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| Updated Research Web | Wed May 08, 2013 5:20 pm by NickTheNick | Okay guys, here is my first Devblog to fulfill my responsibility as Strategy Team lead.
Finally I have procured some work to show for my efforts in conceptualizing the Strategy Mode. The Research Web is a pivotal component of post-sapience gameplay, as it is what drives your species forwards from the Awakening stage to their final steps into Ascension. Through a graphing program, I have managed …
[ Full reading ] | | Comments: 5 |
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The Uteen Sandbox Team Lead

Posts: 1490 Reputation: 68 Join date: 2010-07-06 Age: 16 Location: England, Virgo Supercluster
 | Subject: Re: cities after space mode Sat Jan 15, 2011 7:50 am | |
| | bill2505 wrote: | | The Uteen wrote: | | bill2505 wrote: | | will your city if its very advanced in space will look like this http://images4.wikia.nocookie.net/__cb20100115192304/starwars/images/1/17/Coruscant-AoTCW.jpg |
Possibly, but that doesn't seem very realistic, when compared with current cities. Generally when cities expand, they so it in all directions from a central point/line.
That might not be a city, but in god machine times, there could be custom-made mansions that contain cities, designed to look cool from space. |
my point was not to look exactly like this but if your city is pretty advanced with huge building they will be visible from space |
Well, if your city is big enough, it should be visible from space. The planet would have to be super-auto-evoed from quite a distance... Moons would have to be slow-mo-super-auto-evoing all the time you are on the planet, too, in case the life changes the surface. That'll slow down things a bit.
Oh, and can I point out the distances between planets should be fairly realistic. Not like Spore, where every planet's surface is visible from your home planet. Other planets should just look like stars in the sky in Thrive, from the surface of a planet, just like here on Earth.
So, guys? Would a moon be slow-mo-super-auto-evoing all the time you are on a planet? If not, that'd stink. If so, that'd stink. The name slow-mo-super-auto-evo stinks. Maybe it should be orbital-auto-evo. |
|  | | ~sciocont Overall Team Lead

Posts: 3200 Reputation: 99 Join date: 2010-07-06
 | Subject: Re: cities after space mode Sat Jan 15, 2011 3:50 pm | |
| Basically, the rule for auto evo is that if you can see it, it will be affected. If you can't see it, it doesn't exist. Auto evo works on a quantum sysyem. _________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Blog]  |
|  | | The Uteen Sandbox Team Lead

Posts: 1490 Reputation: 68 Join date: 2010-07-06 Age: 16 Location: England, Virgo Supercluster
 | Subject: Re: cities after space mode Sun Jan 16, 2011 11:25 am | |
| | ~sciocont wrote: | | Basically, the rule for auto evo is that if you can see it, it will be affected. If you can't see it, it doesn't exist. Auto evo works on a quantum sysyem. |
What about if you can only see it through a telescope? Would evolution on Mars be simulated to us Earthians, for example? |
|  | | Mysterious_Calligrapher Biome Team Lead

Posts: 1022 Reputation: 27 Join date: 2010-11-26 Age: 21 Location: Earth, the solar system, the milky way...
 | Subject: Re: cities after space mode Sun Jan 16, 2011 3:22 pm | |
| I'm assuming that, due to the goldilocks zone, there's not going to be too many systems with multiple habitable planets/moons.... telescopes have been around for a very long time, in terra terms, but we haven't had any powerful enough to see any possibilities of life until fairly recently, when we've reached space anyway. I'd say that near-neighbors are going to be "out of sight, out of mind" for most of your species' history. |
|  | | Tenebrarum Society Team Lead

Posts: 1179 Reputation: 29 Join date: 2010-10-01 Age: 19 Location: ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
 | Subject: Re: cities after space mode Sun Jan 16, 2011 8:34 pm | |
| | Mysterious_Calligrapher wrote: | | I'm assuming that, due to the goldilocks zone, there's not going to be too many systems with multiple habitable planets/moons.... telescopes have been around for a very long time, in terra terms, but we haven't had any powerful enough to see any possibilities of life until fairly recently, when we've reached space anyway. I'd say that near-neighbors are going to be "out of sight, out of mind" for most of your species' history. |
Maybe. Maybe.
To be honest, that would drive me totally insane. Yeah, it'd be realistic, but we should sacrifice that for playability. We should probably give the player one or two planets terraformed more-easily-than-most, as a way to give them a rung to stand on as they start peeking out into space for the first time.
Also: Please take the fermi paradox and burn it in an emergency intelligence incinerator. It's depressing enough in the real world, let alone Thrive. |
|  | | bill2505 Learner
Posts: 117 Reputation: 0 Join date: 2011-01-09 Location: Greece
 | Subject: Re: cities after space mode Mon Jan 17, 2011 4:13 am | |
| | Tenebrarum wrote: | | Mysterious_Calligrapher wrote: | | I'm assuming that, due to the goldilocks zone, there's not going to be too many systems with multiple habitable planets/moons.... telescopes have been around for a very long time, in terra terms, but we haven't had any powerful enough to see any possibilities of life until fairly recently, when we've reached space anyway. I'd say that near-neighbors are going to be "out of sight, out of mind" for most of your species' history. |
Maybe. Maybe.
To be honest, that would drive me totally insane. Yeah, it'd be realistic, but we should sacrifice that for playability. We should probably give the player one or two planets terraformed more-easily-than-most, as a way to give them a rung to stand on as they start peeking out into space for the first time.
Also: Please take the fermi paradox and burn it in an emergency intelligence incinerator. It's depressing enough in the real world, let alone Thrive. | i strongly agree with you.infinitive quest for earth has done something like this. |
|  | | NickTheNick Strategy Team Lead

Posts: 1171 Reputation: 95 Join date: 2012-07-22 Age: 17 Location: Canada
 | Subject: Re: cities after space mode Sat Jul 28, 2012 9:16 pm | |
| | The Uteen wrote: | | These god machines would be huge, almost the size of a moon, and will be extremely complicated. |
"Thats no moon..."
Could you make a Death Star of sorts?
(Sorry to revive an old thread) _________________ Look at how far we've come when people thought we'd get nowhere. Imagine how far we can go if we try to get somewhere.
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|  | | Holomanga Newcomer
Posts: 81 Reputation: 2 Join date: 2012-04-01 Age: 14 Location: Earth
 | Subject: Re: cities after space mode Mon Jul 30, 2012 2:32 pm | |
| | NickTheNick wrote: | | The Uteen wrote: | | These god machines would be huge, almost the size of a moon, and will be extremely complicated. |
"Thats no moon..."
Could you make a Death Star of sorts?
(Sorry to revive an old thread) |
Somewhere it was mentioned that dyson spheres could be built in the TE, so death stars should be possible too. Death stars are many orders of magnitude smaller than a dyson sphere. |
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