TWO IMPORTANT FYI's:
1) Due to an odd decision about script order made by Paradox, the terraforming code for planets that creates the second step (biosphere terraforming) necessary for slowly terraforming the biosphere doesn't work in the current edition. It was a simple fix but as a result, you will not experience the need to "build" a biosphere on fringe, cold greenhouse, barren, toxic, iced ocean, and dwarf planets after the initial terraforming is complete. This is the feature I was asking about earlier with greenhouse planets. Would you like greenhouse planets (ocean, terran, to have this feature as well? The advantage is that it will cost significanlty less to do the initial terraforming. However, the disadvantage is that you will need to "terraform" the surface afterward by clearing "old environment" tile blockers just like the worlds above.
2) The next release will be the first beta release and will be available on Steam. The major issues are dealt with except for adding in the monster code. Although I said I was not going to focus on changing the habitability model and add new kinds of planets until after everything else is done, I have decided to amend that just slightly. The concept of the "ocean world" really bugs me. So I am going to separate sentient ocean life from land life and add three types of ocean worlds, renaming the current concept of "ocean" world to archipelago. Sea based species will be able to inhabit six of the nine original habitable worlds (exceptions are tundra, desert, and arid) and the following habitable world types from the habitability system above:the new "ocean" world, marine, and iced ocean.
I will also be altering the frequency of toxic and cold barren worlds a bit and lowering the appearance of habitable worlds slightly so that people get a better feel for what things will be like when the new habitability model is done. (I think that habitable worlds are a bit too commonplace currently).
1) Due to an odd decision about script order made by Paradox, the terraforming code for planets that creates the second step (biosphere terraforming) necessary for slowly terraforming the biosphere doesn't work in the current edition. It was a simple fix but as a result, you will not experience the need to "build" a biosphere on fringe, cold greenhouse, barren, toxic, iced ocean, and dwarf planets after the initial terraforming is complete. This is the feature I was asking about earlier with greenhouse planets. Would you like greenhouse planets (ocean, terran, to have this feature as well? The advantage is that it will cost significanlty less to do the initial terraforming. However, the disadvantage is that you will need to "terraform" the surface afterward by clearing "old environment" tile blockers just like the worlds above.
2) The next release will be the first beta release and will be available on Steam. The major issues are dealt with except for adding in the monster code. Although I said I was not going to focus on changing the habitability model and add new kinds of planets until after everything else is done, I have decided to amend that just slightly. The concept of the "ocean world" really bugs me. So I am going to separate sentient ocean life from land life and add three types of ocean worlds, renaming the current concept of "ocean" world to archipelago. Sea based species will be able to inhabit six of the nine original habitable worlds (exceptions are tundra, desert, and arid) and the following habitable world types from the habitability system above:the new "ocean" world, marine, and iced ocean.
I will also be altering the frequency of toxic and cold barren worlds a bit and lowering the appearance of habitable worlds slightly so that people get a better feel for what things will be like when the new habitability model is done. (I think that habitable worlds are a bit too commonplace currently).