Open robn opened 13 years ago
Very well... i'm gonna create some indoor buildings, but i suppose i could create less variants since they are gonna be used on less populated worlds (smaller cityes, fewer buildings and less variety than earth like planet ones), am i correct ?
Some tag ideas:
-- outdoor or vacuum (sealed buildings for hostile environments)
Don't forget breathable. There should be a difference between breathable and non breathable atmospheres, and it would be great to have a corrosive tag too but perhaps not necessary. Might be that non-breathable atmospheres just get a dome thrown over the city whereas cities in a vacuum would use different buildings altogether and of course breathable atmo cities would require no protection.
guess i close issue #691 and keep posting my thoughts here
"i have no idea how far it's getting with a seperation of buildings/building sets
in despite of that, i have made some thoughts,
in some sort it would be cool if we would have a little bit of homogeneity.
let's assume we would have different architecture even for the variations of political systems, wouldn't it be nice to keep this homogeneity by leaving a certain political system to a certain modeler?
i know, perhaps a problem when more modelers move in or anyways later on, but probably such could be splitted then randomly (a system uses allways the same modelers architecture).
different guessing, well this (a system uses allways the same modelers architecture) could be also a simple way to divide them at all disregarding any other."
more ideas needed?
something that didn't exists yet (?)
promise, in despite of all i will continue (i noticed it was needed to disable the city models, well a note would have been nice anyway ;)), i will fix up my buildings
and again feel alright if i link my models here? i don't like to load all to my moms macbook
btw, it's a macbookpro using a dualcore intel @ 2GHz, no chance to run pioneer?
as long as some feel http://www.spacesimcentral.com/forum/viewtopic.php?f=35&t=1101&start=670#p23302 i'm not completely lost ;)
Its become clear that we need to be able to select sets of complementary city models based on the local environment. For example, we don't want open-air stations on a planet with a hostile atmosphere (or without an atmosphere at all). We might want a different city set depending on game mechanics like faction or tech level.
There was previously some rudimentary support for this kind of thing in
CityOnPlanet.cpp
. Before I hacked it out in @d424fec6 (for #518) there was concepts of regular buildings, "power station" buildings and "starport" buildings. Each group had attributes for density and radius such that buildings of a similar type were placed near each other. Starport buildings were also forced to be near the starport itself, intended for things like shipyards. Since #518 this code has been commented out and all the "old" buildings with it.I want to see new model tags for buildings that allow them to be searched based on various criteria. I don't know exactly what is necessary but of course we can add to them as we go. Probably a good starting point would be a simple "outdoor" and "indoor" pair for presence/absence of breathable atmosphere. The mushroom station and arcology are "indoor", while the pad and airport stations are outdoor. Some models could be both, but I imagine there wouldn't be many of these in the long term.
Population should also make a difference to the number of buildings, and probably also to the starport selection (number of pads/bays). That might be a separate issue though.