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| Revamping the Wiki | |
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+15dinoman9877 FalmerbloodElixir Inca hypoxanthine Daniferrito Oliveriver ExtraSolar ~sciocont WJacobC Nimbal untrustedlife Tarpy WilliamstheJohn RodGame NickTheNick 19 posters | |
Author | Message |
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WilliamstheJohn Regular
Posts : 409 Reputation : 10 Join date : 2012-12-26 Age : 31 Location : Third Rock from Sol
| Subject: Re: Revamping the Wiki Tue Apr 23, 2013 3:34 am | |
| - NickTheNick wrote:
- Okay, thanks. It's up there now.
Anyone able to get some concept pages underway? There is a lot left for the pre-sapience stages of the game. Looks very, very good. | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Revamping the Wiki Wed May 08, 2013 1:44 am | |
| Okay, so I wanted to revamp the page on revamping the wiki. At the moment, I am at work on the Research Web, as well as the Research and Inventions list. Are there any pages you guys want to offer to do?
As a tip, I'll be especially grateful for pages regarding niches, biomes, the compound system, food webs, the microbe stage, and the multicellular stage.
Even contributing ideas for pages we should make would be welcome, as I feel there are some that are missing that I just can't put my finger on. | |
| | | WilliamstheJohn Regular
Posts : 409 Reputation : 10 Join date : 2012-12-26 Age : 31 Location : Third Rock from Sol
| Subject: Re: Revamping the Wiki Wed May 08, 2013 2:57 am | |
| I offer me to do biomes page, which is pretty outdated. Il start working on it soon. Wow, we didnt work on this for a long time. Update: Here it is! (WARNING! Wall-o-text) - Spoiler:
Description
Bomes are environments within the game which decide how evolution and population works in a set area. Each biome is geographically, climatically, and otherwise conditionally different in some way from all other biomes. Biomes contain a set amount of slots for organisms, and these slots each have conditions that must be filled. Organism slots in biomes do not have to all be filled for the biome to work. However, each one of these slots, or "niches" can be competed over. Evolving organisms depend on competing for slots.
Niches
Each niche is defined by food source ansd scale. Autotrophs, decomposers, filter feeders, detrivores, herbivores, and carnivores can all have distinct niches within a biome. A niche is described by diet ansd size. The size scale for biomes is as follows:
Tiny= 1-20 cm largest measurement (up to the size of a rat) Small= 21-100 cm largest measurement (up to the size of a big dog Midsize=101-300 cm largest measurement (up to the size of an adult male polar bear) Midlarge= 301-700 cm largest measurement (up to the size of a killer whale) large= 701-1500 cm largest measurement (up to the size of a T-rex) huge=1501-4000 cm largest measurement (tops off at larger than blue whales (25m)) gargantuan=4001+ cm largest measurement (the world's talles tree is to 83 meters tall) The niche for a lion would be: midlarge carnivore.
Rules for Slots Carnivores cannot inhabit a biome unless there is another animal in that biome. Likewise, an herbivore needs an autotroph or decomposer in that biome before it can live there. Filter-feeders need only a liquid biome to live, as it is assumed there is enough planktonic or bacterial life for them to live there. Decomposers must live in a land or seafloor environment. Omnivores can inhabit an herbivore or carnivore slot, or both at once. Detrivores must live in a water environment. Biome Types
There are currently 9 categories of biomes, which are:
*Open Ocean Open Ocean
All open ocean biomes completed.
Sunlight Zone occurs: wherever there is open ocean with no bottom within required elevation resources: saltwater, sunlight elevation:0-200 m below sea levelT climate: entirely dependant on latitude higher latitudes=colder, lowe rlat=warmer topography: required= no topography biodiversity: 0 autotroph niches: phytoplankton, possibly small to midsize floating plants heterotroph niches: (all aquatic) tiny herbivores, small filter feeders, midlarge to large filter feeders, tiny carnivores, many small carnivores, midlarge carnivores, midsize carnivores. other: may share inhabitants with other ocean biomes
Twilight Zone occurs: wherever there is open ocean with no bottom within required elevation resources: saltwater, sunlight elevation:201-1000 m below sea levelT climate: moderately cold in most areas topography: required= no topography biodiversity: 0 autotroph niches: none heterotroph niches: (all aquatic) tiny to midsize filter feeders, tiny to midlarge carnivores other: may share inhabitants with other ocean biomes, dependant on a constant marine snow of detrius. High probability of bioluminescence.
Abyss occurs: wherever there is open ocean with no bottom within required elevation resources: saltwater, marine snow elevation:1001- m below sea levelT climate: very cold in most areas, almost 0 celsius. topography: required= no topography biodiversity:0 autotroph niches: none heterotroph niches: (all aquatic) tiny to midsize filter feeders, tiny to midsize carnivores other: may share inhabitants with other ocean biomes, dependant on a constant marine snow of detrius. High probability of bioluminescence.
*Ocean with Seafloor Coral Reef occurs: in shallow, warm waters with few available nutrients resources: Sunlight, saltwater elevation: Usually less than 50m below sea level (in earth-like lighting conditions), no more than 150m below sea level climate: Tropical topography: various formations of corals and other sessile organisms. biodiversity: 3 autotroph niches: Phytoplankton, Algae, and Seaweed are the main ones. heterotroph niches: All sorts, from the corals themselves to fish to birds to sharks (a more comprehensive list is here) other: To compensate for nutrient-poor waters, they recycle nutrients much more than in other, more nutrient-rich environments.
Kelp Forest-not necessarily kelp, mind you occurs: Under the sea, close to shore resources: cold, nutrient rich water, sunlight elevation: 20 - 80 feet below sea level (6-25 m) climate: 50 - 60 F water, (10 - 18 C) topography: more level than not biodiversity: 2 autotroph niches: all up to large. It's hard to tell because kelp grows until it reaches the ocean surface, then starts expandiing outwards heterotroph niches: Carnivores up to midlarge, herbivores up to about midsize, though it's potentially possible to have midlarge ones other: has sublevels depending on sun: canopy, midlevel and floor. Also, pretty darn hard to disturb, because most storms just make kelp bend or break off pieces, and it can re-anchor itself.
*Tidal Zones Tidal ForestA occurs: where land meets ocean (or a large body of water) on a planet with a strongly attractive moon resources: Saltwater elevation:dependant on moon's gravity +/- tide height above/below sea level climate: 10-70 celsius topography: gently sloped towards ocean biodiversity: 3 autotroph niches: all except for huge and gargantuan heterotroph niches: tiny to midsize amphibious carnivore, tiny to midsize amphibious herbivore, tiny to midsize flying carnivore, midsize carnivore (nonamphibious) other: Has lots of corals, wich provide a very complex ground covering and trap pools of water inside their networks.
Beach occurs: where land meets ocean on a gentile slope resources: Saltwater elevation:0-50 m above sea level climate: any temperature topography: gently sloped towards ocean biodiversity: 1 autotroph niches: tiny to small heterotroph niches: tiny to small carnivore, tiny to small herbivore, tiny filter feeder other: Scavengers from other biomes may visit frequently, large animals may use on migration routes
*Forest Cloud Forest occurs: In Mountanous areas with high moisture resources: Primarily dirt, abundant water, and it's own biodiversity elevation: 500 m to 4000 m above sea level. * Elevation depends on planet average temp - the higher the temperature, the higher the clouds form and the higher the forest. climate: About 8 to 20 C average temp, wet Atmospheric conditions will be altered by this biome. topography: Required = one side slopes downwards towards the ocean, one side reaches much higher than the cloud forest to create the rainshadow effect. biodiversity: 4 autotroph niches: All. (Redwoods are Gargantuan) Also, epiphytes (bromeliads, spanish moss, mistletoe) and "parasitic" plants. heterotroph niches: up to midsize, herbivorous, carnivorous and omnivorous. other: Very high soil acidity, top layer comprised almost entirely of moss and peat. High Biomass and Biodiversity, stratified canopy.
Alpine Forest Occurs: on the sides of mountains resources: rainfall, snowmelt elevation: From about 5000 ft to upwards of 10,000. We also need to set a global temperature dependent tree line (altitude at which trees can no longer grow) as well as a tundra line, at which your plant size is reduced basically to lichen. climate: Temperatures up to about 10 C. Midclimate precip. great temperature variation between day and night Topography: sloped ground, poor soil secession stage: 3 auautotroph niches: carnivores and herbivores up to midsize heterotroph niches:up to huge. Evergreens or similar preferrable. Other: comes after an Alpine meadow in sucession, unless said meadow is out of it's altitude range. Also, all organizms must be adapted to a thinner atmosphere, meaning less oxygen or whatever your critter breathes. High winds are probable.
Forested Wetlands: Riparian occurs: Wherever a river spreads out to become a wetland where there is a large percentage of "Trees" or woody-stemmed autotrophs. Also, average slope must approach zero. resources: Water, bottom muck, sometimes peat elevation: not necessarily dependent on it - more dependent on temperature. climate: Temperature above freezing for the growing season: approx. 3/4 of the year. Midclimate topography: average slope approaches zero. Water currents are present, but slow-moving. biodiversity: 3 autotroph niches: up to large. (This may be adjusted, but the soil's none too stable, so nothing enormous.) heterotroph niches: mostly herbivores/carnivores up to small other: Soil will be variable: sometimes alkaline and sometimes acidic and resource poor. This is linked to the predominant type of trees... I'll think us a simple way out of this one, I promise.
Flooded Forest (May be a Freshwater Biome) Occurs: In wet forests, due to a flood; may or may not be yearlong. Resources: Large amounts of water, dependant. Elevation: Depends on area. Climate: Is Wet and temperature is dependant on where the forest is. Topography: Usually flat, with some heavy amounts of water. Biodiversity: 3 Autotroph Niches: Tiny to Midlarge/LOW large. Heterotroph Niches: Tiny to Midsize. Other: Many aquatic niches here, and the level of water is dependant.
Temperate Forest Occurs: Between tropical and alpine lines, with enough precipitation. Resources: Good soil, fresh water, Elevation: Between 50- 2500m above sea level. Climate: Is warm and moist during hot months, but cold and frozen in the cooler months. Is midclimate/wet Topography: Usually between flatish with some hills, to outright hillish. Biodiversity: 3 Autotroph Niches: All up to Gargantuan (Very rarely). Heterotroph Niches: All up to midsize. Other:Goes through a drastic temperature change over the year, and many organisms will be driven out because of it.
*Desert Dune Desert occurs: very dry areas, usually in the center of a continent resources: none elevation: from -100(not below water) to +3000 m climate: very arid/arid, frequent dust storms topography: shifting dunes, with occasional rocky outcrops or plateaus biodiversity: 1 autotroph niches: tiny to small heterotroph niches: tiny to midsize (very rare) herbivore, tiny to small carnivore other:organisms must be extremely efficient in their handling of water. Life is driven by the search for water, most animals are "nomadic".
Rocky Desert Occurs: In areas of very poor soil, and extreme dryness. Resources: Rocks, almost nothing. Elevation: Between -100 (land) and 3000m (again) Climate: Very Arid/Arid, and usually hot. Topography: Usually relatively flat, with some rocky plateaus and spires adorning the landscape. Soil is VERY rocky. Biodiversity: 1 Autotroph Niches: Tiny to midsize (Rare). Heterotroph Niches: Tiny to small (Very Rarely Midsize). Other: Water is very rare, and is competitively sought after. Also, the rock formations can get pretty amazing and huge.
Cold Barren Desert Occurs: between 45°-60°\next to an MT range\near the ocean(the MTs seperate the Ocean and biome) Resouces: will get to that Elevation: low enough to be overshadowed by the MTs Climate: cold like the arctic\dry like a desert Topagraphy: can be any\direction of wind from the ocean Biodaversity: will get to that Autotroph niches: will get to that Heteratroph niches: will get to that Other: because of unique location, all precipitatin gets dried out due to the MTs and the biome becomes very dry
*Plains Alpine Meadow? occurs: on the sides of mountains resources: rainfall, snowmelt elevation: Approximately 5000 feet upwards - I will revise this sucker, but it's relative to latitude. climate: high temperatures are up to 10 C. semiarid. great temperature variation between day and night topography: sloped ground, poor soil secession stage: 2 autotroph niches: carnivores and herbivores up to midsize heterotroph niches:up to midsize. (small trees/shrubs are included.) other: All organizms must be adapted to a thinner atmosphere, meaning less oxygen or whatever your critter breathes. High winds probable.
Chaparral Occurs: Where there is rather poor soil, and extreme heat and dryness. Resources: Again, not much, but there is the craggy and rocky soil. Elevation: 400 to 5500m above sea level. Climate: Is cool and moist in the winter, but very hot and dry the rest of the year. Is Semi-arid as an average. Topography: Contains flat plains, rocky hills, and mountainous slopes. Biodiversity: 2 Autotroph Niches:Tiny to Midsize. Heterotroph Niches:Tiny to small/midsize (around deer size rarely). Other: Organisms are mainly grassland and desert types. Varies seasonally to a greater extent than most deserts.
Scrubland (duplicate?) Occurs: In areas of poor soil, like a burned-out forest, or an area of little rain. Resources: Relatively little. It persists on poor soil and rocky terrain. Elevation: Between -100 (land) and 3000m above sea-level. Climate: Arid/Semi-Arid. Relatively hot. Topography: Usually flat, sometimes some slight hills rise out of the shrubby ground. Biodiversity: 2 Autotroph Niches: Tiny to midsize. Heterotroph Niches:Tiny to small/midsize (around goat size.) Other: The main plants are the equivalence to shrubs, due to the poor soil and lack of rain. The ecosystem revolves around these, as they are the only autotrophs able to thrive in these conditions.
Steppe occurs: On land where following conditions are met. resources: Loose soil, very little water. elevation: Most any, but usually significantly above sea level. climate: 313.15 Kelvin to 233.15 Kelvin topography: Flat, occasional small hills, but most just flat. biodiversity: 1 secession stage: 2 autotroph niches: Tiny to Midsize grasses. heterotroph niches: Tiny to Midsize herbavores. Tiny to Small carnivores. Tiny to small detritivores. 1-2 Tiny to midsize transient herbavores. 0-1 midlarge transient herbavores. 0-1 Small transient carnivore. other: Percipitation is 20-50 cm per year.
*Barren Fallout Zone Occurs: anywhere following a major nuclear event Resouces: none Elevation: any Climate: any Topagraphy: any Biodaversity: 0 Autotroph niches: 0 Heteratroph niches: 0 Other: nothing can live here but the heartiest of tiny creatures. the radiation will poison anything else. this land will recover in time, but until then it is a graveyard.
*Caves and freshwater biomes can pop up inside other biomes T levels of ocean change with sunlight intensity on the surface.
Biomes tagged with A are not found on earth.
Biome categories vary in:
-Humidity -Topography -Autotrophs -Heterotrophs
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| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Revamping the Wiki Wed May 08, 2013 3:49 am | |
| Wait whoa William thats a big page and I don't even know what you changed there.
Updating the biomes page takes a lot of knowledge on the current biome concept, something which I think only really scio and calli know at the moment, and my suggestion of biomes was a hint for them to offer what they know.
Also, most of what you did was merging all the separate pages on the biomes into a massive biome page. It's better to keep them separate, since they take up a lot of space. What's important is to write the definition of biomes by the CPU, what variables fluctuate between different biomes, the relationships between biomes and food webs, niches, organisms, etc. | |
| | | WilliamstheJohn Regular
Posts : 409 Reputation : 10 Join date : 2012-12-26 Age : 31 Location : Third Rock from Sol
| Subject: Re: Revamping the Wiki Wed May 08, 2013 3:55 am | |
| I acttualy just collected all concepts at here, so we dont need to search, just section it. I added full biome list, how types are diferent, fixed some mistakes, and etc.
Last edited by WilliamstheJohn on Wed May 08, 2013 3:57 am; edited 1 time in total | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Revamping the Wiki Wed May 08, 2013 3:57 am | |
| No, Im saying the way it already is now. | |
| | | Daniferrito Experienced
Posts : 726 Reputation : 70 Join date : 2012-10-10 Age : 30 Location : Spain
| Subject: Re: Revamping the Wiki Wed May 08, 2013 4:03 am | |
| I'm not sure that concept of biomes is still valid anymore. I remember a post of scio saying that the concept had been scraped in exange for a much more open and simple evolution and population systems involving compounds. However, i cannot find such post anymore, so i'll have to let scio enlighten us on that. | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Revamping the Wiki Wed May 08, 2013 4:06 am | |
| Exactly my intention. I hope by suggesting biomes I will elicit a response explaining what theyve been replaced with. | |
| | | WilliamstheJohn Regular
Posts : 409 Reputation : 10 Join date : 2012-12-26 Age : 31 Location : Third Rock from Sol
| Subject: Re: Revamping the Wiki Wed May 08, 2013 4:22 am | |
| I cant find any newer concepts. | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Revamping the Wiki Wed May 08, 2013 12:35 pm | |
| - NickTheNick wrote:
- I hope by suggesting biomes I will elicit a response explaining what theyve been replaced with.
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| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Revamping the Wiki Wed May 08, 2013 6:02 pm | |
| - Daniferrito wrote:
- I'm not sure that concept of biomes is still valid anymore. I remember a post of scio saying that the concept had been scraped in exange for a much more open and simple evolution and population systems involving compounds. However, i cannot find such post anymore, so i'll have to let scio enlighten us on that.
Biomes are still valid, we just don't need to name them like we did before. The current plan is to just have certain ranges of variables across terrain tiles, and all contiguous tiles within a certain set of ranges will make up one biome. Basically, when a planet is generated, all of the tiles get height/light/heat/seasonality/moisture variables attached to them. A biome is made by selecting a tile, then selecting all of the tiles around it whose height/light/heat/seasonality/moisture variables are within a close range of the original tile's. Does that make biomes a little easier to understand? | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Revamping the Wiki Wed May 08, 2013 6:26 pm | |
| Ahh, that makes far more sense and sounds like an excellent idea as well. I recommend someone update the wiki based off of that in order to settle such confusion in the future.
Also, scio, what was the conclusion to that discussion on the Auto-Evo thread? | |
| | | Oliveriver Music Team Co-Lead
Posts : 579 Reputation : 59 Join date : 2013-01-21 Age : 26 Location : England, United Kingdom, Europe, Earth, Solar System, Milky Way, Virgo Supercluster, The Universe
| Subject: Re: Revamping the Wiki Sun May 12, 2013 7:32 am | |
| Doggit's asked me to ask you to change the soundtrack page on the Wiki to mention that many of my themes were commissioned and/or edited by him. Of the current themes listed under my name on the Wiki, the Feelings Theme, Landing on a Satellite Theme and both Microbe Editor Themes were commissioned by him, while the Desert Theme, Feelings Theme and the Landing on a Satellite Theme were edited by him.
You might also want to add a link to the playlist I made containing all the themes, including some which have been composed since the Wiki page was updated (https://www.youtube.com/playlist?list=PL1xZFxatUbjMTzgTTI6FRxxhnS4h7hT1x). | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Revamping the Wiki Sun May 12, 2013 1:17 pm | |
| Sure thing, I'll update the wiki now. | |
| | | hypoxanthine Newcomer
Posts : 25 Reputation : 0 Join date : 2013-05-21 Age : 29
| Subject: hello, im new here Tue May 21, 2013 9:57 am | |
| hi, looking to help out. Ive been reading all over the forum so I could keep the wiki updated constantly. Should i create an account now or do I have to wait until im in that developer usergroup? | |
| | | WilliamstheJohn Regular
Posts : 409 Reputation : 10 Join date : 2012-12-26 Age : 31 Location : Third Rock from Sol
| Subject: Re: Revamping the Wiki Tue May 21, 2013 11:26 am | |
| - hypoxanthine wrote:
- hi, looking to help out. Ive been reading all over the forum so I could keep the wiki updated constantly. Should i create an account now or do I have to wait until im in that developer usergroup?
I dont know. But be careful, alot of stuff on forums are outdated. | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Revamping the Wiki Wed May 22, 2013 12:16 am | |
| - hypoxanthine wrote:
- hi, looking to help out. Ive been reading all over the forum so I could keep the wiki updated constantly. Should i create an account now or do I have to wait until im in that developer usergroup?
To start just apply for wiki pages here, and then if you get the job (which you most likely will) post your work here and it will be updated into the wiki. If you do a lot of work towards the wiki you will get editing rights to it. | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Revamping the Wiki Thu Jul 11, 2013 4:45 am | |
| Okay, with more time on my hands I would like to revive the efforts towards keeping the wiki as our main source of up-to-date concept, as has also been suggested by RodGame and Inca. Are there any pages anyone would like to do? I will be posting some material on the Procedural Culture Generator sometime tomorrow, as well as in its thread. | |
| | | WilliamstheJohn Regular
Posts : 409 Reputation : 10 Join date : 2012-12-26 Age : 31 Location : Third Rock from Sol
| Subject: Re: Revamping the Wiki Thu Jul 11, 2013 6:54 am | |
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| | | Inca Regular
Posts : 250 Reputation : 10 Join date : 2013-07-03 Age : 30 Location : England
| Subject: Re: Revamping the Wiki Thu Jul 11, 2013 2:07 pm | |
| Well I'm still playing catch up in a lot of areas. My understand of each concept is not yet full enough to work on wiki pages myself, but I will do later on.
Unless it is just a case of condensing a topic into a wiki page, I don't mind doing that? | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Revamping the Wiki Thu Jul 11, 2013 6:57 pm | |
| @WilliamsTheJohn
We haven't had any discussions on the God Tools page recently. What is there to add?
@Inca
Sure. See if you can find any threads that you want to put onto the wiki, link them here, and we can tell you if it counts as current concept. | |
| | | WilliamstheJohn Regular
Posts : 409 Reputation : 10 Join date : 2012-12-26 Age : 31 Location : Third Rock from Sol
| Subject: Re: Revamping the Wiki Fri Jul 12, 2013 5:48 am | |
| - NickTheNick wrote:
- @WilliamsTheJohn
We haven't had any discussions on the God Tools page recently. What is there to add?
Some overall info. Heres my example: (Will be improved later) God ToolsGod tools are imensely powerful space stage tools. They can be used for teraforming, destruction, and other things that player can do without god tools. Diference is that god tools are imensely powerful. They are unlocked after ascension, or in sandbox mode. UsesGod tools have same uses like normal space stage tools: -Destruction -Terraforming -Communication -Other | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Revamping the Wiki Sat Jul 13, 2013 2:16 am | |
| I'm not positive that God Tools are only magnified player abilities. Some would be powers only available as God Tools. | |
| | | WilliamstheJohn Regular
Posts : 409 Reputation : 10 Join date : 2012-12-26 Age : 31 Location : Third Rock from Sol
| Subject: Re: Revamping the Wiki Sat Jul 13, 2013 6:43 am | |
| Well, most of them are. Update:
God Tools God tools are imensely powerful space stage tools. They can be used for teraforming, destruction, and other things that player can do without god tools. Diference is that god tools are imensely powerful. Some powers, howewer, are avalivable only as god tools. (Example: Creating artificial black holes) They are unlocked after ascension, or in sandbox mode.
Uses God tools have same uses like normal space stage tools: -Destruction -Terraforming -Communication -Diplomacy -Other | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Revamping the Wiki Sun Jul 14, 2013 4:56 am | |
| It still seems like the comparison to space tools is unnecessary. Remember, God Tools are not derived from technology. They are inherently supra-technological and metaphysical. They are less tools and more just powers, like in the Black and White series, or Populous. | |
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