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| question about Planet Classes http://www.classictw.com/viewtopic.php?f=13&t=10139 |
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| Author: | Buck Spiffy [ Wed Mar 13, 2002 5:57 am ] |
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Are the class letter designations for planets indicative of anything? Or are they just defined by whoever defines the planet types? (as in class H or class L or class O) I see some planet types with a multiple letter class, and i've been wondering if these were system generated depending on the parameters of the planet or user generated by whoever defines them. |
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| Author: | Doctor Who [ Wed Mar 13, 2002 11:58 am ] |
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quote: Are the class letter designations for planets indicative of anything? Or are they just defined by whoever defines the planet types? (as in class H or class L or class O) I see some planet types with a multiple letter class, and i've been wondering if these were system generated depending on the parameters of the planet or user generated by whoever defines them. The main class and sub class are both generated by the system .. I dont belive that the class has a "perminate" tie to the production of the planet tho.. ie: once the class is generated production rates and max planet values can be altered freely I belive .. but when the class is first generated then it alters the main production and max values .. If your hoping to look at the main and sub classes to guess what the production or "best" planet is then it will generally not work .. Regards <<Doctor Who>> |
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| Author: | Stryker [ Thu Mar 14, 2002 7:28 pm ] |
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quote: The main class and sub class are both generated by the system .. I dont belive that the class has a "perminate" tie to the production of the planet tho.. ie: once the class is generated production rates and max planet values can be altered freely I belive .. but when the class is first generated then it alters the main production and max values .. If your hoping to look at the main and sub classes to guess what the production or "best" planet is then it will generally not work .. That's correct, once a planet "class" is created, it has no bearing on the other settings, such as citadel requirements or colonist production, as this can all be set seperately. However, it DOES offer a "suggested" set of values when you reset the class, and resets any work you've done with the planet configuration (grumble). Click Here for your Tagline! |
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| Author: | Doctor Who [ Thu Mar 14, 2002 11:46 pm ] |
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quote: That's correct, once a planet "class" is created, it has no bearing on the other settings, such as citadel requirements or colonist production, as this can all be set seperately. However, it DOES offer a "suggested" set of values when you reset the class, and resets any work you've done with the planet configuration (grumble). i think this would be "nice" to see changed .. so users can get a real "rough" idea what kinda production the planets will have .. ie .. org/eq/ore .. just by looking at the lettering .. not really for the builders .. but for the invaders .. still .. we soon learn by making our own planets and having a look dont we I also wish the "CJ" list showed something like .. planets that are initalized .. but not actually active .. ie .. cant be bang'd .. most ops never take the time to make a description .. so I guess no biggie .. heh <<Doctor Who>> |
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| Author: | Stryker [ Fri Mar 15, 2002 11:46 am ] |
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Well, that's a problem with the op, not the game. I personally try to make every planet have a description that I want to be generally available. And well, if I don't put a planet description in then it makes it more of a surprise when you do find the planets I've manually added. Feel free to check out my work at tradewars.variancenetworking.com port 2002, I'm running a test game right now to see how the settings hold up. I'm thinking of moving it to a willing host so the response is a bit better later on, though. As to the standards being enforced, well, there could be that the planet class enforces maximums and minimums, or a "range" that settings could be at. But the problem comes into play with the specific universes - Do I, as a game op, see my universe as a higher technology one, where colonists can more easily build domes to protect and survive better on a planet with a harsh atmosphere? Does gravity control exist, so a heavier or lighter gravity planet is easier to produce on? I kind of like being able to tailor the planets to my universe manually. However, it makes me roll my eyes when I enter a game with 8 new planetary classes, and each and every one is straight 1:1 colo:product ratio, etc... who cares what planet type you get then? Completely boring. Click Here for your Tagline! |
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| Author: | Buck Spiffy [ Thu Mar 21, 2002 2:24 am ] |
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Well, In this game the op has defiend a class of planet named "utopian" which has good production settings for ore and equ (1:1 on ore, and 10:1 equ) with a 10 million until max on ore. Only problem is I have yet to see a colony on one survive more than 24 hours. On the other hand it STARTS with 6k in ore. So when I create one I just move the ore to another planet in the same sector and destroy it. Makes jump starting colonization via twarp easier. Buck Spiffy, ROgue Space Stud, and CEO of the Kitten Killers |
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| Author: | Buck Spiffy [ Thu Mar 21, 2002 2:24 am ] |
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Well, In this game the op has defiend a class of planet named "utopian" which has good production settings for ore and equ (1:1 on ore, and 10:1 equ) with a 10 million until max on ore. Only problem is I have yet to see a colony on one survive more than 24 hours. On the other hand it STARTS with 6k in ore. So when I create one I just move the ore to another planet in the same sector and destroy it. Makes jump starting colonization via twarp easier. Buck Spiffy, ROgue Space Stud, and CEO of the Kitten Killers |
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| Author: | severian [ Thu Mar 21, 2002 4:59 am ] |
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[red]Or, if playing red, you can torp until you get a Utopian, and sell the product before blowing it... A Proud Member of the Alliance http://tradewars.fament.com/severian |
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