ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
I can definitely see how a planet laced with hydrocarbons could boost significantly, but such a planet wouldn't be very viable for plant growth (and hydrocarbons aren't as cutting-edge science as they used to be) so limited and would be expected. Buuutt... carbon means diamonds, and diamonds means - so this type isn't over-specialised. ^_^
Just a suggestion. Good luck with making the mod! I'm getting really excited about it now!
Not a bad idea, i'll see what i can come up with.
Unfortunately the planet-rotation bug not being fixed has kinda got me down.
did you try to maybemake the textures fit to the new rotation they're getting? so like changing the pattern of whats top and bottom according to how they get actually placed ingame , would mean some work but maybe it can deal with that bug until its really fixed? (and save the original version until they fixed the bug)
Might we worthwhile to release the incomplete/bugged mod as a beta version - at least it keeps you from having to sit on it until the bugs are fixed.
TheMortis wrote: did you try to maybemake the textures fit to the new rotation they're getting? so like changing the pattern of whats top and bottom according to how they get actually placed ingame , would mean some work but maybe it can deal with that bug until its really fixed? (and save the original version until they fixed the bug)
It looks like a problem with the importer the game uses for textures - so there probably isn't a modding solution for this.
No there's no way to "fix" this with textures, it's the model of the planet that's spinning incorrectly. I could change the textures around all day, and it will still spin wrong and look wrong. I'm still working on the mod, but it would hurt to release it with this bad of a bug, as the planet graphics are the heart of the mod.
Amazing job. Can't help but wait this mod with impatience !
And what d'you think of a living planet ? Like one with tentacles, fangs or others things, that is not easy to colonize but could boost through tourism, for example !
Rawne wrote: Amazing job. Can't help but wait this mod with impatience !
And what d'you think of a living planet ? Like one with tentacles, fangs or others things, that is not easy to colonize but could boost through tourism, for example !
That would be impossible to do as an actual 3D object, ie. you wouldn't see the tentacles and what not, the modding capability of the game is just not there yet. However, it could certainly be an anomaly, Pandora Syndrome?
This mod looks fantastic - can't wait to add some diversity to my games! I've only known about your mod for a few hours and I'm already eager to try it out! Hopefully the devs will fix the bug soon.
Here's some simple ideas for planet types/anomalies:
- Crystalline Crust/Planet : Big dust and science bonus, could simply be a colour change to Arctic planets.
- Amoebic Sea : Big food and science bonus, could be a colour change to Coral Reefs, Hadopelagic Life, Metallic Waters or the Ocean planet texture.
- Ecumenopolis/City Planet : Big dust and industry bonus, could also be a late game terraforming technology or improvement.
- Ecumenopolis/City Planet : Big dust and industry bonus, could also be a late game terraforming technology or improvement.
YES. I would absolutely love a megapolis planet. Maybe it should have a population slot bonus too?
Speaking of which, maybe I can throw my two cents in:
WONDERS:
The endless device: Planet's surface in entirely covered in a gargantuan factory works. Grants a massive production bonus, but a moderate approval penalty due to the eternal mechanical noises.
The generation ship: A wonder designed for asteroid belts, this gargantuan abandoned ship conveys a +20 approval bonus (thus cancelling the penalty for colonising asteroids), along with whatever bonuses you think fit.
ANOMALIES:
The titans: Negative anomaly. Gigantic biological monstrosities roam the land, consuming food and wrecking shit. Severe food, industry and approval penalty until removed via advanced anomaly reduction (orbital bombardment)
The colossi: Mixed anomaly. Gigantic machines roam the land. Whilst they have a habit of treading on important things, their knowledge of the past is incredibly useful. Moderate industry and approval penalty, but with a moderate science bonus. Penalties removed via advanced anomaly reduction (colossi minimisation).
The horror: Negative anomaly. Something is causing the colonists to suffer hideous nightmares - maybe it's psionics, maybe it's technology, maybe it's something unspeakable. Severe penalties in all fields, customise to your approval.
The sirens: Positive anomaly. The planet's natives include a race of beautiful psionic beings, that calm the soul and bring minds to peace. Bonuses to approval, science and dust.
PLANETS:
Chaos planet: Physics, natures and common sense do not play fair and change at random on this planet, and people seem to succumb to madness if they stay to long. Serious approval penalty, serious food penalty (slow growth represents madness), moderate science penalty, no dust penalty, small industry bonus (easier to get things done without fuel).
Glass planet: Perhaps it was a desert world that flew too close to the sun, perhaps it was bombarded this way from orbit, but the entire surface of this planet is glass. Moderate approval penalty, no food available, strong industry penalty, strong science and dust bonuses.
Planet of the infinite winds: Not exactly a gas giant, not exactly a planet, this world consists of "flying islands" in a world of gusts and winds. Moderate approval bonus (flying racing cars and wind boards see an appearance), slight food penalties, moderate bonuses in all other fields.
I have to say dude, you've done some awesome work with the graphics for the planets; very diverse, and well thought out. Can't wait to see this mod come out, and for more updates to be made. :-) What are your plans for if and when an update comes along, and somehow breaks the mod, by the way? I've seen other mods broken and abandoned, and I'd hate for this one to be given a similar treatment. :-(
I absolutely have no doubt there will be some changes with Disharmony, but fear not, i WILL make it compatible with Disharmony. I love hearing ideas, and will try to incorporate the best ones into the mod, such as fulcrum's carbon world. I certainly want to release before Disharmony, but fear the bug may not be fixed by then.
I don't want to start a ruckus, but if enough folks PM Steph'nie (sorry if it seems like i'm calling her out, i'm not, she's just the most communicative person on the dev time i've had the pleasure of talking to) and voice their support for having the bug looked at, it might spur the devs to take a look sooner rather than later.
Sophonite wrote: This mod looks fantastic - can't wait to add some diversity to my games! I've only known about your mod for a few hours and I'm already eager to try it out! Hopefully the devs will fix the bug soon.
Here's some simple ideas for planet types/anomalies:
- Crystalline Crust/Planet : Big dust and science bonus, could simply be a colour change to Arctic planets.
- Amoebic Sea : Big food and science bonus, could be a colour change to Coral Reefs, Hadopelagic Life, Metallic Waters or the Ocean planet texture.
- Ecumenopolis/City Planet : Big dust and industry bonus, could also be a late game terraforming technology or improvement.
Keep up the great work, LogicSequence!
Interesting idea the crystal, i'll see which works best. I like the other ideas as well, unfortunately there's currently no way to change the visuals of anomalies. But that doesn't mean i can't use the ideas.
Eyrok wrote: YES. I would absolutely love a megapolis planet. Maybe it should have a population slot bonus too?
Speaking of which, maybe I can throw my two cents in:
WONDERS:
The endless device: Planet's surface in entirely covered in a gargantuan factory works. Grants a massive production bonus, but a moderate approval penalty due to the eternal mechanical noises.
The generation ship: A wonder designed for asteroid belts, this gargantuan abandoned ship conveys a +20 approval bonus (thus cancelling the penalty for colonising asteroids), along with whatever bonuses you think fit.
ANOMALIES:
The titans: Negative anomaly. Gigantic biological monstrosities roam the land, consuming food and wrecking shit. Severe food, industry and approval penalty until removed via advanced anomaly reduction (orbital bombardment)
The colossi: Mixed anomaly. Gigantic machines roam the land. Whilst they have a habit of treading on important things, their knowledge of the past is incredibly useful. Moderate industry and approval penalty, but with a moderate science bonus. Penalties removed via advanced anomaly reduction (colossi minimisation).
The horror: Negative anomaly. Something is causing the colonists to suffer hideous nightmares - maybe it's psionics, maybe it's technology, maybe it's something unspeakable. Severe penalties in all fields, customise to your approval.
The sirens: Positive anomaly. The planet's natives include a race of beautiful psionic beings, that calm the soul and bring minds to peace. Bonuses to approval, science and dust.
PLANETS:
Chaos planet: Physics, natures and common sense do not play fair and change at random on this planet, and people seem to succumb to madness if they stay to long. Serious approval penalty, serious food penalty (slow growth represents madness), moderate science penalty, no dust penalty, small industry bonus (easier to get things done without fuel).
Glass planet: Perhaps it was a desert world that flew too close to the sun, perhaps it was bombarded this way from orbit, but the entire surface of this planet is glass. Moderate approval penalty, no food available, strong industry penalty, strong science and dust bonuses.
Planet of the infinite winds: Not exactly a gas giant, not exactly a planet, this world consists of "flying islands" in a world of gusts and winds. Moderate approval bonus (flying racing cars and wind boards see an appearance), slight food penalties, moderate bonuses in all other fields.
I think my endless mine wonder does a lot of what your endless device idea does. The Endless Mine grants a 200% bonus to industry on a planet, and goes up to 300% with improvement.
The anomaly ideas are cool, i'll see what i can do with them.
LogicSequence wrote: I don't want to start a ruckus, but if enough folks PM Steph'nie (sorry if it seems like i'm calling her out, i'm not, she's just the most communicative person on the dev time i've had the pleasure of talking to) and voice their support for having the bug looked at, it might spur the devs to take a look sooner rather than later.
I'll keep updating in the meantime!
Hell, I'm all for causing a ruckus (maybe even a kerfuffle?) if it helps get this mod out to the people, and I'm guessing that most of us who've commented here feel that way. Amplitude's been good to us thus far and I do think we should be patient, but at the same time it seems like this bug is something they could probably figure out and fix fairly quickly. Hopefully Disharmony will be finished soon and then we can really start pestering the devs about this bug, eh? Or did you have something like a petition in mind?
Shame about the no-recolouring of anomalies, but the Amoebic Sea could just be an Ocean Planet with a pinkish or orange hue, something like that. If I have more ideas for things, I'll let you know for sure - keep in mind though that I expect massive royalties and free cake if you use any of them ;-)
If I may toss my hat into the ring regarding planets, could we maybe look into a Dust Ball Moon? That is, it would an artificial moon, one that was made by a mass of space-born dust gathering together and packing up into, well, a dust ball. :-p After that, it would get caught in a planet's gravity, and have unusual effects on the planet thanks to how sun reacts with the dust at night; a 50% bonus to Science and Food bonuses to the planet, and possibly a 10% bonus to the system at large? Perhaps a +2 Dust Per civilization on the planet?
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