but sometimes people want to build faster, larger colony ships, too.
I like Adamant's method of preventing colony tech trading, though. Yours would work, but really I think the call comes down to mod background on this one... what fits the Space Food Universe? Back to top
That is why you have a second or third larger class of colony ship hull.
I prefer the lack of ability to trade starting colony "techs." The fact that you live on a rock world doesn't mean that you can just instantly without any effort tell a race that comes from a gas giant how to live on rock worlds... You might be able to help them and reduce research costs a bit, but it certainly wouldn't be free... Smarter than your average Texrak. Back to top
What I had originally was the first option above but taken another step further with colonization modules for the major race's non-native atmosphere (based on Space Food Universe lore i.e. Pumpkins on Gas Giants etc) costing more. However, that limited player options when it came to playing that race as they'd be force to choice that planet type or else be at a disadvantage. Hence, why I made them cost the same.
The colonization setup has been finalized with a system similar to Ed Kolis' colony tech mod with restrictions by racial traits.
A change in the next version will be with colony ships and colony modules. The modules will now require a mount to fit them on the colony ship, which was slightly resized. This means that colony modules can only be placed on colony ships.
The colony modules have been reduced in size (after using the mount) to 350kT. The basic colony ship is 490kT so there is some extra space for design flexibility. At least more so than the previous version (0.11) that had 400kT modules and 500kT ships. A more advanced colony ship hull (same size as basic) was also added and allows for a few more engines than the basic hull. Space Empires Depot | SE:V Balance Mod Back to top
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
All logos and trademarks used on this site, all comments and stories posted for reading, all files hosted for download, and all art work hosted for viewing are property of their respective owners; all the rest copyright 2003-2010 Nolan Kelly.
Syndicate news: - Syndicate forums:
Page Generation: 0.18 Seconds