Class 0 planets

is there a way to mod these to be usefull

I understand that sometimes in game, the computer will pace a minor race at a class 0 planet, and also a random event will cause a class 0 planet to become habitable and a vote to see what civ gets ownership. I was wondering if these values or other values in the code could be manipulated to allow a New tech at the top of the tech tree making a class 0 planet into a class 2 . the reason for a class 2 is to allow the initial colony and a starport. just for the purposes of extending my empires range and as a forward post to place ships on huge galaxy maps. Is this possible?
4,064 views 5 replies
Reply #1 Top
thats why starbases extend range too, you can use starbases to do that so why would they need to change it? not tring to be rude but i think thats the answer the devs would give you, because there is already a viable option in the game that does what you are asking.
Reply #2 Top
You know there used to be another game i played called Pax Imperium: Eminent Domain. They had this idea which i though was neat and could answer the question about class 0 planets. ANyway, Each race had it's own habitable zone for temperature, gravity and atmosphere based on it's racial charactistics. A class 0 planet for the earthlings, might be a class 2 planet to a drengin and a class 17 for the Yor(or whoever). So you'd see that often they would take planets that you wouldn't want, and sometimes you'd take that class 1 or 0 planet JUST so you could deny them a class 20.

Was just a thought.

Brian
Reply #3 Top
I Still play Pax Imperia. The idea of planetary defenses being able to defeat entire fleets is excellent. Space mines, Seeking and smart mines, Fighter bases, Missile bases, and basic starbases were all great ideas that could be translated into Galciv 2

Something else that could be translated was the race builder
A similar point based system was in effect but a race could have less than optimal abilities in certain areas, and stronger abilities in other areas, making each race completely unique. for weaknesses, they'd gain points instead of losing them.

I am glad to see that name mentioned here. Perhaps theres something for the devs to learn from that game.
Reply #4 Top
Yes, the racial penalties, instead of bonuses have been in many games. It would be nice, so long as you couldn't REALLY stack it. In MOO2, it was easy to just totally give up things like low gravity and espionage and then pick other skills that would either offset them OR set yourself up so that tech would greatly outweigh them eventually. So your negative picks would have to be balanced. But i do like the idea. There is a race builder in GC2, just no negative picks.

Give Drengin -10% diplomacy for example. Gives them just a couple more points for more offense that they seem to lack.

Oh, and i loved the battle tactics in the game. I still play it as well. Maybe i'll take you on in multiplayer one of these days.

Brian Pleshek
Reply #5 Top
AnotherYou know there used to be another game i played called Pax Imperium: Eminent Domain. They had this idea which i though was neat and could answer the question about class 0 planets. ANyway, Each race had it's own habitable zone for temperature, gravity and atmosphere based on it's racial charactistics. A class 0 planet for the earthlings, might be a class 2 planet to a drengin and a class 17 for the Yor(or whoever). So you'd see that often they would take planets that you wouldn't want, and sometimes you'd take that class 1 or 0 planet JUST so you could deny them a class 20.

Was just a thought.

Brian


Master of Orion addresses that issue as well in the same manner.