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Terraforming toxic planets?

Posted: Wed Oct 11, 2006 2:24 pm
by Zieman
Any ideas how to make toxic planets terraformable?

Posted: Thu Oct 12, 2006 7:33 am
by PK
give them to your enemy, use weapon to terminate planet, build artificial planet, colonize it and terraform :)

Posted: Thu Oct 12, 2006 1:37 pm
by Zieman
Hehe,
could do that, but I want to mod the .exe or .lbx so that you can terraform toxic planets too. It's kinda stupid that you can make a habitable planets out of asteroids and gas giants, but you can't make Venus -like planets more hospitable...

Posted: Fri Oct 13, 2006 9:25 am
by PK
asteroids arent not toxic ... its just a spread matter. gas giant - well ... shouldnt be toxic to all species .. so they arent in fact pure toxic ... while in my imagination toxic material on toxic planet is so toxic that nothing can be done to make it safe :)

Posted: Wed Jan 31, 2007 10:17 pm
by Time
give them to your enemy, use weapon to terminate planet, build artificial planet, colonize it and terraform :)
This is the only in game way to be able to terraform a toxic world.

In the game, it's good to have something you can't change. If you want to be able to use these worlds, I would suggest a Uni+Tol race to make best use of them.
also, Biomorphic fungi work on these worlds, so, you can grow food there, at some point.

of course, you could encounter the strange glitch I did. Where on a natives planet I controlled, I just purchased Soil Enrichment, when I was attacked by an Amoeba. I lost 1 native, kept the other 2 as farmers (can't move natives) and retained the Soil Enrichment bonus! This was my strangest planet ever. A toxic world with farmers!
almost no need to terraform there, lol.

Posted: Thu Feb 01, 2007 3:34 am
by Zieman
In this I'm a bit conservative: in MOO Radiated was most difficult to colonise and Toxic was easier, so I'd like the same situation to be true in MOO2 too. :)

Maybe there's a bit in the .exe or one of the .lbx's that tells the game if that planet can be terraformed or not? Or a bit that tells the game how many terraform efforts (+gaia) there are left to do. Changing that so that you could terraform Toxics too should be easy, provided such bit exists and you can find it... ;)

Posted: Sat Mar 10, 2007 10:33 pm
by marhawkman
I concur. *points to radiated* One thing I've been trying to figure out is if you could give certain techs a property that converts toxic to barren.

Posted: Mon Mar 12, 2007 12:47 pm
by Matthew
One cool way would be if you could use matter to energy then energy matter conversion to convert the toxic materials to non-toxic. Then you could convert toxic worlds into barren worlds or other types.

Another way would be to use a stellar converter to blow the planet apart then use planetary construction to rebuild it from the debris.

Either way, it would be an expensive tech.

The problem is that the way the game is setup is that it's difficult to add-in new techs. It wasn't designed with modding in mind.

Posted: Mon Mar 12, 2007 6:06 pm
by marhawkman
My idea was to figure out the coding behind what radiation shields do, and add that sort of effect to anti-pollution techs.

Posted: Tue Feb 19, 2008 11:25 am
by TheDS
What I want to know is: Why do I have to build pollution processing stuff on a TOXIC world? What's going to happen, am I going to damage the environment? (Same could be said for Radiated and Barren; we're living in domes here, all our smoke stacks lead to the outside.)

Posted: Tue Feb 19, 2008 11:31 am
by c'g~
What I want to know is: Why do I have to build pollution processing stuff on a TOXIC world? What's going to happen, am I going to damage the environment? (Same could be said for Radiated and Barren; we're living in domes here, all our smoke stacks lead to the outside.)
Haha!
U are funny guy. But I think it’s off-topic – go to general discussion – there U can find answers on Ur very substantial question

Posted: Wed Feb 20, 2008 12:37 am
by Time
Choose Lith/Tol and you won't need to terraform :D .
Also, Uni/Tol/Cyber with Hyd farms + Subt farms, also doesn't need to terraform it.
Tol/High-G/Cyber, though a slow builder, would eliminate most of the planet penalties.

Bring in a captured colonist, from a Subteranean race, for more pop max.

Posted: Wed Feb 20, 2008 5:54 am
by c'g~
IMO the Game developers were right with un-terraforming Toxic Planets. I think always should be a constant, which players can not change – it’s simply solidifying the Core of the Game. Besides, I agree with Time – Lithovore, Tolerant picks will lose some of their power with terraformble Toxic Planets

Posted: Sun Mar 16, 2008 12:15 am
by TheDS
Another thought:

If your game has progressed far enough that you can gift a system to someone else and then blow up that planet, then you're doing something wrong. My games hardly ever last long enough to get the planet smasher, and even when I've got it, it's usually at the point where I'm already building so many planets that I'm sick of it and just want to finish the game.

One other:

Recently I tried the switch that allows androids at the start of the game. HOLY CRAP THEY'RE AWESOME!!!! Mt early game populations are half android. They're very good for tiny worlds, toxic worlds, and ultrarich worlds. Used to think they were worthless, but now I know better.

Posted: Thu May 01, 2008 5:43 am
by Tifi
A possibility:

Enable the 'Terraforming' building to be built on Toxic worlds.
Have it cost the same as Barren -> Terra just for that one step, and have it change the planet to Barren.

Heh, or maybe not... :P