Turning "empty" planets into industrial centers.

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DaveAshton
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Turning "empty" planets into industrial centers.

Post by DaveAshton »

Would there be any way to change a planet's type depending on what you deliver to it?

For example, you see a Molten planet, and upon landing all you see is a small PC (to let you save your game) next to your ship on a landing pad. There's no Bar, no Trade facilities, nothing but a PC and a landing platform.

Would it be possible to deliver an Automated Factory (for example) to that planet, and then after a certain amount of time, the planet has a Shipyard?
gonzo
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Re: Turning "empty" planets into industrial centers.

Post by gonzo »

Well, this guy has found a way to alter planets:
http://vegastrike.sourceforge.net/forum ... 17#p125017
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gonzo
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Re: Turning "empty" planets into industrial centers.

Post by gonzo »

Sorry. Couldn't help myself... :D
I think it would be wonderful if the game universe could change like that.
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TBeholder
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Re: Turning "empty" planets into industrial centers.

Post by TBeholder »

There's some debug option about it. That said - planets are the case where buggy subunits can't ruin anything. :D
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Primordial
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Re: Turning "empty" planets into industrial centers.

Post by Primordial »

This would certainly open up interesting avenues for the macro-verse as it were. For instance, there are various entries for drop pods and aerial bombardment ships, etc for atmo-entry/troops stuff, there are various entries in the news about planetary wars, etc. This coupled with the expanding 'real' economy, coupled with the future increases in space-sector wars, means that you could technically have a REALLY flexible economy and universe where even the planets can rise and fall economically, depending on their location, profitability, armament, etc.

I suppose the problem is that this could potentially cause a fairly large strain on the engine, that's a LOT of data to be processing at once.
greenfreedom10
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Re: Turning "empty" planets into industrial centers.

Post by greenfreedom10 »

Primordial wrote:I suppose the problem is that this could potentially cause a fairly large strain on the engine, that's a LOT of data to be processing at once.
I do not think so, if the economy can be reduced to simple mathematics, each variable affected by related variables during each nth turn of the clock.

However, delivering particular goods to a planet should logically not have more than a tiny affect on the planet's economy unless it sees very little traffic.
pheonixstorm
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Re: Turning "empty" planets into industrial centers.

Post by pheonixstorm »

Actually with the number of systems and planets in the game a dynamic econ could put a strain on the engine as that would be A LOT of data to crunch every few loops or even spread out of n number of loops. But, the question is not about a robust econ system but of exploration and colonization.

At current though... neither system is anywhere other than in a design phase with no hope for usable code before the end of the year at least.
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