All Atmospheres? |
Recently I was playing a game as a race of humans turned completely mechanical. Think Cyclons or Borg or Terminators (but much more advanced) and I suddenly ran into a small "snag" (in the sense that it ruined the whole atmosphere of the game) because my robots are oxygen breathers. WTF? Why are my robots necessary limited to oxygen worlds? Anyways, is there a way for me to be able to mod it so that I could have a special trait (similar to Mechanoid or what have you) to allows a race to breath any atmosphere type?
Re: All Atmospheres?
I don't know. I don't think so as I've never heard of any modding that does anything like that. Then again I could be wrong.

Re: All Atmospheres?
Could you do this by putting in all atmospheres types in the AI_General.txt Home Planet Atmosphere
Re: All Atmospheres?
Randall's idea could be implemented as a peice of tech that requires a racial trait.
no that won't work Forester.

Re: All Atmospheres?
Hmm.. That would be a 6.000 pt pick then I guess.
It is possible to program it, because it's possible to give races certain techs at startup based on their selection. it is done in balance mod.
~Myrath

Re: All Atmospheres?
I'm not sure giving it as a tech would be the best way to go, because tech can generally be traded unless you've selected "no tech trading" or something.
I'm not sure it would work as a trait either... but I'm no modder either.
Re: All Atmospheres?
You can't trade a racial tech. *is a modder*
Re: All Atmospheres?
Races that start with "none" as an atmosphere should be able to hold their breath anywhere else since they don't breathe. "None" would make sense for a mechanoid because they would find oxygen too corrosive, hydrogen too explosive, etc. 

Re: All Atmospheres?
Balancing this would be impossible. It's a cool idea and I'd love to play as this race, but it's way way way way way too powerful. You'd have to have some totaly bad traits to offset this like 0% reproduction, and severly reduce every other trait. Maybe have a bunch of negative traits so that you could get 7000 racial points to take this trait. but still I'm not sure you could balance this trait.
SEV, more than a feeling.
Re: All Atmospheres?
having "none" for atmosphere type might not make sense. Having 'no atmosphere' likely means that our 'meager' 14psi of atmospheric pressure could be very harmful or down right crushing all around to a race that came from a planet with no atmosphere... so their domes would be to keep air out, not keep it in...
I do agree that it would be absurdly unbalancing, although it would be interesting for single player games done just for fun.
The only thing I can think of is some 'new' atmosphere type, that no other race could breathe, and which does not show up normally, with a new racial trait that allowed access to a 0 cost, 0 space facility that 'instantly' converted a planet' atmosphere to the 'all' type (like the atmosphere modification facility, but with a 'time' of just 0.1 years.), or maybe the special facility has some sort of ability to 'un-dome' a colony (if that would even be possible) or else have specific ones based on planet size that simply 'alter' the space/population to that of an non-domed colony (again, not sure if that would even be possible).
Another alternative, give them the 'none' atmosphere type, and have the 'special ability' alter a new colony's atmosphere to none, maybe because they 'blast off' the atmosphere or some such thing to create an optimal work environment devoid of anything that causes problems or drops in efficiency (rain, organisms, wind carrying dust storms, etc...)
(A planet full of Bender units will rapidly foul up an atmosphere anyways...) 
Re: All Atmospheres?
Interesting idea, Ditto. But there is one critical flaw. Your atmosphere is unconnected to any racial traits you choose. Thus the extra atmosphere type would be selectable seperately from the trait.
hmm... Possible workarounds?
I can only think of 1.
Make it so the atmosphere convertor uses 2 turns to convert the atmosphere, at max tech. And add a note to the racial trait's description that it won't work unless your home atmosphere type is set to use the new atmosphere. (we're also gonna need to add pictures wor the new set of planets, but those are less important. We can just copy one of the existing ones.)
The key feature will take a bit of work though. I'm also not sure that it CAN work. The game needs a script to automatically scrap atmosphere convertors built by a race that isn't native to the special atmosphere type.




Re: All Atmospheres?
Maybe some sort of facility that automtically changes the atmosphere of any planet you colonise. Sort of like an atmosphere converter but instant instead of waiting 3 years.