Bigjoe5 wrote:
Oh yeah, I forgot all about that. I made the terraforming building when the only two species were Trith and Gyisache, with individual effects groups for each species so that the planet would be terraformed in the right direction. Since eleazar added more species, Terraforming won't work on the new species. The current effects system doesn't make it very easy to make terraforming work properly for lots of different species with different EPs.
About that, couldn't you just make it look for the Planet Conditions and bump it up to a better level? Example: If the planet is Poor, bump it up to an Adequate version for the species that is being played. I don't know what programming language you are using but Example:
Terraforming built
Check Species
Check planet values for that species((Good, adequate, Poor, Hostile, Uninhabitable))
Check the value of the planet Terraforming was built on.
Change that value to a higher value
((If uninhabitable then hostile, If hostile then poor, If poor then adequate, If adequate then good))
((equal chance to be terraformed to any of the types of planets one rung higher))
Delete Terraforming building
End