Author Topic: Tau Ceti  (Read 3102 times)

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Offline Geo

Re: Tau Ceti
« Reply #30 on: October 02, 2017, 02:20:00 PM »
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  • Kinda torn on the following decision: to have the ruins and legacy of a former technological advanced civilization visible on the map in Tau Ceti or not...

    Opinions?

    Offline Geo

    Re: Tau Ceti
    « Reply #31 on: October 08, 2017, 07:36:31 PM »
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  • Why oh why must the hardcoded graphical slots for mind worms and alien artifacts be off-scale from the rest of the units in the game? :'(

    Online Mart

    Re: Tau Ceti
    « Reply #32 on: October 28, 2017, 07:35:57 PM »
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  • Kinda torn on the following decision: to have the ruins and legacy of a former technological advanced civilization visible on the map in Tau Ceti or not...

    Opinions?
    They would be visible in that "data window" on the left, I think. Unless the string in Alphax.txt would be modded to maybe a space? So there would be completely no indication?
    However, the Manifold Nexus would still give +1 Planet, what would be visible in SE window.

    Offline Geo

    Re: Tau Ceti
    « Reply #33 on: October 28, 2017, 09:34:59 PM »
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  • Hi Mart. :)

    I didn't literally meant The Ruins as in the landmark, but whether signs of a precursor civilisation would be visible on the worldmap or not.
    The landmarks weren't really the problem though, those can be marked for not appearing on the map when using Yitzi's alphax file.
    It was the monoliths I had trouble with. Any generated map would show them, and I couldn't come up with a way to explain their repair capabilities on a world where no earlier technical civilisation had existed before arrival of the human colonists.
    But I just had an idea on how to do that, so thank you for responding here as it gave me a possibility to explain it storywise. :D

    Online Mart

    Re: Tau Ceti
    « Reply #34 on: October 28, 2017, 09:51:18 PM »
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  • Hi Geo :)
    So do I understand correctly, that you plan on removing monoliths from the game completely?
    In alphax they have a cost, and now I wonder if setting it to very high value it would diminish their count.

    Offline Geo

    Re: Tau Ceti
    « Reply #35 on: October 29, 2017, 09:01:23 AM »
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  • No, not at all. I'll just give them an other backstory as to explain their function.

    AFAIK, there's no way to not let the game generate them on the map.

    Offline lithovore

    Re: Tau Ceti
    « Reply #36 on: November 02, 2017, 02:10:13 PM »
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  • Hi Mart. :)
    The landmarks weren't really the problem though, those can be marked for not appearing on the map when using Yitzi's alphax file.

    How do you turn off landmarks in Yitzi's Alphax? I didn't know this was possible...

    Offline Geo

    Re: Tau Ceti
    « Reply #37 on: November 02, 2017, 04:31:28 PM »
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  • 1 for making them active, 0 for not making them active in map generation.

    Code: [Select]
    #NATURAL
    Garland Crater, Crater, 1
    Mount Planet, Volcano, 1
    Monsoon Jungle, Jungle, 1
    Uranium Flats, Uranium, 1
    New Sargasso, Sargasso, 1
    The Ruins, Ruins, 0
    Great Dunes, Dunes, 1
    Freshwater Sea, Fresh, 1
    Sunny Mesa, Mesa, 1
    Nessus Canyon, Canyon, 1
    Geothermal Shallows, Geothermal, 1
    Pholus Ridge, Ridge, 1
    Borehole Cluster, Borehole, 0
    Manifold Nexus, Nexus, 0
    U.N.S. Unity Wreckage, Unity, 0
    Fossil Field Ridge, Fossil, 1

    Offline Geo

    Re: Tau Ceti
    « Reply #38 on: November 13, 2017, 06:46:40 PM »
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  • All in a day's work.

    Took longer then expected (especially the normal drone and the technician), but it was worth it! :D

     

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