A use for uninhabitable planets?

Can any mod makers out there, or anybody in general brainstorm up an idea for what to do with uninhabitable planets? Something that upsets me about this game is those beautiful planets out there, with no use for them... even if they are not imperative to gameplay, I would like to at least do something with them other than look at them. As it is, many stars have uninhabitable planets only orbiting around them, and I never visit those areas again, because there is no use. Can we get SOME use out of them, even if it is small?

it's a shame so much graphical space in this gameworld goes to waste.
19,180 views 27 replies
Reply #1 Top
I agree and I've tried, but unfortunately those planets are currently unmoddable as far as I can tell. You can't do anything with them from a modders point of view, not even to just get rid of them entirely. The existence and complete uselessness of these planets are hardcoded. Hopefully with the next patch that and many other pieces of the puzzle will open up for us to play with, on top of just fixing the bugs with the current mod structure.
Reply #2 Top
Hi!
an idea for what to do with uninhabitable planets?

Like:
- Remote Mining Orbital Station over planets with the moon, that would add a % to production of other planets in the system?
- Orbital Research Station over planets with the ring, that would add to empire's research production?
- Orbital Transit / Trade Post, that would add to empire's cash production?

BR, Iztok
Reply #3 Top
also, as cheap sensor posts to watch for enemy ships.
Reply #5 Top
There are at least 2 events that come up that cause class 0 planets to become habitable. One involves a vote to decide who gets the newly habitable planet and the other it becomes the homeplanet of a new minor race. I haven't tried my hand at modding yet but you may be able to mod those events.
Reply #6 Top
do what people should do.

target practice, weapons testing, general im-bored-lets-blow-up-a-planet!
Reply #7 Top
I think you should be able to terrform the uninhabital planits to make them habital like another tecknology after making those red spots useable or/and being able to build minning ficilitys on uninhabital planets like them minerals in space . ps:Sorry about the spelling.
Reply #8 Top
I completely agree. There should be a terraforming technology that allows you to do something with class 0 planets. I guess I've got nothing to do at work today, maybe I'll research the two events mentioned above...
Reply #9 Top
I agree also, or at the very least have a mining testing tech that allows you to exploit some rare commodity from random uninhabitables.

Peace out!
Reply #10 Top
y not expand on the terraforming techs, and make dome complexs like the starbases, which brings up a good point, y not use constructors to be a important part of unihab. planet expansion
Reply #11 Top
There should be a terraforming technology that allows you to do something with class 0 planets. I guess I've got nothing to do at work today, maybe I'll research the two events mentioned above


You cannot simply use a Gas Giant by terraforming I think that one of the techs in Gal CIv 1 Environment Control should be reimplemented and used for these purposes along with terraforming.. If you guys want trade bases and spy bases try just building a Economy Starbase along the route somewhere on the edge of your border and research Sensors Mark IV and build Ultimate Survellence Scanners and you will have no more problems with sneak attacks..
Reply #12 Top
I'm going to try and make it to where you can make a star go super nova and destroy all orbiting planets.

Then again, I am not that good at modding...
But I can try!
Reply #13 Top
You cannot simply use a Gas Giant by terraforming I think that one of the techs in Gal CIv 1 Environment Control should be reimplemented and used for these purposes along with terraforming


I'm not sure how the Environment Control was used, but I was thinking of a way to convert a class 0 planet into a class 1 or higher planet. Maybe not necessarily a gas giant (except maybe at a higher level of this technology branch), but at least a rocky planet.

Meanwhile, my quick investigation leads me to believe that creating this sort of tech needs a change in the code. I thought this tech would work best as module like a construction or colony ship has. The problem lies in the ability tag. It's easy to change the value of the tag to something like "terraforming", but unless the game code itself knows what to do with that value, nothing will happen (or maybe something worse).

Here's hoping that Stardock tries something along the lines of Civ 4 and releases an SDK.

Reply #14 Top
can you actually blow up planets? if so what tech is it, i havent found a tech yet (but i keep re-starting)

thanks
Reply #15 Top
I don't think you can blow up planets like the Death Star did. Even though there is a combat option to do a core implosion which sounds like it should rip the planet apart, it doesn't remove it from the map or anything.
Reply #16 Top
I don't think my mod will work. No, it won't for sure. I'm good at First Person Shooter game mods like Unreal Tournament. Gal. Civ. is too hard to change. Unreal Ed 3.0 for UT makes top quality stuff easy with lots of practice. GC II makes you more frustrated with more practice. Oh well...
Reply #17 Top
I would like to see a new tech after terraforming in 1.2 that allows us to convert useless planets to usable planets. That would be neat
Reply #18 Top
I know this is off topic, but a funny thing happened to me once. I was playing a Custom race against every major race except the Terrans in a gigantic galaxy, and one of the Class 0 planets in my territoy was called Patroklos 1, and it was Earth! If you looked at it, every continent and area was immediately recognizable. Has anyone got this before?
Reply #19 Top
The ability to build starbases around class-0 planets would be handy. It would be great if these planets were resources instead of the current, floating around in space model. It would also be fun to be able to hide a fleet on one for camouflage-it would be an interesting tactical concept.
Reply #20 Top
one of the Class 0 planets in my territoy was called Patroklos 1, and it was Earth!


Thats because, as far as I can tell, the textures the game chooses for all planets comes from the GFX/Planets folder, of which one is Earth.

Habitable planets only have the textures of the files named as the same class, but uninhabited planets seems to just choose any random image from the folder. Thus the possibility of getting an Earth texture on a class 0 planet.


Best way I have found of "fixing" this is to delete all the planet images within (also deleting references in CustomPlanets.xml) and replace with lots of pictures of gas giants etc. I got those from Celestia Motherlode (a 3d space imaging plaything, google it). You have to delete the references of be left with large solid white orbs instead of planets...


This way, all class 0 planets will choose a random texture (of which they are all now gas giants) but habitable planets will simply use the terrain pallette that you see on the building screen, so it should look pretty much identical (if a little ski-wiffed due to image stretching).

Reply #21 Top
I wouldn't mind seeing uninhabitable planets being used as a sort of micro-starbase.

- Extend operational range. Like a normal starbase, they'd allow your ships to travel further.

- Mineral resources. A series of upgrades, possibly maxing out at some low number, that boosts military, social production and trade within a set distance (say, 4 tiles radius).

- Corporate allegiances. You can set them up and get them running, but their allegiance is effectively up for sale. If they end up inside someone's territory, they're assumed to be captured intact. So if you stick them right on the border with another race, they could change hands back and forth easily.
Reply #22 Top


this is probably one of the better ideas.why not just put some orbiting installation around the planet? gas planets would give well, gas for research, rocky planets would give metal for military production, and plantes that are uninhabitable but have water on them would be for social production. by the way do rings give the planet a bonus?
these bonuses would give terran players an advantage because our solar system just happens to have plenty of gas planets
Reply #23 Top
A realistic tech to having to do with these is a Gravitational Slingshot - ships passing a planet-ed area get a significant speed boost. It's been done with several space missions already - which, of course, didn't have hyperdrive.

For a long time, we have known of extrasolar planets that are pretty much useless for life. Now we've found a use: to use the pull of their gravity to slingshot us away from them.
Reply #24 Top
In Master of Orion 2 I/you was/were able to create planets from a space dust&asteroids (Artifical Planet or something like that). I used xml editor and by improving base data about planet I find that many previosly unable to colonize planets are usable (even if size is 3,4 or 5), but even with significant increase in number of usable worlds (gigantic map) there is still a lot of wasted space in the universe.

Potential ideas about waste lands (0 Class planet):
-mining facility
-sensor network
-military outpost
-refueling base - range increase (@ low lvls it would be really nice thing)
-hyperspace gate (1 turn move)
-trade station
-research station
-intelligence HQ (one/ race)
-detention center (one/ race, its good thing to place all scum in one place )
-recreation planet (one/ race, remember planet Risa from Star Trek?, it was waste land converted to pleasure planet; idea is to boost morale globaly for whole empire)
Reply #25 Top
I don't think my mod will work. No, it won't for sure. I'm good at First Person Shooter game mods like Unreal Tournament. Gal. Civ. is too hard to change. Unreal Ed 3.0 for UT makes top quality stuff easy with lots of practice. GC II makes you more frustrated with more practice. Oh well...


It won't work because it isn't coded to happen. You can change stats, not the whole gameplay.

Alternatively, you could all just wait for the terraforming device to come along and add 10 to PQ. It's fun!