10-03-2023, 06:23 PM | #41 |
Join Date: Dec 2007
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Re: Simplifying Gurps Space world creation
I suspect that the development of photosynthesis is pretty inevitable once life comes along although not necessarily before humans or people similar to humans come along to interfere with things.
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10-04-2023, 05:08 PM | #42 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Simplifying Gurps Space world creation
The changes listed below are now on the site, as is adding notes to planets!
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This is a big step beyond the original program. There are still things that can be added, but this is almost complete: economics is the big thing left. Generating populations is a big job, and that one question of "colony age" is left to the GM and surprisingly complex. There is a lot that could happen there.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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10-05-2023, 06:24 PM | #43 |
Join Date: Dec 2007
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Re: Simplifying Gurps Space world creation
Generates a lot more habitable planets than the vanilla planet generation system.
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10-06-2023, 08:30 AM | #44 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Simplifying Gurps Space world creation
What do you calculate the correct rate to be? (even if you're just ball-parking it).
I'm going over the math. I think the main factors are:
I do think that the vanilla system is fairly generous though. EDIT: 1 in 5 is per system. its 1 in 7.5 per star.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! Last edited by ericthered; 10-06-2023 at 08:44 AM. |
10-09-2023, 02:03 PM | #45 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Simplifying Gurps Space world creation
I just updated with economics and CR ranges. Star Locations can now be changed as well. And the star age fix is now in there.
I made a bunch of changes to the GUI. As requested, a grid was added to the sector, as were captions on the various displays and the ability to make them white for nice printing. I also added visual cues for tectonics and vulcanism on the planet, as well as boxes indicating settlement type and population rating on the system diagram, so you can now look at a system and tell where the big population centers are. I also changed the generation at the start to only make a single system, so that it won't hang for five seconds on load. The default sector settings still generate 100 systems, you just have to click the button. Its a little clearer when the system is generating and processing the new planets as well. I also changed the default colony age settings to be 300-500 instead of 0-500.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
10-10-2023, 04:07 AM | #46 | ||
Join Date: May 2005
Location: Oz
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Re: Simplifying Gurps Space world creation
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 10-10-2023 at 04:10 AM. |
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10-10-2023, 02:01 PM | #47 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Simplifying Gurps Space world creation
I'm wondering if I can set up different colonization schemes, as in, choosing which planets get settled first. Its a GM set value, because the real dynamics of it depend so much on so many things. High Affinity (or maybe just habitability) systems are likely to get settled first, either because FTL can travel fast enough to check them all out, or because if you're going to send a generation ship, you should research all you can out of your destination first. Which gives high affinity worlds a bigger leg up... but I really don't mind that.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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