FreeOrion

Forums for the FreeOrion project
It is currently Sun Dec 17, 2017 3:41 pm

All times are UTC


Forum rules


Always mention the exact version of FreeOrion you are testing.

When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.



Post new topic Reply to topic  [ 34 posts ]  Go to page 1, 2, 3  Next
Author Message
PostPosted: Fri Aug 05, 2016 12:49 pm 
Offline
Dyson Forest
User avatar

Joined: Fri Jul 29, 2016 10:12 am
Posts: 237
FreeOrion_2016-08-02.0cab326_Test_Win32_Setup.exe

Another feature I would like to see is the ability to Terraform planets with Exobot colonies so that I could build a colony there with a different species. Once the new colony is built the Exobot population could be sent to another Exobot colony or turned into Infrastructure if no other Exobot colony exists.


Top
 Profile  
 
PostPosted: Fri Aug 05, 2016 1:12 pm 
Offline
Creative Contributor
User avatar

Joined: Fri Jun 28, 2013 11:45 pm
Posts: 3295
You can terraform a colony with exobots, but it'll move the environment type towards an exobot preferred type.

At some point I'd like to come up with some form of remote terraforming but that was removed from the game before as it didn't work properly. But it's a lower priority at the moment.

_________________
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.


Top
 Profile  
 
PostPosted: Fri Aug 05, 2016 2:00 pm 
Offline
Dyson Forest
User avatar

Joined: Fri Jul 29, 2016 10:12 am
Posts: 237
Sorry I wasn't clear. What I would like is to colonize a Hostile planet with Exobots(would be adequate for them) and then have the Exobots Terraform it towards a planet type that is not Hostile to my species. I could then Evacuate the planet of the Exobots(or they die off) and then build a normal colony there. So instead of having a large Exobot population the Exobots just prep the planet for colonization with another species.


Top
 Profile  
 
PostPosted: Fri Aug 05, 2016 3:21 pm 
Offline
Creative Contributor
User avatar

Joined: Fri Jun 28, 2013 11:45 pm
Posts: 3295
This is actually a relatively good idea, not sure how it can be scripted or how it would be best scripted but it would actually work.

Needs some working through but would be a cool mechanic and the current Evacuation mechanic could be combined with it once done. Think you'd need to create new specialist exobot species for it to work with the current mechanics, but different buildings could be created to work with it.

Any scripters fancy taking this on and expanding it into something workable?

_________________
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.


Top
 Profile  
 
PostPosted: Fri Aug 05, 2016 4:16 pm 
Offline
Juggernaut

Joined: Mon Feb 04, 2013 10:15 pm
Posts: 759
Alternately the ability to terraform an outpost into whatever planet type you desire.


Top
 Profile  
 
PostPosted: Fri Aug 05, 2016 5:00 pm 
Offline
Release Manager, Design
User avatar

Joined: Wed Nov 16, 2011 12:56 pm
Posts: 4305
Location: Sol III
It's actually quite simple: the current terraforming buildings determine the target environment by the current species of the colony. If you want to "manually" determine the target environment, we need to script different buildings, one for each possible environment (and name them accordingly, a "Terraformer" would be the building that changed the environment to "terran", for "ocean" it would be the "Oceanformer", "inferno" could be "Infernator" etcpepe ;)).


Top
 Profile  
 
PostPosted: Fri Aug 05, 2016 5:53 pm 
Offline
Creative Contributor
User avatar

Joined: Fri Jun 28, 2013 11:45 pm
Posts: 3295
Vezzra wrote:
It's actually quite simple: the current terraforming buildings determine the target environment by the current species of the colony. If you want to "manually" determine the target environment, we need to script different buildings, one for each possible environment (and name them accordingly, a "Terraformer" would be the building that changed the environment to "terran", for "ocean" it would be the "Oceanformer", "inferno" could be "Infernator" etcpepe ;)).

All true, then we could completely dump the "remote" idea and allow them to be built on outposts. They'd still need the current cost modifiers though.

_________________
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.


Top
 Profile  
 
PostPosted: Fri Aug 05, 2016 11:33 pm 
Offline
Programming, Design, Admin
User avatar

Joined: Wed Oct 08, 2003 1:33 am
Posts: 12045
Location: Munich
Vezzra wrote:
...a "Terraformer" would be the building that changed the environment to "terran", for "ocean" it would be the "Oceanformer", "inferno" could be "Infernator" etcpepe ;)
It should also be possible to script buildings that terraform "clockwise" and "counter clockwise".


Top
 Profile  
 
PostPosted: Sat Aug 06, 2016 5:57 am 
Offline
Dyson Forest
User avatar

Joined: Sun Feb 28, 2016 9:56 pm
Posts: 202
Location: Sweden
This thought occurred to me as well. In fact, I was not sure if it could be done or not with the current state of FO. This answers my question.
It would indeed be an interesting feature. I was also experimenting with the thought of having colonies of combined species utilizing the sum of talent they make (too complex to handle the mechanics, I guess). In order to combine 2 (or more) species one must research certain diplomatic/cultural levels :mrgreen:

_________________
| i7 2600K quad@3.40Ghz | GTX 560 Ti | RAM: 16GB | PSU: 750w | W7 x64 | LG1680x1050+Acer 1280x1024 |


Top
 Profile  
 
PostPosted: Sat Aug 06, 2016 11:47 am 
Offline
Content Scripter
User avatar

Joined: Sat Mar 17, 2007 12:28 am
Posts: 685
Geoff the Medio wrote:
It should also be possible to script buildings that terraform "clockwise" and "counter clockwise".
That would be the solution with the least clutter. As for the images...


Attachments:
terraform_revert.png
terraform_revert.png [ 20.49 KiB | Viewed 638 times ]
terraform.png
terraform.png [ 10.37 KiB | Viewed 638 times ]

_________________
All released under the GNU GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0 licences.
Top
 Profile  
 
PostPosted: Sat Aug 06, 2016 2:53 pm 
Offline
Programming, Design, Admin
User avatar

Joined: Wed Oct 08, 2003 1:33 am
Posts: 12045
Location: Munich
Bromstarzan wrote:
I was also experimenting with the thought of having colonies of combined species [...] In order to combine 2 (or more) species one must research certain diplomatic/cultural levels :mrgreen:
Having only one species per planet was a basic / very early design decision, to avoid a lot of potential complexity with relatively little strategic gameplay benefit, based on experiences playing MoO3.


Top
 Profile  
 
PostPosted: Sat Aug 06, 2016 2:54 pm 
Offline
Programming, Design, Admin
User avatar

Joined: Wed Oct 08, 2003 1:33 am
Posts: 12045
Location: Munich
Sloth wrote:
Geoff the Medio wrote:
It should also be possible to script buildings that terraform "clockwise" and "counter clockwise".
That would be the solution with the least clutter. As for the images...
Suitably detailed tooltip descriptions and pedia descriptions would be needed.


Top
 Profile  
 
PostPosted: Sun Aug 07, 2016 6:26 am 
Offline
Dyson Forest
User avatar

Joined: Sun Feb 28, 2016 9:56 pm
Posts: 202
Location: Sweden
Geoff the Medio wrote:
Having only one species per planet was a basic / very early design decision, to avoid a lot of potential complexity with relatively little strategic gameplay benefit, based on experiences playing MoO3.

I understand this comletely. Seems like a wise decision.

_________________
| i7 2600K quad@3.40Ghz | GTX 560 Ti | RAM: 16GB | PSU: 750w | W7 x64 | LG1680x1050+Acer 1280x1024 |


Top
 Profile  
 
PostPosted: Sun Aug 07, 2016 7:36 am 
Offline
Release Manager, Design
User avatar

Joined: Wed Nov 16, 2011 12:56 pm
Posts: 4305
Location: Sol III
Sloth wrote:
Geoff the Medio wrote:
It should also be possible to script buildings that terraform "clockwise" and "counter clockwise".
That would be the solution with the least clutter.
I'm a bit torn. True, you'd need less buildings, but the required explanation about how those buildings work and are supposed to be used, and reasonable fluff/lore explanations that don't sound too silly will probably be more difficult than when we just have one building for each environment. Another issue with the clockwise/counter-clockwise terraformers will be when do they stop? Either we stick with the current approach that each building just performs one step and then removes itself, so that the player has to queue one building for each step (a bit clunky IMO). Or the building has to generate a proper sitrep each time the planet gets terraformed one step, so the player can go in and scrap the terraformer once the planet reaches the desired environment.

Issues we can avoid at the cost of having just a few more buildings (I mean, it's not that we have dozens of environments). Which is not that much clutter IMO, so I'm not so sure if the clockwise/counter-clockwise terraformers approach is the better one. The explanation how to use the terraformers and the lore/fluff texts will be simpler/clearer/more straightforward, and to terraform a planet the player just has to select the building for the desired target environment, done. Building cost and time can be made dependent on distance to the current environment, so the current mechanic (that the "farther away" a planets environment is from the desired one, the longer it takes and the more expensive the terraforming will be) will be preserved.

Of course that's probably also a matter of personal taste/preference, at least to a certain degree.


Top
 Profile  
 
PostPosted: Sun Aug 07, 2016 3:36 pm 
Offline
Creative Contributor
User avatar

Joined: Fri Jun 28, 2013 11:45 pm
Posts: 3295
In terms of production queue clutter (which, pending a way to sort/filter it better can be a problem), you could do it with two buildings, say a "enviroforming project" which does the main bulk of the work and then a terraform/waterform/enswampifyer series of buildings that can only be built if the is a project built or enqueued. Using the enqueue requirements for shipyards has worked rather well, expanding the use is fine, and if each building complements the other it would be an easy UI.

_________________
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 34 posts ]  Go to page 1, 2, 3  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group