Species: Whumsoom

Species suggestions, story ideas and contributions.
Message
Author
Ophiuchus
Programmer
Posts: 1739
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Species: Whumsoom

#16 Post by Ophiuchus »

DraconicLunacy wrote: Mon Jul 13, 2020 12:29 pm If any species is the best at any given niche, they will naturally be all over the place. The problem with GGs and ABs is that there are only 2 species that can colonize them, hence the monoculture.
I would mind a lot of species competing for asteroids more than a monoculture. What i want are distinctive environments. And so I dont like steps in the direction of making an environment work more like the others. Asteroids could be: really hard and slow to colonize

In theory a Sly hidden empire should be able to settle "peacefully" inbetween enemy planets. And that is why it is ok for me that those spread through the galaxy - that is part of their "story".
I do not like that they are also a species you can use to colonize gas giants in a normal empire, but that is hard to prevent - the smaller gas giant generator bonus when populated tries to address that not very successfully.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Look, ma... four combat bouts!

User avatar
LienRag
Space Dragon
Posts: 265
Joined: Fri May 17, 2019 5:03 pm

Re: Species: Whumsoom

#17 Post by LienRag »

Ophiuchus wrote: Mon Jul 13, 2020 1:29 pm [
I would mind a lot of species competing for asteroids more than a monoculture. What i want are distinctive environments. And so I dont like steps in the direction of making an environment work more like the others. Asteroids could be: really hard and slow to colonize
I entirely agree with you, but I'm not sure there's a way to do that in the game.
Is it possible in the code to decide that as Asteroids are not all in one place like the planets, but all over their orbit, then settling them takes 3 times the usual number of turns ?

Ophiuchus
Programmer
Posts: 1739
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Species: Whumsoom

#18 Post by Ophiuchus »

LienRag wrote: Wed Jul 15, 2020 3:22 am
Ophiuchus wrote: Mon Jul 13, 2020 1:29 pm I would mind a lot of species competing for asteroids more than a monoculture. What i want are distinctive environments. And so I dont like steps in the direction of making an environment work more like the others. Asteroids could be: really hard and slow to colonize
I entirely agree with you, but I'm not sure there's a way to do that in the game.
One way is: which kinds of species are available for a certain environment - these will be competing for the environment. Choosing to populate a planet with a certain species means you cant put the other one there.
One kind of environment could only have native species with good environment, one kind of environment could have all the good combat (or production or ...) species.

And everything else is still up to imagination - like your suggestion. Adding specials only to certain kinds of environments. Having a bonus to certain focus based on environment....
LienRag wrote: Wed Jul 15, 2020 3:22 am Is it possible in the code to decide that as Asteroids are not all in one place like the planets, but all over their orbit, then settling them takes 3 times the usual number of turns ?
I am not sure what you are suggesting. "Not all in one place" is fixable by fluff/description. Colonisation always takes a single turn. It is possible to reduce growth rate based on e.g. environment or species.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Look, ma... four combat bouts!

DraconicLunacy
Space Krill
Posts: 8
Joined: Sat Jul 04, 2020 1:48 pm

Re: Species: Whumsoom

#19 Post by DraconicLunacy »

Ophiuchus wrote: Wed Jul 15, 2020 8:29 am
LienRag wrote: Wed Jul 15, 2020 3:22 am
Ophiuchus wrote: Mon Jul 13, 2020 1:29 pm I would mind a lot of species competing for asteroids more than a monoculture. What i want are distinctive environments. And so I dont like steps in the direction of making an environment work more like the others. Asteroids could be: really hard and slow to colonize
I entirely agree with you, but I'm not sure there's a way to do that in the game.
One way is: which kinds of species are available for a certain environment - these will be competing for the environment. Choosing to populate a planet with a certain species means you cant put the other one there.
One kind of environment could only have native species with good environment, one kind of environment could have all the good combat (or production or ...) species.

And everything else is still up to imagination - like your suggestion. Adding specials only to certain kinds of environments. Having a bonus to certain focus based on environment....
LienRag wrote: Wed Jul 15, 2020 3:22 am Is it possible in the code to decide that as Asteroids are not all in one place like the planets, but all over their orbit, then settling them takes 3 times the usual number of turns ?
I am not sure what you are suggesting. "Not all in one place" is fixable by fluff/description. Colonisation always takes a single turn. It is possible to reduce growth rate based on e.g. environment or species.
One can make asteroids harder to inhabit by reducing their default habitable size to 2. Or alternatively, I can create a precedent by capping Whumsoom habitation on ABs at 'Adequate' instead of 'Good'. It's not a hard-coded constraint, but a balance convention nonetheless. Perhaps that will be the Whumsoom nerf you desire.
Just my 2c.

Post Reply