removing low quality worlds

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Unforeseen
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RE: removing low quality worlds

Post by Unforeseen »

ORIGINAL: ehsumrell1

Now THESE are the kinds of discussions that I'm certain Elliot and Erik love to
read and consider as ideas for Distant Worlds 2.

I certainly do. Good discussions people. Please keep these coming!

How bout a race policy setting that lets me specifically enslave Atuuk and exterminate all insectoid races but no one else? :]
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ehsumrell1
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RE: removing low quality worlds

Post by ehsumrell1 »

ORIGINAL: Unforeseen

How bout a race policy setting that lets me specifically enslave Atuuk and exterminate all insectoid races but no one else? :]
We can ALMOST do that now. Using say, a combination of Race Event that occurs during change cycle and Periodic Change Interval setting combinations (as an example Race Event 11 - Xenophobic riots and 26 - Death Cult).
What we can't do yet though is specify the settings toward 'specific' races or race families.
This is the kind of thought Unforeseen to put in the Modder's Wishlist. Which I feel Erik should
start a new one from here (Universe) going forward.

Shields are useless in "The Briar Patch"...
feygan
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RE: removing low quality worlds

Post by feygan »

I would love terraforming in DW but it would need careful implementation to make it work. Too many 4x games simply involve drop a bunch of terraformers down and either higher tech, or more terraformers makes it go faster. Add to that they simply take your uninhabitable planet and magically turn it into a new Earth.

Most of my space 4x game is now taken up by Aurora and it has a wonderful system (although still obviously toned down from a real world scenario), it works as follows.

1. All species are either oxygen or methane breathers
2. All species have ideal world levels that are equal to their homeworld. So Humans like to have a 20% oxygen atmosphere, with 1g and a temperature of around 14c.
3. All species have a tolerance range where the ideals can vary by a + or - amount.
4. Outside of these tolerances are considered non "earth like" worlds and thus have limits on the population they can sustain.
5. Terraforming involves adding or subtracting various gasses to try and get as close to Earth as possible. Each gas added increases atmospheric pressure, and thus raises temperature. subtracting gasses does the opposite. Safe greenhouse/anitgreenhouse gasses can also be used for the sole purpose of controlling temperature as they have a 10x effect.
6. Gravity is an unchangeable constant and thus always a limiting factor.

There is more to it than that but for the sake of something like DW I cannot see how it could be implemented in any way. but this method means it is impossible to have an end game empire full of Earth copies and some worlds are just too hostile to ever be ideal. This means you have to think about which worlds are worth the effort to terraform. You could spot what you think will be a perfect forward base only to work out that it is going to take you 1000 years or more to completely terraform. This forces you to rethink your strategy.

I think the hardest part of transferring something like this to DW is the issue of gasses, but perhaps it could be done through the use of the existing resource system. You could have space bound systems like construction plants on ships that are tailored for specific gasses. These could then have specific resource needs for each type of plant. Plants can only produce a set % each year and thus you either need more plants or tech advances to make them more efficient.
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Solarius Scorch
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RE: removing low quality worlds

Post by Solarius Scorch »

Is this a feature request thread now? :)

Then i would like to see a new ship design system. DW probably has the worst ship design tool I've ever seen, next to Master of Orion 3: it's counter-intuitive, boring and purely text-based.
Can't we have something a little more exciting and creative, like for example the GUI mod from StarDrive? You get a 2-D grid of the ship, which you fill with various components. Perhaps even modify the grid itself by adding hull components.
I know people who disliked DW mainly for this, and I completely understand them (though I disagree).
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RE: removing low quality worlds

Post by Dd_01 »

DW probably has the worst ship design tool I've ever seen, next to Master of Orion 3: it's counter-intuitive, boring and purely text-based.
Ypu definitely must play Aurora [;)]
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RE: removing low quality worlds

Post by Solarius Scorch »

ORIGINAL: Dd_01
DW probably has the worst ship design tool I've ever seen, next to Master of Orion 3: it's counter-intuitive, boring and purely text-based.
Ypu definitely must play Aurora [;)]

From Dwarf Fortress forums:
Aurora - The Dwarf Fortress of 4X Games

Now I'm really interested. :D
Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!
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ehsumrell1
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RE: removing low quality worlds

Post by ehsumrell1 »

People please!

This thread is about removing low quality worlds. True that discussion about terraforming is leaning
a bit away from the OP's question, but it is at least 'relative' concerning low quality worlds.
I myself even got caught up and guilty of this as well earlier about race policies
(in my haste to respond to inquiries), and I apologize to the OP for that.
We're all, or mostly, except DATA....Human.

Please be respectful and not hi-jack the thread into talk about ship design (or as I did, Race Policies).
Your opinions about that are valid, as are all opinions, but start your own thread on that topic please and don't misdirect the OP's.

And again, to Evrett, I apologize! [:(]

Thanks!
Shields are useless in "The Briar Patch"...
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Tehlongone
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RE: removing low quality worlds

Post by Tehlongone »

Well failing an implementation of terraforming (which while awesome I don't expect) I would like an option similar to the OP's question.

Basically at game start choose to not have any non-barren planets at below 50% quality, so that all non-barren planets would be of at least some use.
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