world types and spore weapons

I want to make Light Gravity and Volcanic world types in addition to the five types in the game. How would I do this?

Also, I want to make different types of spore weapons:

Antimatter Module: Destroys all life and renders the planet Barren

Nuclear Module: Destroys all life and renders the planet Radioactive

Neutron Star Matter Module: Destroys all life and renders the planet Heavy Gravity

Tectonic Upheaval Module: Destroys all life and renders the planet Volcanic

Flood Module: Destroys all life and renders the planet Aquatic

I can't think of anything that could kill all life on a planet and lower its surface gravity.

7,955 views 10 replies
Reply #1 Top

On a similar note, would it be possible to create a spore weapon or an invasion tactic that would render a world unhabitable or even destroy a planet?

Reply #2 Top

Quaternus: Since the extreme planet types are hardcoded, you would need to actually get inside the source code to do this, and even then it would be a LOT of work. Sounds like fun, though... }:)

Space: To make a planet uninhabitible, just have the tactic reduce planet quality by 100%. It will allow players to really mess up the way the game is played, but that's your choice... I have also heard that this MAY crash the game, but I have never had it happen myself, and am beginning to really doubt the veracity of that rumour.

Reply #3 Top

Quoting space599, reply 1
On a similar note, would it be possible to create a spore weapon or an invasion tactic that would render a world unhabitable or even destroy a planet?
End of space599's quote

This won't destroy the planet, but it will render it Class 0. Simply take the planet any way you like (spores are most efficient), the go to details -> abandon colony.

Reply #4 Top

Quoting Scoutdog, reply 2
Quaternus: Since the extreme planet types are hardcoded, you would need to actually get inside the source code to do this, and even then it would be a LOT of work. Sounds like fun, though...
End of Scoutdog's quote

Why would it be a lot of work? There are already 5 examples of how it is done. Sounds like copy, paste, edit, repeat to me.

Reply #5 Top

X-Worlds has just that kind of system... it's a simple matter as to provide the proper Terrain schemas & the actual Terrforming gaps (indirectly) to upgradable alternate tiles.

Version 05A had the whole infrastructure in place... including some of the planet RAWS for detection later. Extremes were the easy part, regular 'Prairies based' planets were more complex since i needed to have Coastal Integration or Volcanic activity in some areas.

Might as well link you to this 'theory work' too... in reply #49!

https://forums.galciv2.com/170646

So, it IS possible. Proof is already zipped in the Library.

Reply #6 Top

OK. But what about variants on the Spore Module??

Reply #7 Top

You could always provide new flavor text along with new components (in the GC2Types.xml) for Spore1, Spore2, etc

But i doubt the engine would do anything other than the stock_default result/conditions once you use any modded alternatives.

I'd have to look into this strange concept a bit further to see if there would indeed BE a way to create an Extreme planet tag with Sporing or in any other fashion - indirectly.

Later....

Reply #8 Top

Okay... the short answer is NO.

But, read on;


The default activity deployed by a SporeShip is represented by a specific Ability tag in its normal ShipTypes definition file along with any English.str reference text(s) or even, the Module flavor text sections in the GC2Types.xml file to indicate what just happened; sadly, that result is TOXIC only and the newly conquered planet Icon certainly changes accordingly.

This process and all its consequences are hard-coded and i don't exactly see what any supplemental damages by other names or pseudo-concepts (Aquatic, Barren, etc) could add to the gameplay itself unless new variations or effects were to be encoded by SD staff. Considering that they would need to perform all new runtime verifications, create extra Modules, possibly models, and complex features driven assets.

Thus, not-possible at this moment.

Personally, it is soooo rare of a gameplay activity that to me, being Toxified once by a Sporeship is plenty enough - If Korath happens to be in my game(s), btw.

I'd much rather have them working on an alternate third level of colonization tiles (for both Extremes & new terrain height gaps) to provide for planet surfaces variety **and** strategic features which would apply to Improvements efficiency and default datasets. Then, i'd get to witness the Custom Planets Theory in action. For now, i'm just giving X-Worlds players indirect context, somehow.

Besides, once Terraforming pathways are completed, nobody has to suffer through a Toxic "delay".

Reply #9 Top

So are you talking about another level of terraforming? Because it would be nice to have purple tiles to be upgraded by a tech beyond Terraforming.

Reply #10 Top

Yep, and... purple is being used for Harshland Conditioning alternate tech while implemented partially for the Extremes framework for Toxic(Volcano), Barren & RadioActive tiles. Violet is for Aquatic stuff such as the Abyss! Etc.

Indirectly though... since, there is a maximum of THREE default levels of Terraforming (Improvable types of Terrain, that is) in the code. I've been asking for at least two more levels to SD staff for many months - and, i won't give up.

 

Colonization is a different beast; right now, we're limited to a 0_50_100% process to gain extra advantages for Extremes. I'd also wish some 4th & 5th gap for that system (0,25,50,75,100) along with the all important PQ calculations of supplemental tiles for each -- as matched with the Terraforming principles above.

Making the Extremes feature, more challenging BUT, complex enough to add a strategic development asset beyond the usual Green to Y-O-R automation by choosing new surface tile "potentials".

I've always felt sufficated on many so called Paradise planets of PQ26+ where 72 are available, making 46 of 'hem wasted. Coding the above alternate system, can approximately activate a dozen+ more tiles in specific situations.

 

Mind you, i'd need these extra tiles **because** of the many other PIs introduced in X-Worlds and for tactical concerns beyond the SD designed gameplay balancing factors.