How can I get rid of those new annoying planets that are toxic and what not?

You know those new planet types? The ones where you have to research something to be able to finally colonize them. What file do I have to edit to remove them? I like a lot of the additions in DA, but I absolutely hate this one, and would love to be able to just remove it. I assume it's in one of the XML files that I can change...

Thanks
19,803 views 31 replies
Reply #1 Top
If you just modded all of the civs to start off with the required technologies for colonisation, then it wouldn't matter that they were all different types.
Reply #2 Top
Wow, this is unbelievable! Shows how different people are. Almost everyone I know (including myself) thinks the new planet types are the single best new thing in the Dark Avatar. I never would have dreamed there'd be someone out there that wouldn't want to play with them! Crazy!   
Reply #3 Top
I'd also like to know how to prevent these new planets from showing up. They look horribly ugly and are pretty annoying.
Reply #4 Top
Personally I love the idea but I can see someone not wanting them in the game for some reasonor other, But I am quite surprised by the total loathing some people have.
Is it just something that generally annoys you or can you be more specific?
Reply #5 Top
I'm a very systematic person, sort of a perfectionist. Borderline Asperger's, I'd guess. The new planets don't look right, and it bothers me that some civilization who gets an ocean tech before me might colonize some planet in the middle of my empire when I don't even want to go to war with them. I like to expand slowly and methodically and this sort of screws up what I like to do.

People have really wide ranging tastes with these kinds of things. I can't imagine why someone wouldn't want to have any minor civilizations, and I don't play anyone except the Terrans. However, you can set options for all of this even though I don't know why others wouldn't enjoy it. I'd like an option or atleast a way to mod out the weird toxic/barren/radioactive planets.

It also doesn't make any sense. A lot of the uninhabitable planets are barren. What's the difference between barren Mercury and barren Krom IV or something? Why is there an ability to colonize an ocean or toxic planet but not an ability to colonize a gas giant? The new planets just don't make logical sense in my head so it bothers me. I'm sure someone could reply to this and rationalize some answers but it's a hell of a stretch and I play games with an expectation of a certain amount of immersion.

Anyway, I've ranted too long. Any way to get rid of them?
Reply #6 Top
Gas is a state of matter. There's nothing solid on a gas planet to build a foundation on, unlike an aquatic planet where there's likely solid core deep under the oceans. And a toxic planet's air and atmosphere is poisonous, but it still likely has a solid core. About the uninhabitable planets, I'd guess that some planets simply have no atmosphere and are therefore impossible to colonize. My understanding of a barren world is that it is devoid, lifeless, and lacking some key points needed in order to be colonized.

Expect the unexpected. I like events and such that screw up my plan, it adds to the fun.
Reply #7 Top
I don't like the new planet types either. I think they should be an option.

Or I would like to see a mod that either does away with them or makes them easier to get (cheaper techs). I like the asteroids though. Everyone is different.
Reply #8 Top

Gas is a state of matter. There's nothing solid on a gas planet to build a foundation on, unlike an aquatic planet where there's likely solid core deep under the oceans. And a toxic planet's air and atmosphere is poisonous, but it still likely has a solid core. About the uninhabitable planets, I'd guess that some planets simply have no atmosphere and are therefore impossible to colonize. My understanding of a barren world is that it is devoid, lifeless, and lacking some key points needed in order to be colonized.

Expect the unexpected. I like events and such that screw up my plan, it adds to the fun.


ok right but we could pretty much make the same argument for every single one of the optional features, but people have different preferences. Our preferences differ.
Reply #9 Top
thinks the new planet types are the single best new thing in the Dark Avatar


I know I do. Their absence in DL always bugged me, actually.
Reply #10 Top
Gas is a state of matter. There's nothing solid on a gas planet to build a foundation on, unlike an aquatic planet where there's likely solid core deep under the oceans. And a toxic planet's air and atmosphere is poisonous, but it still likely has a solid core. About the uninhabitable planets, I'd guess that some planets simply have no atmosphere and are therefore impossible to colonize. My understanding of a barren world is that it is devoid, lifeless, and lacking some key points needed in order to be colonized.

Expect the unexpected. I like events and such that screw up my plan, it adds to the fun.


One could say that you can colonize gas giants by building settlements similar to Cloud City seen in Star Wars. Not very realistic or practical, but hey, that didn't stop George from using it.
Reply #11 Top
Just be happy you don't have to build a separate colony ship for each type of planet like you had to in Master of Orion (I think it was 1, maybe 2 or both).
Reply #12 Top
Not sure if it was allready men tioned but... if you research far enough on the tech tree you can get that extra 50% production from those assorted planet times e.g Advanced OCeanic Something rather = 50%+ [meaning that nerfed production is no longer nerfed for that particular planet]

It's an interesting element within the game to choke the thing we call "colony rushing". Lovely game-feature. Personally I'm usually always the Terran Alliance with the Super Diplomat super-ability [yeah I play with super-abilities ) and it's a really helpfull ability come time when you meet up with a race and they hace a colonizing tech you require
Reply #13 Top
I really love the new planet restrictions and I would i fact see the concept be taken even deeper.

For instance planets sould also sometimes have combined levels of restrictions
(for instance beeing both radioactive and heavy gravity etc..) and that the level of the problem could vary using a greater scope instead of always just be either "on" or "off". There should be shades inbetween.
For instance a mild degree of heavy gravity should bring less penalty than a very, very heavy gravity planet witch would require even more techs to be researched in order to be fully utilized and the like...
Reply #14 Top
I really love the new planet restrictions and I would i fact see the concept be taken even deeper.

For instance planets sould also sometimes have combined levels of restrictions
(for instance beeing both radioactive and heavy gravity etc..) and that the level of the problem could vary using a greater scope instead of always just be either "on" or "off". There should be shades inbetween.
For instance a mild degree of heavy gravity should bring less penalty than a very, very heavy gravity planet witch would require even more techs to be researched in order to be fully utilized and the like...
Reply #15 Top
some people already mentioned in the forum and I'll reiterate. We need a game start option to set how common should these restriction planets be in our game: Rare, Uncommon, Common, Abundant.
Reply #16 Top
I like the new planet types. It adds an extra layer of strategy, which is always a good thing. What I wish they'd do is make the Class 0 planets useful for something besides cluttering up the map. Either that or remove them altogether.
Reply #17 Top
I already mentioned that I am not in love with the new planet types.

Shouldn't the "unowned" planet list show what type of planet it is?
Is there a way to do it? I know there are a number of sort options.

As far as I know, when you look at the unowned planet list, you have to click
on it to see what type it is.
Reply #18 Top
some people already mentioned in the forum and I'll reiterate. We need a game start option to set how common should these restriction planets be in our game: Rare, Uncommon, Common, Abundant.


Yes!!!
Reply #19 Top
(for instance beeing both radioactive and heavy gravity etc..)



What do bees have to do with radioactivity or gravity?
They have more to do with pollination, than colonization.
Reply #20 Top
What do bees have to do with radioactivity or gravity?


Actually, bees are very important to both radioactivity and gravity, but it is
a very complicated issue. To much too explain heir.

Reply #21 Top
What do bees have to do with radioactivity or gravity?
They have more to do with pollination, than colonization.


This could be a disturbing "science" paper... Ending with a new opponent for Godzilla perhaps?
Reply #22 Top

some people already mentioned in the forum and I'll reiterate. We need a game start option to set how common should these restriction planets be in our game: Rare, Uncommon, Common, Abundant.

I agree with this too, Then everyone is happy.
Reply #23 Top
Actually, the only thing I don't quite understand is when you take over a planet from another race, why it all of a sudden doesn't work? I mean, I understand that different races would need slightly different fixes for the problem, but you should at least get some production out of it.
Reply #24 Top
Actually, the only thing I don't quite understand is when you take over a planet from another race, why it all of a sudden doesn't work? I mean, I understand that different races would need slightly different fixes for the problem, but you should at least get some production out of it.


I think the way to solve that, would be for the stolen tech in that invasion to be the one you need for making use of the planet. It makes sense, the alien base would be full of technology for adjusting the environment.
Reply #25 Top
I think they're annoying because the AI always researches the tech and colonises worlds in my territory, then it gets pissed because of my influence and starts acting like a jerk. I'd prefer it if you could colonize them all at the start, but needed to research the tech before you could build on them.

It would be cool if there were a way to lower their frequency or turn them off at galaxy creation