I would like to hear your ideas for different planet and star types. I am making a mod called Galactic Sins which is the ultimate planet and star mod. I would like to see at least 100+ planet types and 15+ star types.
The rules:
No planets that are already in another mod
Post any idea that you think is good
If you want you may post a picture or a texture that you have already made. You will get full credit.
All those things just look like alternate meshes for the planets we already have...
thats what I thought too but I just wanted to ask
The wormholes KINDA do... they have those multi-directional rays of light coming out the top and bottom.
Koda0 (^)
If you made a dyson sphere, you could potentially make the star colonizable i guess... Honestly, though, Dysons look cooler than Nivens or Aldersons...
suprised no one has looked at star control 2 yet...
http://wiki.uqm.stack.nl/Table_of_planet_types (spoiler free if you havent played star control 2... in which case WHAT THE HELL IS YOUR PROBLEM)
http://wiki.uqm.stack.nl/List_of_planet_types (slightly more indepth decriptions (but less definate) of each of the planet types.)
yes yes they are
Do you think any of these would be good?
http://www.onewest.net/~dollan/ARCpclindex.html
those are nice... semi-scientific too. (though life would not be nearly as common as that site tries to make it out as.)
Yeah.. Honestly, I have a problem with sins in that regard... Terran planets are WAY too common... They should be more rare and have massive populations... Sure this is the future and you have terraforming, but there are no dead planets like there are in reality. (Yes they are in Sins Plus, but not in the actual game...)
That website is actualy for a game or something, those arent real
excuse me if any of this is repetitive.
have a planet that you have to recolonize and rebuild all the structures/ships in its well every few minutes for whatever reason but provides some sort of bonus when you do have it colonized. maybe this could be the setup for a star that is in nova. some stars, if i remember correctly from class, explode many many times over a long period of time and that is their ultimate transference to their new type (whatever that may be)
have inhabited planets at the begninning of the game, complete, of course, with colony defense forcehave a planet that moves within the gravity well, perhaps by commandhave a planet that changes the music of the game when you colonize it, or comes with a special set of sounds when interacting with ithave a planet that provides unique unit/tech tree upgrades to the civilization that controls it, whether that be an individual player or everyone playing a specific race. perhaps the upgrades should go to the first player/race that controls it and no one after that. or the upgrade is such that colonizing the planet and developing it to X point (perhaps very expensively) unlocks the upgrade or the research to the upgrade permanently for the player that controls it so that the player can lose it and another player can take it over and the upgrade ability of the planet is not lost
have a planet that can only produce one kind of structure but theres a bonus somehow attachedhave a planet that constantly rebels no matter how much its allegiance % ishave a planet that can never go above 10% (example) allegiance and is thus always rebelling or is easy to steal away/neutralize with culture. the secondary purpose for this planet may be that if somebody moves their home planet far away they may lose the planet and all its brilliant coolness (or something)have a planet where ships randomly choose to become part of their rebellion force, or ships just stop working permanently/temporarily
have a planet that culture cannot penetrate and therefore spread through/fromhave a planet that makes ships ssssllllllooooooowwwwwww doowwwnnn a lothave a planet that consumes colony shipshave a planet that reflects a % of bombardment back to the attackers and regenerates its health quickerhave a planet that protects its population from going down while being bombarded and so the attackers attack the planet so they can colonize it at which point upgrades are already done, or at the very least the pop remains the same as when defeated/captured. perhaps this has an adverse effect on allegiance or productivity as soon as the initial captors are replaced. this planet may be very/expensively upgradable
have a planet that is upgradeable such that the more upgrades go into it the less well the planet does economically, etc but not at first. the player doesnt realize whats happening until its too late but you would have to NOT NAME/CHANGE the planet anything to be anything special, make it appear totally as a garden variety terran
have a planet that cannot be colonized and is always respawning a defense forcehave a planet where upgrading/investment is expensive but return on investment is littlehave a planet whose health/pop can be used to restore ship health/antimatter and may die when brought to 0 health/pophave a planet that changes color or cloudiness or whatever when you upgrade ithave a planet that affects diplomacy if possiblehave a planet that makes it so market ish is a better dealhave a planet that makes it so that every single ship and structure around it, friendly or not, have a boost to their defensehave a planet that assists/penalizes nearby planets somehow, like an economy boost or unlocking hidden bonuseshave a planet that requires much searching to fully explore the planet which may or may not unlock many bonuseshave a planet that can never be colonized but can be built on by anybody (not sure how that would work with the game)have a planet that slows down/speeds up incoming and/or outgoing phase jumps by a lothave a planet that requires much investment and time to get going but once you get it going its a juggernauthave a planet that when you make it the home planet your homeworld bonuses get real big. perhaps the downside is that one cannot choose another home planet afterwards or that there can be no trade or refining or mining or building or uncolonizing, a true "political capitol" planethave a planet whose gravity well is almost filled to the brim with mining asteroids, like 10-20 of em, and maybe their production is huge. perhaps the downside could be that the mining operations are expensive to buy/place and/or maybe they require a maintenance fee in credits/minerals. perhaps this can be done by adding a hefty - 0.5 or - 1 or even a -4 credits/second fee per mine (for example) or a fee to the opposing mineralhave a planet that builds things slowly/quicklyhave a planet that acts as a phase stabilizer so you can go from that planet to anywhere in the system or something like thathave a planet that has a cool, big logo/symbol etched into ithave a planet that you cannot collect money from (or build pop on) but once youve colonized it you can build around it but does not require upgrades. perhaps this planet helps/hurts the structures youre buildinghave a planet that gives you free stuff like money, minerals, ships, structures, upgrades, tech etc when you colonize
of course when i say "planet" it could also be "star" or "asteroid" or "empty space" (like cew extractor types). if you need any help fleshing out what these planets would do and what they would be like you can email me @ uglybutz@yahoo.com and be sure to put "sins planets" or something in the subject line or i will delete it. i dont have mod skills but i do have story telling, philosophical and some astronomical and science fiction skills
Curious, did you just go through the research tree and come up with a planet that fits each of those?
I don't really know if these have been covered or not, just made an account to throw in my two cents.
You could try out civilian and military space stations, maybe colonies even. They would give some amount of permanence to uncolonizable space, such as asteroid belts and stars, so that the player isnt left feeling helpless when trying to defend a flank that has just a bunch of asteroid belts and space junks.
essikol, i think that would be really cool. send a crew extractor in to take over a military outpost which is like, a few hangers with strike craft or the building that makes frigates and cruisers
no i was just thinking of things that i think would be useful and make the game go interestingly. i think from a 'realism' perspective some of that stuff is cool because sometimes in 'reeeeel life' you have to deal with trade offs and things going wrong. but in a way i was using what was in front of me because i was imagining the game interface and playing the game and the things that you kind of have to keep track of. affecting the interface options may or may not be possible (yet?) like affecting commodities prices but it would still be real sweet. but come to think of it, if the TEC have a technology that affects prices i dont see how it would be impossible with a planet. anyway, yeah. but also from a 'role playing' perspective. it makes perfect sense in that sci-fi kind of way to have an entire planet full of people who can help you with your commodities market deals, or you know like this planet has produced THESE really bright people that serve the empire by doing X, or a slave world where there are casualties because slave drivers are pushing people to repair ships
Awe I'm honored. I made my avatar in Photoshop and call it Dance of Death so if you put it into your mod better call it that! haha
Is this what you were thinking of for the collision planet, its not done and I still need to add the debris:
and uglybutz, most of those are impossible
I think that it would be nice to add some sort of "Spcae Colony" a structure that holds a population and can be taxed. If you can't put a poulation in a logistic structure, then just have it generate credits.
I think Dyson spheres should support a massive population, Niven rings a smaller one, and Alderson Disks a much larger one.
Samurye.
Okay, I looked into stars, since most people were focusing on planets. Mostly, I just went deeper into the Wikipedia articles, but I did run across some things I found interesting. Btw, I'm ignoring "Duh" types (class G -like the Sun, red giant, white dwarf, binary, etc)
As a general note, here are the colors that make sense scientifically: blue, blue white, white, yellowish white, white, yellow, yellow orange, orange, orange red, red
Small stars Red Dwarfs (Ex: Proxima Cantauri) Brown Dwarf - more like a supermassive planet than anything, but they should have planets orbiting them, as well
Huge stars Supergiants Blue Supergiants (Rigel) Red Supergiants - different from normal Red Giants (Antares, Betelgeuse) VY Canis Majoris - Largest known star and technically a hypergiant. Was yellow, now red.
Cool Sh*t Runaway Star - nice shockwave effect from a star running through another nebulaWolf-Rayet Star - looks kinda like a firestorm in space... moreso than a normal starLight Echos - Not techincally the star itself, but a cool effect Asymptotic Giant Branch stars - These fluctuate in size, color, and intensity. I don't know if you can make a star's model pulse... probably not.
I hope something out of this helps.
Phosphorescence planet?Ok so I robbed the idea from Colony Wars, I remember one of the FMV’s saying something like “we even build anti-reflectors over the phosphorous lakes of Akerron, they would have attracted the Navy like moths to a flame.”Basically a rock based planet with vegetation and giant glowing lakes/oceans.You could probably make a few different colour versions of this planet, just only give the dark side (night side) of the planet glowing lakes/oceans.
Large Asteroid?I don’t mean a Barren planet, I mean an asteroid the size of a planet but of irregular shape, (not spherical).Start it off with minimal population, tactical and logistical slots, say the same as a regular asteroid.As you could drill and make more habitable areas inside the asteroid you could give it a large population and a large amount tactical and logistical slots once fully upgraded, but make the upgrades expensive as there’s no water or atmosphere.
There is a reason that this cannot work. If an object achieves planet size, it will have so much gravity that it will pull itself into a sphere shape.
Here one that probably hasn't been suggest or though off yet.
How about a planet that uses any of the starbases mesh, so that you could capture any starbase of course, the starbase would have no weapons and would have a stat count of a planet not a starbase
So, basically, a civilian starbase rather than a military one...
the starbase that already exists, use them as planetary meshes, sure you could create new starbases, both civilian and military if yuou want
you could put a neutron star in(dont know if its been said before)
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