Scientific Accuracy Mod

Preview of a work in progressI

Just wanted to let folks know that I will be putting up a mod on Nexus sometime in the next month or so. This mod, or rather series of mods, is an attempt to add some quantitative and qualitative science to the game, based on recent research and observations. These mods should be somewhat modular, in that you can swap them out (except you will need Stars for Systems). My goal is to offer a mod that changes the game only to make it more realistic, without disturbing the underlying gameplay too badly (except where demanded by realism). Here are some features:

 

STARS:

Mostly just window-dressing. The stars in the mod actually look more dull than in the vanilla game, and are harder to tell apart by color, but that is closer to reality. Also, because of how the game is programmed, there is no variation among stars of the same type, which was something I tried desperately to achieve.

 

  • All of the major spectral types are represented
    • Except O, it is too rare
    • Carbon stars are not implemented, and I'm not sure I should bother
    • No purple stars (I've considered adding purple and green as 'Precursor stars')
    • All four types of brown dwarf are here (and they aren't brown, either)
    • All of the main types are available in dwarf (main-sequence) and giant sizes (sorry, no supergiants or hypergiants, they are too rare. )
  • Scientifically accurate RGB colors for the photosphere and in the corona effects
  • Mathematically converted brightness and radius based on logarithmic transformations
  • Giant stars take up more than one hex (and you can't pass through the extra hexes)
  • Protostars, with accretion disks (I'm kind of proud of this one)
  • Stellar remnants are enabled, including:
    • True white dwarfs (not the main-sequence dwarf in the game)
    • Neutron stars
    • Quark stars (I just made up how they look, but it is sparkly and neat... that's science)
    • Pulsars (these are cool, but I may need to ask Stardock about how to get the effect right)
    • Magnetars

 

 

STAR SYSTEMS:

The heart of realism is, in this case, the systems. The proportions and salient characteristics of stars are actually worked out here.

 

  • Proportions of star types directly reflect proportions in the galaxy (lots of red dwarfs)
  • Multiple star systems are present and abundant, and they aren't all the built-in binary kind
  • Systems will actually have habitable planets based on the star type (so, F, G, and K stars are the most likely to have habitable planets, and multiple habitable planets)
  • Yes, there will be habitable worlds for red dwarfs. It could happen.
  • Stars are represented by color-coded icons on the strategic map (bigger for giants), so you can direct your exploration toward likely candidates
  • Many different system configurations, based on recent observations. Systems vary by:
    • star type
    • number of stars
    • age
    • mass
    • degree of gas giant migration
  • Systems go in logical chains: for most there is a young version, and old version, and giant version, and a remnant version
  • Special non-habitable planet types fill the systems out:
    • Chthonian planets
    • Hot Jupiters
    • Rogue planets (may have habitable ones someday)
    • Dwarf planets (can be mined)
  • I plan to add megastructures (ringworlds, sphereworlds, 'panel worlds') if I can work out the graphics

 

 

PLANETS:

Science fiction is about worlds. Worlds are some of the most important characters in sci fi, and I think the worlds in the game should be as diverse as they are in science fiction while also reflecting current scientific thought. Because of the abundance of so-called Super Earths (which have, on average, higher surface gravities), much of this has centered around gravity levels.

 

  • Worlds are unique, like they are in science fiction
    • All planets will have traits
    • Planet trait names have been changed to sound more sciency or science fiction-y, and less glib
    • There will be ultimately be many types (I have 200 spec'd out, but that will NEVER happen, there are about ten new ones actually implemented now)
    • Their abundances are based on what little information is available, but you should have only a few worlds of the same type in any empire!
    • I plan to add worlds from science fiction, including the well-thought-out planets of Niven's Known Space series
    • Includes habitable moons and double planets
    • May later include habitable rings, habitable nebulae (the Smoke Ring)... maybe not
    • No gas planets... that doesn't make much sense: the chances of life evolving on a gas giant, much less evolving intelligence, is just about nil. Add to that the fact that no one else can or would colonize a bottomless mass of gas... Bespin was not a colony, it was a mining base.
  • Easily colonized worlds will be the exception, not the rule ('vanilla' planets are likely to be much more rare than, say, frozen worlds)
    • All planets have a gravity rating, and there are low-and high-gravity versions of many worlds (there is one super-heavy type, microgravity is on hold for later)
    • Most planets in the habitable zone will be habitable, but most will require some technology. Eventually all will be habitable, with the right technology.
    • Extreme planets are more complex now, with 'marginally extreme' planets (as implemented in other mods) as well as super-extreme worlds
    • Implements heavy and unstable types of extreme worlds
    • Has several new types of 'extreme' planets (light, volcanic, iron, extreme weather)
    • Some planets have more than one trait
    • Has 'extreme branches' (e.g., the Barren branch) with multiple planet types that require similar technologies and procedures to colonize
    • The planet icon system has been changed. Icons are color-coded by extreme branch, and shape-coded by gravity (heavy planets have square symbols, light planets have bullet-shaped symbols)
    • Extreme planets will no longer be better than other planets (the vanilla game has to entice you to colonize them, here you won't have much choice
    • Mars is now extreme (it is probably best considered barren, but I came up with a new category so you could colonize it immediately)
  • Planets use the same radius transformation as stars (i.e., they are 'in scale')
  • When you get new colonization technologies, you get more hexes on your planets (basically, when you get frozen colonization you can colonize Antarctica)
  • Planet class selection has been redone so that class is selected from a curve of possible values rather than flat probabilities (class 11 is average, most planets cluster around there). There are different curves for different worlds
  • Planet class selection is now based on stated criteria, such as how much space there is to live on the world.
  • Planet traits are now all 'physical,' relating to the natural characteristics of the world. Cultural planet traits (such as the 'ghost world') have been relegated to Precursor Worlds where they belong
PRECURSORS?:
If all that is ever done, I have a ream of new Precursor worlds I'd like to try. That gets into a lot of other stuff, like events. For now, I have just modded the existing Precursor Worlds to fit in with everything else (i.e., their planet class selection now makes statistical sense).

 

 

Promises promises, right? Wrong. This is here. Right now, Stars is past Beta, everything listed here works, and it is simply a matter of me putting it together into a package for Nexus and testing the install. Systems is in alpha: the systems are spec'd out, but only a sample are programmed (for testing purposes, everything works). Planets is still in development, although the pieces are already in place. I'm still working on the game design aspects. This is a project I am working on while I am on sick leave, so it is slow going.

I will try to get some screenshots when I can. I'm sure some of you modders out there are eager to take this thing apart and use the parts for your own mods, so I'll do my best to document and provide background so you understand what I did and why. If you care.

NOTE: Not all of these concepts or the executions are original. I will endeavor to include credits for the major ideas and original implementations. Rest assured, the work itself is my own, and not a hack of someone else's mod.

 

269,021 views 63 replies
Reply #1 Top

Intresting. I had similar thoughts a while back, but had issues trying to implent some mechanics, so put it on the back burner while my other mods took predence.

Reply #2 Top

Quoting Horemvore, reply 1

Intresting. I had similar thoughts a while back, but had issues trying to implent some mechanics, so put it on the back burner while my other mods took predence.

 

I kinda figured. It isn't like this evolved in a vacuum. I've seen your mods... I haven't dug into the xml much, but my work is DEFINITELY continuing yours, and Sandy's, and Deathwynd's, and Hereward Hills', and CrEaToXx's. I don't feel like much of it is original.

 

I'd love to hear where you hit snags, if you don't mind sharing. Like it says, so far everything works, but I haven't really finished the 'planets' part. Once I got into the groove of the new programming, Stars and Systems was really just plug-and-chug (with some more plugging to go on the systems). I'm worried that finishing the planets is going to be a bear, though.

 

Anyway, glad to hear from you, and I hope you can use some of my mod to help you reach your goals!

 

 

Reply #3 Top

Quoting General, reply 2

I don't feel like much of it is original.

 

Um... to clarify... the work is original, but the ideas aren't all mine. LIke so many things in life.

Reply #4 Top

Pics or it didn't happen! Sorry, I can't seem to figure out how to thumbnail these...

 

The Fog of War, note the colored icons and large icons for giants. The dark one at far left is a brown dwarf:

Fog of war

A giant. Note it takes up seven hexes. Also note how hard it is to tell which spectral type (color) it is. note the planetary symbol... magenta is a 'vanilla' world, the bullet shape means it is low-gravity:

Giant

A dwarf planet. Yes, it is just a skin over an asteroid... window dressing. And yes, it is very very small. I'm working on that:

Dwarf planet

Multiple star systems. Right now, only red dwarfs are implemented, but there are lots of red dwarfs, and lots of multiples. Note the type Y brown dwarf at center:

Multiples

A rogue planet. Note that there is no star, just a planet. Thank you Stardock for making this possible!

Rogue

My favorite, a protostar with its accompanying nebula. Or a fried egg, you decide:

Protostar

The obligatory police line-up. The carbon hypergiant is the 'home star' for a race I'm working on... yes there is a reason these people have a home star that could go supernova at any time:

Lineup

The remnant line-up. The neutron star and quark star are pretty hard to see (and are oversized, since they would be too small to see if they were in 'scale'), but most of the detail can only be seen when they are animated, so better pics aren't really possible.

remnants

 

Reply #5 Top

I had issues with making a Gas Giant type planet habitable. Also had isses with making a custom continent. Not really ground breakers and probably quite easy to suss out/fix. At the time i had so much going on I just pushed it aside for a rainy day. Which has not arrived yet :)

Reply #6 Top

Quoting Horemvore, reply 5

I had issues with making a Gas Giant type planet habitable. Also had isses with making a custom continent. Not really ground breakers and probably quite easy to suss out/fix. At the time i had so much going on I just pushed it aside for a rainy day. Which has not arrived yet

 

Oh. Interesting. I guess I will hit the gas giant problem at some point myself. The only problem I can see is that you can't make ALL gas giants habitable. In fact, you can't even make traits for uninhabitable planets (damn!). I plan to just have some gas giants with habitable moons... the graphics will be a little weird. These will sit in Habitable lanes. That sounds weird, but the way systems end up looking, I don't think anyone will notice.

 

I am really hesitant about the custom continent stuff, and I still find the planet arts intimidating. I was hoping to be able to avoid that hurdle and just skip custom continents for now.

Reply #7 Top

PLAYTEST UPDATE:

I have been playtesting extensively (read, playing extensively), and will just quickly update progress here:

I am playing a non-modded game, and the differences are overwhelming. The Scientific accuracy mod makes a profound visual difference in the game experience. I don't think it will be for everyone, though: it is less colorful, for sure! Still, the density of star systems and the adjusted sizes of celestial bodies works better to my eye (which you would hope).

Stars: is waiting on one or two little tweaks. Mostly, I don't want to release Stars until Systems is available so you can actually use all the stars (otherwise it will just replace the built-in stars).

Systems: Needs a bit more data entry and a little more planning. The new systems have TONS more planets than the original game, and the aesthetic effect is noticeable. I need to input the older systems, because right now there are far too many asteroids on the map. However, Systems looks like it may be done before Crusade.

Planets: This has been delayed until after Crusade. This is for several reasons:

  • I don't want to rush it and then find out I have to change a bunch of things again.
  • I have determined that 200 types of planets is WAY too many. The gameplay difference is simply not enough to warrant that, and I need to go figure out which differences will be important enough to be worth programming 100 times.
  • I very much won't have the time and energy to get it all done before Stardock can put out the next expansion (assuming they stay on schedule).

I may focus on some of the new Precursor worlds, since those have the most play value. I am also considering 'scabbing' my mod onto everyone else's planet mods. It would mean less duplication of effort, and I have no compunctions about expecting my audience to use the perfectly good planet mods that are already out there.

If all this gets done, I am also working on a faction pack. If political parties are back in Crusade, you can bet General Pants' Political Parties will be back! Ok, no one remembers that mod but me... fine... :)

Reply #8 Top

I hope the factions pack will have unique tech trees. Also a description in astro biology divergent evolutions. Lets not forget that the eyes, ears, and graspers would never be the same. Let alone that they may not even be water based, or something different than Dna to pass on inheritence, or not even be carbon based. Not even to mention about protiens. 

Reply #9 Top

Quoting admiralWillyWilber, reply 8

I hope the factions pack will have unique tech trees. Also a description in astro biology divergent evolutions. Lets not forget that the eyes, ears, and graspers would never be the same. Let alone that they may not even be water based, or something different than Dna to pass on inheritence, or not even be carbon based. Not even to mention about protiens. 

I honestly hadn't thought of doing new tech trees, but the silicon-based race will need one for sure. I'd like to introduce alternate chemistries, and I plan to include ammonia worlds and methane worlds in the planets mod. Unfortunately, it may be hard to actually limit those species to ammonia or methane worlds until they research the correct tech. But the solution there will be tech-tree based (for modding reasons).

 

Please dont get too excited... There is VERY little I can do as far as exotic species, especially when I only have about one paragraph for the description. Maybe Stardom will add some more custom options...

I will do what I can. Example: my favorite faction is paranoid. They only use ships with one engine, because why would you bring  a spare... Unless you were planning for the engine to fail! Haha! I've discovered your fiendish plot! ... You get the idea...

Reply #10 Top

Stardock, not Stardom . 

Reply #11 Top

Update:

All of this is delayed until Crusade (obviously). I am working on the planetary systems now. Does anyone have any information/ references to how Elite:Dangerous generates their systems? I gather they have a good model, and mine is hopelessly naive (it is based on mass and degree of post-coalescence migration of giant planets).

[EDIT: And I can't type...]

Reply #12 Top

This looks very interesting. Looking forward to a playable run once it's out.

Reply #13 Top

Folks,

I'm afraid I have some bad news. I lost my job a few months ago, and they are insisting I return my computer (shocker that). My girlfriend has an old one I can use, but it is not 64-bit. Thus, it appears that my Gal Civ days are over. That means these mods will not be released. I apologize profusely.

Good gaming everyone, and thank you StarDock for everything you have done!

General Pants

 

Reply #14 Top

The processor is likely 64 bit. Its probably the operating system thats 32 bit. Just change out the operating system to 64 bit.

Reply #15 Top

So sorry to hear that General Pants--hope things work out for you.

Reply #16 Top

Just tell them the PC disappeared. It is probably nothing to them. Offer to pay for it when your brother gets straight, and finally if they threaten to prosecute, you can always surrender the box later.

Reply #17 Top

Just fill the case up with old pin-ball parts and call it good.  :)

 

Reply #18 Top

Don't look now, but I may be back. A wonderful friend sent me an unexpected and much-appreciated birthday present! I shall return to work as soon as I can confirm it all works properly!

 

Reply #19 Top

Welcome back.

Reply #20 Top

Oh thank goodness! I was VERY excited about this project when I first read the thread a couple weeks ago, then I got all the way to the bottom and was like, "Nooooo!"

Best news I've seen in a long time - thank you "a wonderful friend"!!! :) :) :)

Reply #21 Top

Welcome back mate! Good to see you getting back not just to modding, but a game you truly enjoy!

Reply #22 Top

Thank you all! It is great to be back, And Crusade looks awesome!

Well, it looks like the major changes I've seen so far that affect this mod are that they added brown dwarves, and they removed those annoying planets with the red moons. Yay on the second one... I will keep my brown dwarves, but at least they didn't actually make them brown! Still, the solar flare activity seems inappropriate for a BD. I will try to recycle the texture for something so that it doesn't get wasted. I like to try to use everything Stardock makes if at all possible, out of respect. :)

Thanks Stardock, for not changing the window dressing too much. It will make my work much easier!

Reply #23 Top

A brief update for anyone paying attention:

The new tech system has provided the opportunity to do some new things. I am thinking about changing the colonization techs so they address methods of colonization, not 'types' of planets. For instance, many types of planets can be colonized using domed cities (think Mars from Total Recall/ Babylon Five). This would not solve all problems for every planet, but it would be a step toward full use for many worlds (e.g., toxic and barren types). So there would be a dome tech, rather than a "colonize X planet type" tech. Those planets where domes would work could be colonized, at reduced efficiency. There would then be types of domes, from which you would choose a specialty (right now, high-pressure domes and low-pressure domes). Then later you would get true terraforming techs (think Aliens), that would allow your people to move out of the domes and fully utilize the planet.

Example of where the basic tech tree may be going (techs in blue are not available to some races... ammonia life is cold, it doesn't need to warm up a colony):

http://i.imgur.com/ujp1z0h.jpg

The new race trait system affords the opportunity, discussed above in this thread, of properly adding in methane- and ammonia-based species and fully aquatic species. These would treat most worlds as "extreme" until they could build domes or other large, self-contained structures. Note that, scientifically, these are not methane and ammonia BREATHERS... they breathe oxygen, their bodies use methane or ammonia instead of water. There are few methane/ ammonia planets, so these will really have to be 'vertical' civilizations to survive.

I am currently mining science and science fiction for ideas. Again, these plans are for down the road a ways... stars will come first, then a simple version of the star-system mod. But since Crusade is not stable right now, I am mostly planning and playing rather than programming.

Reply #24 Top

Quoting General, reply 23
Again, these plans are for down the road a ways... stars will come first, then a simple version of the star-system mod. But since Crusade is not stable right now, I am mostly planning and playing rather than programming.

I'm in the middle of updating my personal mod for pre-Crusade 2.0 right now so I was hoping you might release something basic in the next week or two, but that's okay - those wonderful binary systems are worth waiting for. :)

Reply #25 Top

Quoting LunarMongoose, reply 24

I'm in the middle of updating my personal mod for pre-Crusade 2.0 right now so I was hoping you might release something basic in the next week or two, but that's okay - those wonderful binary systems are worth waiting for.

 

I'm still waiting for Crusade to stabilize. It seems like we are getting a lot of patches. Not a complaint, there are lots of bugs you only discover when the game is released. However, the stars and systems are the least affected, so I should be able to get on them. 

 

I'll give myself an extra push here...