I have created a race that gets its colonize world type abilities from super projects rather than research. It seems to work, except for a few issues:
1. There is no ImpStat icon for these 5 abilities. I made some but I haven't checked to see if they will display yet.
2. The map does not update the color for the world type when you build these buildings.
3. I don't know what would happen to some of your worlds if you lose one of these buildings and thus, your ability to use a certain world type.
How did you manage this? Pretty impressive, considering that they're not actually supposed to be able to do that.... good find!
In any event, I doubt that you will be able to use your imp stat icons, but I'm not sure: as I said before, this whole thing is supposed to be impossible. If they display, please tell me! If not, then you will probably just see the "generic" icon. I really am not sure what you mean by the map updating: is it the icon colors? The minimap? In any event, I would use the hoteast mode to test out #3, but my hunch is that you would be unable to colonize any further planets, but keep the ones you had.
I would be very interested to see how you pulled this off.
Add this to PlanetImprovements:
<Improvement> <S_InternalName>ColonizationCenter1</S_InternalName> <S_Name>Heavy Gravity Colonization Center</S_Name> <PlacementLimit>1</PlacementLimit> <AI>25</AI> <S_Type>SuperProject</S_Type> <Maintenance>0</Maintenance> <Cost>150</Cost> <S_BriefDescription>Allows for colonization of heavy gravity worlds.</S_BriefDescription> <S_Description>The Heavy Gravity Colonization Center allows the Starberg to use heavy gravity worlds. It should be built on a secure planet, as this would be a terrible ability to lose.</S_Description> <S_IconName>ColonizationCenter1.png</S_IconName> <S_QueryGraphicName>ColonizationCenter1.png</S_QueryGraphicName> <S_DataUpdateRequired>1</S_DataUpdateRequired> <CanHaveAgents>0</CanHaveAgents> <S_TechRequirement>HeavyGravityColonizationCenter</S_TechRequirement> <AbilityType>31</AbilityType> <AbilityAmount>2</AbilityAmount> </Improvement> <Improvement> <S_InternalName>ColonizationCenter2</S_InternalName> <S_Name>Aquatic Colonization Center</S_Name> <PlacementLimit>1</PlacementLimit> <AI>25</AI> <S_Type>SuperProject</S_Type> <Maintenance>0</Maintenance> <Cost>200</Cost> <S_BriefDescription>Allows for colonization of aquatic worlds.</S_BriefDescription> <S_Description>The Aquatic Colonization Center allows the Starberg to use aquatic worlds. It should be built on a secure planet, as this would be a terrible ability to lose.</S_Description> <S_IconName>ColonizationCenter2.png</S_IconName> <S_QueryGraphicName>ColonizationCenter2.png</S_QueryGraphicName> <S_DataUpdateRequired>1</S_DataUpdateRequired> <CanHaveAgents>0</CanHaveAgents> <S_TechRequirement>AquaticColonizationCenter</S_TechRequirement> <AbilityType>32</AbilityType> <AbilityAmount>2</AbilityAmount> </Improvement> <Improvement> <S_InternalName>ColonizationCenter3</S_InternalName> <S_Name>Toxic Colonization Center</S_Name> <PlacementLimit>1</PlacementLimit> <AI>25</AI> <S_Type>SuperProject</S_Type> <Maintenance>0</Maintenance> <Cost>200</Cost> <S_BriefDescription>Allows for colonization of toxic worlds.</S_BriefDescription> <S_Description>The Toxic Colonization Center allows the Starberg to use toxic worlds. It should be built on a secure planet, as this would be a terrible ability to lose.</S_Description> <S_IconName>ColonizationCenter3.png</S_IconName> <S_QueryGraphicName>ColonizationCenter3.png</S_QueryGraphicName> <S_DataUpdateRequired>1</S_DataUpdateRequired> <CanHaveAgents>0</CanHaveAgents> <S_TechRequirement>ToxicColonizationCenter</S_TechRequirement> <AbilityType>33</AbilityType> <AbilityAmount>2</AbilityAmount> </Improvement> <Improvement> <S_InternalName>ColonizationCenter4</S_InternalName> <S_Name>Barren Colonization Center</S_Name> <PlacementLimit>1</PlacementLimit> <AI>25</AI> <S_Type>SuperProject</S_Type> <Maintenance>0</Maintenance> <Cost>200</Cost> <S_BriefDescription>Allows for colonization of barren worlds.</S_BriefDescription> <S_Description>The Barren Colonization Center allows the Starberg to use barren worlds. It should be built on a secure planet, as this would be a terrible ability to lose.</S_Description> <S_IconName>ColonizationCenter4.png</S_IconName> <S_QueryGraphicName>ColonizationCenter4.png</S_QueryGraphicName> <S_DataUpdateRequired>1</S_DataUpdateRequired> <CanHaveAgents>0</CanHaveAgents> <S_TechRequirement>BarrenColonizationCenter</S_TechRequirement> <AbilityType>34</AbilityType> <AbilityAmount>2</AbilityAmount> </Improvement> <Improvement> <S_InternalName>ColonizationCenter5</S_InternalName> <S_Name>Radioactive Colonization Center</S_Name> <PlacementLimit>1</PlacementLimit> <AI>25</AI> <S_Type>SuperProject</S_Type> <Maintenance>0</Maintenance> <Cost>200</Cost> <S_BriefDescription>Allows for colonization of radioactive worlds.</S_BriefDescription> <S_Description>The Radioactive Colonization Center allows the Starberg to use radioactive worlds. It should be built on a secure planet, as this would be a terrible ability to lose.</S_Description> <S_IconName>ColonizationCenter5.png</S_IconName> <S_QueryGraphicName>ColonizationCenter5.png</S_QueryGraphicName> <S_DataUpdateRequired>1</S_DataUpdateRequired> <CanHaveAgents>0</CanHaveAgents> <S_TechRequirement>RadioactiveColonizationCenter</S_TechRequirement> <AbilityType>35</AbilityType> <AbilityAmount>2</AbilityAmount> </Improvement>
I made new graphics by altering the colors on the graphics for Biosphere Modulator using GIMP. The 5 new techs mentioned are for my custom race, so instead of researching 2 techs for each world type they research 1 tech and build the appropriate Super Project. The heavy gravity one is cheaper because my custom race is from the center of the galaxy so they have a lot of experience with gravity, which is evident in other custom things I made for them.
Fascenating!! I'll upload this at I-mod for you sometime later tonight. That way other people can make use of it.
Oops, I made that one cheaper by mistake. Its another custom race of mine that has gravity-related bonuses. It should cost 200 like the rest. The idea is to have the research time plus the build time be roughly equal to what others take to do both researches. The 5 techs to get the buildings cost 1500 each to research.
Tell me how to upload and I'll put this up soon.
I actually just uploaded it for you. You need an account over at I-Mod Productions in order to upload files (the library here is STILL broken).
The icons don't display, the map doesn't update and the bonus says 2% when it is really 100%. Other than that, this works unless the AI won't use it. I have never played against this race to find out.
Neat concept; One could presumably also do it the other way around and simply allow say, 1% colonization from base research for any world, any species, and then create buildings that brought it up to +49%, +35%, +15% on a given world?
Jonnan
The game only supports three values for extreme worlds: 0%, 50%, and 100%.
{blink}{blink} - Huh. With apologies to our esteemed leader . . . that's just dumb . . .
Not dumb so much as possibly overly simplistic, as any number of things are.
Good to see you again, Jonnan.
I would like to see 6 values:
Red=0%
Orange=25%
Yellow=50%
Green=75%
Blue=100%
Purple=125%
Purple would only be achievable on one extreme world type per race. Also a few more world types: Light Gravity, Desert, Reducing, Glacial, and Volcanic.
Actually, the way I'd *like* to do it is the MOO III system, in which planet habitability was a x/y (Temperature and gravity IIRC) range and each species had an ideal spot within that range - it was the difference between the two that determined habitability.
For all it's problems (which are many and awe-inspiring to behold) MOO III had a lot of stuff I'd love to steal.
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