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Spaceempires.net :: Nomad/spaceborn race question :: View topic
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Nomad/spaceborn race question
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mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Wed Aug 22, 2007 9:55 am    Post subject: Nomad/spaceborn race question Reply with quote

Does it's possible to have a race that don't colonize planets, but instead live on spaceships and stations (or ring/sphere world in later stage)?

I mean we can build & repair ships from mobile SY.
We can obtain resources from mobile extractors.
We can hold population in cargo space.

Because this race is spaceborne it's civilian(like space city,inteliggence or research base)/SY stations should cost low and have no maintain cost.
Ships should be bit more expensive but have very low maintenace cost.

EDIT:

initial mod resources/information/code status:

***extractors***
-mineral- available
-rad- available
-food- available
-research(would propably decresee planet condition when mined)- ???
-intelligence(same as research -fueled by planet condition)- ???

***generators***
-mineral- possible
-rad-possible
-food-possible
-research- possible
-intelligence- possible
-supply(solar sails,quantum generators)- available

optional
-population (propably would be to give production bonus to generator ships)- ???

****Game mechanics****
-diffrend (and separated from other races) start option- ???
-diffrend tech level from other races(it would have to have some tech from the start, no matter what tech option are set - like solar sails, space SY, space miners ect.) - ???
-customizable starting fleet- propably only via notepad
-diplomacy errors- ???


Last edited by mrWHO on Wed Aug 22, 2007 2:54 pm; edited 4 times in total


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exelsiar
Space Emperor


Joined: Jun 14, 2007
Location: Fleet, England, UK

PostPosted: Wed Aug 22, 2007 11:32 am    Post subject: Reply with quote

figured i should throw in my 2 cents so to speak as i love some of these ideas

As for colonizing nothing ness, im pretty sure it cant be done under the current games constraints.

the research module idea is available in the IRM mod, and and im sure the intel module could easily be made. I read somewhere that the research module for IRM wasnt finished and not working... last i used it it worked fine ^_^


Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service


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albi_joe
Space Emperor


Joined: Mar 19, 2005
Location: USA

PostPosted: Wed Aug 22, 2007 12:04 pm    Post subject: Reply with quote

The SE4 "Pirates and Nomads" mod, and the mods that adapted the P&N setup, had the research component, as well as a component to reduce ship maintenance.

Things were still hideously expensive due to some reason - I think it was that you were paying maintenance on the hull as well as the modules, or something. All your ships and space stations were also counted against you for "evil empire" status, so you got to be the antithesis of the "friendly space trader".


There is a fine line between Genius and Insanity. I am firmly on one side of that line!


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isopsyco
Space Emperor


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Wed Aug 22, 2007 12:47 pm    Post subject: Reply with quote

I like the concept, sounds like the rag tag fleet scenario I'm trying to build for the BSG mod.

I did create intel, research, construction, organic, rad and supply generator components along with some maintenance and repair producing bonus components but haven't figured out the population one yet. I think that would be key.

As for population (crew once aboard ship or station) being accounted for running the ship and its components, check out SJs Gritty Galaxy mod, he has exactly what your looking for in components and data file requirements.


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mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Wed Aug 22, 2007 2:38 pm    Post subject: Reply with quote

What I need is all those things (generator modules, low or none maintenace costs - if population is needed only for production bonus then we can forget about it) chained to race quirk/option just like organic/mechanoid race to make those changes affect only to such races.
Also such race should have a Space Mothership and small fleet from the start instead of planet.

I imagine it as add-ond for stock SEV or other mods (like ballance) to make gameplay more interesting (but propably as human player only, coz I don't think that AI could chandle that).

The question is: is it doable to have one selected race to start diffrend (mothership fleet) from other races?

Does having no planet (only ships) would breake anything in diplomacy - like setting the borders - such race could not colonize planets (exept artifical construction like ringworlds) so AI would not consider any of it's system as their property - could go into - colonize and then claim that it's their system.


Last edited by mrWHO on Wed Aug 22, 2007 2:59 pm; edited 1 time in total


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mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Wed Aug 22, 2007 2:57 pm    Post subject: Reply with quote

I updated first post to clean some things.

Anyway I think that such race would be true system parasite race Twisted Evil
planets strip mined and degenerated, then blown up to obtain more resorces, then move to other systems leaving resourceles system.


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Khemul
Space Emperor


Joined: Aug 22, 2007

PostPosted: Wed Aug 22, 2007 5:56 pm    Post subject: Reply with quote

You may want to study the Adamant mod for SEIV for some ideas on implementing this idea. It includes the Pirates & Nomads mod for SEIV.

As far as I know you can't change the way a player starts, so they'd still have a homeworld. But you might be able to use the method used in Adamant to stop the player from being able to colonize any other worlds.


Personally I always thought the Organic races should be like this to begin with. Living ship that gain everything they need to live from stars instead of resources.


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Wed Aug 22, 2007 6:08 pm    Post subject: Reply with quote

The last time I checked, there was not really any way to get ships to generate research or intel using the existing facility abilities (or resources independent from robo-miners, which should never be in a mod due to balance concerns anyways). All such abilities only function in the sector with a colony; the amounts are added to the production of said colony, and didn't seem to do anything independently.

This may have changed in the latest versions, as I haven't tested it recently.


Smarter than your average Texrak.


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Wed Aug 22, 2007 6:55 pm    Post subject: Reply with quote

What if every system were configured to have a "giant space habitat thingy" space-object which was basically an invisible planet which covered the whole system? Give it a special planet type that only nomads have the technology to colonize, and then not only do you have mobile resource generation, you have spaceborne colonies!
Or would that only let them colonize at the center of the system? That would be a problem, as that's usually where the star is... I suppose you could offset either the space habitat or the star by a few sectors... or you could have one space habitat per sector, but that would be awful confusing if they were invisible and cluttered if they were visible!


"Figuring out the UI is half the fun!" - Xintis, fan of both SE5 and WarioWare


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albi_joe
Space Emperor


Joined: Mar 19, 2005
Location: USA

PostPosted: Wed Aug 22, 2007 8:47 pm    Post subject: Reply with quote

Having 1-3 "Lagrange points" (special planet type) per system for the nomads to colonize would no be out of the question, I think...

you could have the point have such low abilities (0 facilites, 1M popualtion) that most others would no colonize them, leaving them free for the nomads to take.


There is a fine line between Genius and Insanity. I am firmly on one side of that line!


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Wed Aug 22, 2007 10:53 pm    Post subject: Reply with quote

Or add a 4th planet physical type such that it is literally impossible for a non-nomad to colonize them.

Smarter than your average Texrak.


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albi_joe
Space Emperor


Joined: Mar 19, 2005
Location: USA

PostPosted: Thu Aug 23, 2007 4:50 am    Post subject: Reply with quote

I was trying to come up with something that wouldn't give nomads an unfair advantage (like a racial-only colony type), while allowing them to have the planets they apparently need after all.

I suppose there could be "derelict colony" type planets, which anyone could research & colonize, as an alternative.


There is a fine line between Genius and Insanity. I am firmly on one side of that line!


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Thu Aug 23, 2007 7:03 am    Post subject: Reply with quote

If I was competing against a nomad, and I could colonize those "La Grange Points," I would colonize every one of them under my power to do so. The cost for me to colonize them is trivial, but the lost potential for the nomad is not. They need to be nomad-only to be of any use, IMO. Since they wouldn't do anything without nomad ships anyways (with the appropriate abilities), why would we want regular races to colonize them? Its not really an advantage for the Nomad, since they wouldn't be able to colonize any regular planet type.

Of course... since there isn't any limit to how many ships or bases you can have in a sector, the nomad only ever really needs 1 of these La Grange Point planet types; he can simply stack everything up. Maybe he would want to have 3 or 4 spread over the galaxy for purposes of safety, but not generally too many. Its easier to defend a single stack than a bunch of ships spread over many systems.


Smarter than your average Texrak.


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albi_joe
Space Emperor


Joined: Mar 19, 2005
Location: USA

PostPosted: Thu Aug 23, 2007 12:26 pm    Post subject: Reply with quote

Ah - I forgot the Adamant method of colonization! I was thinking the nomads could eventually gain other colony techs, which defeats this whole discussion Razz

There is a fine line between Genius and Insanity. I am firmly on one side of that line!


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CapnKy
Space Emperor


Joined: Jan 01, 2005

PostPosted: Fri Aug 24, 2007 1:27 pm    Post subject: Reply with quote

albi_joe wrote:
Ah - I forgot the Adamant method of colonization! I was thinking the nomads could eventually gain other colony techs, which defeats this whole discussion Razz


You still can in Adamant. Razz You just can't trade between empires that have different starting types. So two Rock races can trade Ice planet colonizing data, but an Ice race can't give a Rock race a shot in the arm by giving them Ice planet colonizing data or vice versa.

Make sense?

(Also, non-racial colony types cost twice as much as your racial colony type, IIRC.)


Unofficial Adamant 0.16.xx Bug Hunter


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Romulus68
Space Emperor


Joined: Apr 13, 2007

PostPosted: Thu Aug 30, 2007 5:34 pm    Post subject: Reply with quote

Like mentioned before you can use Planets as the Nomad platfoms. Create a new planet Type called Worldships.

You can make new facilities to add to them. ie....World Engines, World Shields, etc. These can be racial specific traits/technology like Organic or Crystalline. Oh! Instead of sending out colony ships you can build Moons or Starbases around the planet to house more population and facilities. Again, this would be a racial tech and need balanced in resources needed to construct, what it gives, etc for game play.

What was the cartoon that used world Engines? They had the Swamp, Rock and Ice worlds that was being devourered by a Dark Planet???


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mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Thu Aug 30, 2007 6:17 pm    Post subject: Reply with quote

Romulus68 wrote:

What was the cartoon that used world Engines? They had the Swamp, Rock and Ice worlds that was being devourered by a Dark Planet???


It wa "War planets"

Quote:
Like mentioned before you can use Planets as the Nomad platfoms. Create a new planet Type called Worldships.

You can make new facilities to add to them. ie....World Engines, World Shields, etc. These can be racial specific traits/technology like Organic or Crystalline. Oh! Instead of sending out colony ships you can build Moons or Starbases around the planet to house more population and facilities. Again, this would be a racial tech and need balanced in resources needed to construct, what it gives, etc for game play.


does such "worldship" would be able to move and warp??


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Romulus68
Space Emperor


Joined: Apr 13, 2007

PostPosted: Thu Aug 30, 2007 7:08 pm    Post subject: Reply with quote

mrWHO wrote:
Romulus68 wrote:

What was the cartoon that used world Engines? They had the Swamp, Rock and Ice worlds that was being devourered by a Dark Planet???


Its "War planets"

Quote:
Like mentioned before you can use Planets as the Nomad platfoms. Create a new planet Type called Worldships.

You can make new facilities to add to them. ie....World Engines, World Shields, etc. These can be racial specific traits/technology like Organic or Crystalline. Oh! Instead of sending out colony ships you can build Moons or Starbases around the planet to house more population and facilities. Again, this would be a racial tech and need balanced in resources needed to construct, what it gives, etc for game play.


does such "worldship" would be able to move and warp??


Move = Yes
Warp = yes

With a new planet type you can give it the same setting as a ship, so it can move. Create a new racial facilty called World Engines. Factor the mass of the facilty to the mass of the planet to move like a ship. So, one World Engine could move a medium planet one hex, a tiny 2-3 hexs and a huge zero hexs. The World Engine should be pretty big and require some time to build. It still takes one facility slot, but requires quite a bit of resources/time to construct.

The hard part is how does the Nomads gain new Worldships?
    IMO
    1. The nomads need to choose a Normal class such as Rock/Hydrogen.
    2. They get a hidden planet type Nomad.
    3. They build a World Engine (WE) on the planet.
    4. The WE changes the planet type to be whatever it is plus Nomad after the WE is built.
    5. WE's would require several cross facility features and components in the settings.
    6. WE's would need a hefty build cost. I think there is formula you can use to determine the engine mass needed to move the Planet. That mass calculation would be used to determine the size of the WE structure for construction costs.
    7. Each HOMEWORLD would start with a single WE already built.

When the Nomad colonizes a world he can leave it a standard world or invest in a WE to make it able to move.

If we borrow from War Planets it would need a shield as well for movement. Maybe require a WE and a World Shield (both racial traits)? Or the WE includes or is assumed to include a form of Navigation shielding that doesn't impact combat.


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Thu Aug 30, 2007 9:25 pm    Post subject: Reply with quote

I think moving whole planets is a bit beyond the scope of what a nomadic race would do. Maybe for a "god-like" race or something, but not nomads. Big bases are also not what nomads are about; maybe baseships at most.

Smarter than your average Texrak.


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Fulgrymm
Space Emperor


Joined: Jun 02, 2005
Location: Backwater Industrial City

PostPosted: Thu Aug 30, 2007 11:00 pm    Post subject: Reply with quote

Nevertheless, flying planets around the galaxy = farking awesome.

Premier Fulgrymm, House Belfegor (PBC IV)


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mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Fri Aug 31, 2007 8:19 am    Post subject: Reply with quote

Who said about whole planet - I thought about new planet type that would act like a planet in game mechanics, but use starbase or spaceship model (whole thing would have size between planet and baseship in combat screen) - other races wouldn't be able to colonize such "worldships" derelicts (not colonized worldships) but would be able to capture/invade colonized worldship.

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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Fri Aug 31, 2007 4:52 pm    Post subject: Reply with quote

There is no way you can restrict facilities to a specific planet type; nomads would be able to conquer/trade for regular planets and build engines on them.

Smarter than your average Texrak.


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Romulus68
Space Emperor


Joined: Apr 13, 2007

PostPosted: Fri Aug 31, 2007 6:25 pm    Post subject: Reply with quote

Fyron wrote:
There is no way you can restrict facilities to a specific planet type; nomads would be able to conquer/trade for regular planets and build engines on them.


Adding engines to planets would be ok in my opinion, so long as they are quite expensive to build. I picture a race of Nomads that take their planet with them! Razz On a game balance note, just add to the standard planets the restriction that the world engines can't be built on them. I'm not sure if that goes against what you say above.

Nomad ships are cool, but Nomad planets are much cooler!

Per your (Fryon) post on the other site. Could a version of this work for planets to allow the World Engines only on Nomad class planets?

Fyron wrote:
ou can make component requirements of vehicle hulls do whatever you like. Consider this way to require that only one component of A, B, or C can be added, and no more:

(Get_Design_Specific_Component_Count("A") + Get_Design_Specific_Component_Count("B") + Get_Design_Specific_Component_Count("C")) <= 1

If you have one B, you get 0 + 1 + 0 <= 1, which is true. If you have one B and one C, you get 0 + 1 + 1 <= 1, which is false, and the design is invalid.


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Romulus68
Space Emperor


Joined: Apr 13, 2007

PostPosted: Fri Aug 31, 2007 6:29 pm    Post subject: Reply with quote

You could model your Nomads after the Craftworld Eldar in Warhammer.

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Shektho
Space Emperor


Joined: Aug 05, 2006

PostPosted: Sat Sep 01, 2007 12:06 am    Post subject: Reply with quote

I was just thinking that Smile

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