Ok. It has been fixed for the next versionMake it so that it doesn't happen, please.
Ok. It has been fixed for the next versionMake it so that it doesn't happen, please.
Two more things about this statement (in light of my first response to it). I said that this is partly on purpose. I only mean that for big changes... for example going from a completely dry world (such as desert) to a completely wet one (such as an ocean), Changes that are closer should be much easier. Second, I haven't actually changed those values yet however, because I encountered something odd about terraforming. EIther it doesn't use the resources right away or once you have saved up the right amount, it doesn't require saving up again... (it is behaving like it didn't spend the resources on the first terraforming and I can already terraform another world without saving up). I want to look into this further before I start changing values because if that is so... it seems to be a freebie and I don't want freebies. If the game is glitched that way I will keep values the way they are.The upfront cost for terraforming seems really high, in particular higher than the reserves, so you can't actually do it.
You bring up a good point. I would say that this is a good assumption, though the entirety of the implications aren't all clear to me because I am not sure what game specifics are related to DNA. I know there is a gene tech. Is that what you are referring to? As far as I know though, that wouldn't matter because the DNA research is done by the species... so I would assume they are researching their own DNA.And I'm guessing no gene mod between basic/acidic/neutral because without the same fundamental chemistry they can't use the same DNA-equivalent?
You bring up a good point. I would say that this is a good assumption, though the entirety of the implications aren't all clear to me because I am not sure what game specifics are related to DNA. I know there is a gene tech. Is that what you are referring to? As far as I know though, that wouldn't matter because the DNA research is done by the species... so I would assume they are researching their own DNA.
I checked the code out. I was worried it might be hard coded but it appears to be an event called pop self modification. I would have to replace this file and put limitations on it but it ilooks like it may be possible to do.
Given that the rules would be as follows:
IF I decide to implement this new feature I may decide to do some experimentation first. However I want to get peoples feedback on whether they would like this or not. It could fairly drastically affect the odds of finding habitable worlds (though I do have some wiggle room given the utility allows me to increase and decrease the odds of finding habitable worlds.). Another major thing that would be affected would be "migration treaties". You shouldn't be able to form migration treaties with a race who can't occupy the same planet as yourself.
- Pops CANNOT change their genetic code to allow themselves to live in a different atmosphere type.
- Pops CAN change their genetic code to become an aquatic species of the same atmosphere type.
Honestly this is a second priority though. Right now the first priority is getting the monster code up and running. I am nearly ready to do that. Implmenting these habitations changes will be a very large project (though not as large as it was originally). The main time sink would be writing all the terraforming requirements for so many world types.
Automating generation sounds like a good idea. The way I figure it out is pretty formulaic so that shouldn't be too hard; though I would use C# instead. In fact I will probably just integrate it into my already existing utility by adding "atmosphere types" to the planetary features since my utility already has a definition for each type of planet. Thanks for pointing out the terraforming issue. I will probably finish the monster code in 2-3 weeks.I really like the alternate habitability idea. It sounds neat. n.n Having the monsters exist is a worthy first priority, though.
And yeah, the way the terraforming is implemented it's an n-squared problem. I noticed at least one mistake where some planet type (arctic?) could be terraformed to tropical or tropical instead of tropical or savannah.
Possible solutions: ... Or... automate the generation of terraforming files using a perl script that reads from a CSV?
Oh, also -- are pre-FTL races excluded on purpose? Because they don't seem to show up at all with this mod.
Edit: I finally saw one but it was in an FE home system?![]()
I don't know much about chemistry beyond a high school level, but I imagine a combustion engine wouldn't be the same on a basic or acidic planet. There's a lot of primitive lore that references real world technologies, so for immersion's sake, you'd have to either create primitives specific to these worlds or make the lore incredibly general.
There are also random things like one of the Fallen Empires having a reserve for sentient species. I don't know how that would work unless they were set not to ask for species of a different atmosphere type than the planet that their reservation is on.
This would be awesome to see, but it sounds like a lot of work to get it to mesh well with other mechanics. I'd like to see monsters, terraforming, and whatever else you're currently working on fleshed out first.
They're Gaia planets.Now this IS a valid concern. Are the preserves artificially created structures or are they assumed to be planet wide?