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Home » news » forums » Space Empires V » Space Empires V General

Should Stargates be Incorporated into SEV?

arhaines17's picture
Submitted by arhaines17 on Tue, 2006-11-28 17:44. Space Empires V General

I'll repeat what I said in my last comment in one forum topic.

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However you start the game, the stargates should be placed on each empire's starting homeworld(s). The one thing that keeps you from going from stargate to stargate is that you have no addresses but your own. That's where a new technology tree should be added to the game called, "Stargates" or "Stargate Travel". Researching futher in this tree will give you more technologies that enable you to, activate stargates, try an acquire other empire's stargate codes, have sensors that can detect other stargates on other worlds that maybe unoccupied, and eventually enable you to build your own stargates.

All of this would put a new twist on how you conquer other worlds/colonies using troops. You won't have to transport your troops by ships anymore.
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If you have any other ways you think this should be done, please express your opinion about it.

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Thy Reaper's picture
Mod Designer

Warp Point Creation/Deletion

Submitted by Thy Reaper on Tue, 2006-11-28 17:55.

That's what warp point manipulation technology is for. Unless you want to be able to move units to other systems without aid from transports, this could be kind of redundant.

But, just in case...
An ability could be created that gives a facility the ability to teleport stored cargo to any other planet that has a facility with the same ability. It would also allow planets to migrate to any other planet with that facility. I think this would be the simplest and most effective way to do what you propose.

On a similar note, giving ruins the ability to create a facility (or facilities) when acquired could allow you to do the other half of what you propose, along with giving us modders the ability to create ruins that make very powerful facilities that you couldn't duplicate - potentialy making a few very valuable planets that would be key capture points in the universe. In fact, I think I'll send an e-mail to MM about these two. Feel free to do the same. More votes for a feature might make it happen...

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Give me atmopshperic manipulation cannons, or give me death!

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stargates

Submitted by swordsbane on Tue, 2006-11-28 18:11.

If you mean stargates as in ground facilities (for instance where you can move troops through) I would hope they would be optional because I'd never use them. I'd rather see warp drive as a tech tree, allowing you to move on the starmap bypassing the warp points.

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Yes- Stargates should be

Submitted by Wadiv on Tue, 2006-11-28 21:32.

Yes- Stargates should be added to space empires.

Seriously, there are so many other sci fi elements handled by this game, the fact that some sort of stargate technology is not is lacking from game play.

My advice on stargates:

Shouldn't be a facility. This would mean uninhabitted worlds don't have stargates? Not realistic. Stargates could be an option in the game set up, just as every system has a wormhole is an option. If you don't want to play with stargates then it disables it from the getgo. Stargates should be an innate property of a planet that can only be utilized and unlocked with the appropriate technology levels.

Stargates require dialer components. Obviously if every planet has a stargate you dont want people running through them arbitrarily. So introduce dialer components. Dialers allow one to access other stargates, it doesn't promise you'll make a connection though! You need to get the other planet's stargate address. How might you get that? Hint1: Spies. Hint 2: Intelligence attacks!

Components should be compatible with units that you keep in your cargo. Units are the only items in the game that reside planet side once constructed. Making the users of these stargates units makes the most sense.

Traveling to an unihabitted world is problematic. Introduce the probe unit. A probe unit is much like a recon group going through the planet wormhole. They check it out and return information related to that planet. They don't actually occupy it. It's pretty much an intelligence attack designed to gather information on the planet of the specific coordinates dialed.

Next suppose you want to build a colony on that planet. You need some type of colonization unit. It might be easier simply to program the game to colonize the planet as usual though this would introduce a bit of an unfair advantage to space colonization ships that have to travel eons to reach some planets. Perhaps several turns must pass with the explanation that colonization units are being transported through the stargate to allow for planetside colonization. This would limit the speed with which new planets are colonized through stargates.

Perhaps the most important aspect of stargates. Troop combat. Sending troops through stargates introduces a whole new level of warfare and so many potentially exciting and new components to build and defend oneself against stargate warfare.

You could built an iris, a force field. Stargate weapons, nukes that you send through stargates, computer virus' you send through stargates. The list can go as long as your imagination and most of it can probably be done with features already in the game so long as they allow for units to utilize them.

This is just a brief list. But the big point to take from this is that adding stargates to the game can be done, and would add a whole new dimension to universal dominion that space empires IV lacked.

That said, this is probably going to be a long time coming if ever as there is still much improvement that needs to be made before the game is suitably playable.

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Rilbur's picture

Silly Wadiv

Submitted by Rilbur on Wed, 2006-11-29 00:07.

Wadiv wrote:
This would mean uninhabitted worlds don't have stargates? Not realistic.

Lol, silly silly Wadiv.
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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It now occurs to me that

Submitted by Fishman on Wed, 2006-11-29 01:35.

It now occurs to me that meson PD is only really great because it's one of the only PDs in town. Perhaps other fields of PD would be nice. Shard Cannon PD FTW!

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Stargates=Mod

Submitted by Aeternus on Wed, 2006-11-29 12:04.

One of the key strengths of the SE series is the ability to mod the game.

Wadiv! - Make a mod!

As has been the response to some other proposals - such as warp travel w/out wormholes - the technologies aren't true to the history of the game.

Hopefully, however, creating stargates through modding is not impossible due to code as I would like to try out a game that did include stargates...

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marx0012's picture

If some1 makes a mod with

Submitted by marx0012 on Wed, 2006-11-29 15:13.

If some1 makes a mod with Stargate, one must be carefull that Anubis doesnt come by for visit.......... ( sorry, couldn't resisit)
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Every great fall begins with a single mistake, YOU just made your's........

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Urendi Maleldil's picture

Actually, I think there

Submitted by Urendi Maleldil on Wed, 2006-11-29 16:21.

Actually, I think there should be two types of "Stargates"

Orbital Stargates
Lets you transfer ships from one Orbital Stargate to another, kind of like re-directable warp points. They'd have tonnage and distance limitations like the ones in Stars! It could be represented by either a special Base hull or Base component.

Planetary Stargates
Lets you transfer cargo, units, population, and resources like Supply and Ordinance from one planet with a Planetary Stargate to another. Like the Orbital Stargate, it would have tonnage and distance restrictions. It could be represented by a Facility.

And depending on the capacity and location of a Planetary Stargate, you could launch ground-based raids or full-scale invasions against enemy planets containing Planetary Stargates. That of course would necessitate some sort of Planetary Stargate defensive intel or facility.

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Urendi Maleldil's picture

I don't think any of this is

Submitted by Urendi Maleldil on Wed, 2006-11-29 16:23.

I don't think any of this is possible to mod right now.

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Captain Kwok's picture
Mod Designer

SE Universe = WP based

Submitted by Captain Kwok on Wed, 2006-11-29 16:27.

Aaron has always been of mind that the Space Empires universe is Warp Point based. Although he did a mysterious fold space order button - but not even I know what the motivation behind that was. Sticking out tongue

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Space Empires Depot | SE:V Balance Mod

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Urendi Maleldil's picture

And I believe if you check

Submitted by Urendi Maleldil on Wed, 2006-11-29 16:53.

And I believe if you check the image files (I can't remember if it's a component or a facility), you'll see an unused picture that looks an awful lot like a Planetary Stargate.

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Thy Reaper's picture
Mod Designer

We have a winner

Submitted by Thy Reaper on Wed, 2006-11-29 19:20.

There is an unused stargate image in the facility section, so it was something Aaron at least considered. I would definitely like to see something along this lines added for modders to take advantage of.

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Give me atmopshperic manipulation cannons, or give me death!

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I wouldn't mind

Submitted by Bolter on Wed, 2006-11-29 19:53.

Planetary warp gate facilities have been missing in the 4x genre since the Armada:2525 days. That and the "willing slaves" tech were my all time favorite features. Willing slaves gave you a real reason not to depopulate planets, but rather to capture them with ground combat. After a few turns you could have a reasonably populated planet with infrastructure, free of rioting, instead of starting a new colony from scratch.

I always liked the late game in that title because the ease of reinforcing fully matured colonies that could build gates. Armada was about fleet combat and capturing planets, not about figuring out how to get ships to the front in time and numbers to do any good.

So long as it takes a fully developed colony to even attempt to build a gate, I see no problem with it. It would get cheesy very quickly if you could just plop one down on any rock you just colonized.

As far as modding it, well we already have the ability to open new warp points. Let the completion of the gate facility open a warp point in the same sector as the planet, if possible, or next to the planet if not. Upon entering the artificial warp point it would offer a list of other artificial warp points available for exit, like a retrofit or drop cargo interface. It seems that the game mechanics would support it, as you can have warp points pretty much anywhere in a system, not just at the rim, if you allow for it at game creation.

I would very much like to have a few combat fleets waiting to gate to a hotspot, rather than having to turttle every frontier system, and soak up massive maintenance costs for fleets and fortifications to slowly go obsolete doing nothing.

Dunno, just a matter of preference really.

_________________________________________
"No plan survives contact with the enemy"
Moltke

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arhaines17's picture

Email MM

Submitted by arhaines17 on Thu, 2006-11-30 21:20.

For those of you that want MalfadorMachines to consider this and mayb go ahead with it, email them voicing ur opinion how they should incorporate stargates in SEV.
go to their website and find their email address in order to contact them.

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Mod Designer

Copyright

Submitted by evilhamburger on Wed, 2007-12-19 03:37.

I would love to see this happen, but what aboyut the copyright

MM could get sued for breech of SGs Copyright, Aron prob put pic there so modders could do it for him. Cause if we do it its not illegal

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Re: Should Stargates be Incorporated into SEV?

Submitted by Alpedar on Wed, 2007-12-19 06:15.

Its not STAR gate, its interplanetary portal. And such portals were in dozens SF and Fantasy novels. So how SG copyrights can influence this?

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Mod Designer

Re: Should Stargates be Incorporated into SEV?

Submitted by evilhamburger on Wed, 2007-12-19 06:53.

Quote:
However you start the game, the stargates should be placed on each empire's starting homeworld(s). The one thing that keeps you from going from stargate to stargate is that you have no addresses but your own. That's where a new technology tree should be added to the game called, "Stargates" or "Stargate Travel". Researching futher in this tree will give you more technologies that enable you to, activate stargates, try an acquire other empire's stargate codes, have sensors that can detect other stargates on other worlds that maybe unoccupied, and eventually enable you to build your own stargates.

All of this would put a new twist on how you conquer other worlds/colonies using troops. You won't have to transport your troops by ships anymore.

... ok, stargates as in show has heaps in common with the post idea, adresses, name,
the pic that they plan to use is similar to one from the SG website. As for the orbital stargates or "portals" they are also from Stargate Series, end of series one.

Quote:
You could built an iris, a force field. Stargate weapons, nukes that you send through stargates, computer virus' you send through stargates. The list can go as long as your imagination and most of it can probably be done with features already in the game so long as they allow for units to utilize them.

the iris is from the Series and the force field is a copy of the spinoff "atlantis."
sending a nuke through the "portal" is also from the series.

I want this mod to be done but MM cant do it for obvious copyright issues. So modders have to do it, cause that way its legal

If we make MM do this, they will be sued to death
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Evilhamburger's Uber-Comp OneAlpha&Beta | Multiplayer rounds with a twist
http://www.spaceempires5.com/en-US/node/4887

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althumbs's picture

Re: Should Stargates be Incorporated into SEV?

Submitted by althumbs on Wed, 2007-12-19 09:44.

You could call it Teleportation. Modelers could call it what they wanted but Aaron could call it teleportation and add the script/code for it.
This type of thing should be an advance research, like at the far end of stellar manipulation.
1. At level one you could have transport device installed onboard a ship to teleport ground troops to the planet at far ranges during combat.
2. Level two a teleportation facility could be build on a planet for system wide teleportation. You don’t need to have a facility at the other end. Units and cargo are move that turn to the new location.
3. Level three and beyond the facility could teleport units and cargo at greater distance. Level 3 could teleport four light years. Level 4 could teleport 10 light years ect. All you need to know before teleporting units/cargo was the planet name (have the designation system scouted). For conquering planets this would start ground combat at the end of the turn process. This would be the game ending technology. The first one to acquire would have huge advantage. Could image trying to defend your planets against a player that could just appear on your planets from a 100Lys away.
4. This could also apply to ship engines. Instead of linier movement a ship would just appear at the new location (like a small jump drive) like 10 to 17 sectors away depending on the level. At higher levels the ship could teleport to other systems with out a warp points.

Yes I did get these ideas from a book. But do you know which one?

Remember! If someone is trying to kill you, you kill them first!

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Mod Designer

Re: Should Stargates be Incorporated into SEV?

Submitted by SuicideJunkie on Tue, 2008-01-01 12:05.

Consider a hyperdrive component for ships and a stargate component for bases.

This would be given either a unique name or a unique AI Tag ability, whichever is more convenient.

Each turn a script will run and search for spaceobjects with hyperdrives or stargates.
If the name of the parent object contains a special substring: "([{######}])" where the # are arbitrary digits, then the player is attempting to dial the gate or activate the hyperdrive.
An energy cost will be subtracted from the player's reserves, and the script will open a warppoint to the appropriate destination if possible.

For Hyperdrives, the numbers would indicate which direction and how far the warppoint destination will be. It will then take only 1 move point to traverse the warppoint and effectively increase the speed of the ship.

If ships are limited to speed 1 as "sublight", hyperdrives would need a range of only 3 to 5 to be hugely effective. Cloaked ships could use hyperdrives, but it would be obvious that something happened when a warppoint opens and closes as the cloaked ship transits.

For stargates, the numbers would indicate the destination's map coordinates (which system and which hex). If a stargate exists in that destination hex, and a stargate warppoint is not already present in either hex, then a new warppoint will be opened. Otherwise an appropriate error message can be posted to the log (incoming wormhole, destination not available, destination busy, etc).

Hyperdrive type warppoints would always be closed on the following turn, while stargate type warppoints could be given a 50% chance of closing each month.

Stargates could also be modelled as units, and thus be placed in planetary cargo, or loaded on to ships and flown around. The parent object's name would be searched for the dial code each month.
Build one, and try to dial the enemy homeworld from your military base, or build two, and shuffle military forces between your borders.

If you do not want ships to be travelling through your stargates, you could instead stretch the dial code out into a combination of Address plus a list of items to transfer to the other side.
So you might have:
Tudran VII ([{2345678|Grunt II|50|Blackhawk|5}])
And if the connection is successful, said troops would be transferred.

Transferring entire facilities could also be an interesting mechanic if you wanted to make a Protoss-like race.

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