k, tycrass wrote:the game is gpl v2 and nobody can change that except original authors. your work can be gpl v3 if and only if you didn't use anything from gpl v2 version.
[Cam 0] 'Scavenger Wars' Ideas Thread
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Delphinio
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Re: [Cam 5] 'Scavenger Wars' Ideas Thread
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Shadow Wolf TJC
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
Perhaps they could develop hydroponic, aquaponic, or aeroponic farms (which are already a reality, and could be stacked vertically to create so-called "farmscrapers") as a means of growing food in an environment that would've been impossible for conventional farming to be useful (at least during the nuclear winter, which I'd say would last for no more than a couple years). They'll need to be lucky enough to find some seeds that survived the nuclear winter though, as chances are that the EMPs would've knocked out the greenhouses that would provide suitable environments for them to grow. Also, while solar power probably wouldn't work out during a nuclear winter, perhaps wind or water power would still work wonders.Rman Virgil wrote:the "Biosphere 2" the tech for expanding the foodstuffs reserves to grow the populace..
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Rman Virgil
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
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And btw...NORAD is humungous. ... plenty big enough to accommodate a ton of stuff and peeps...... It was built to provide refuge during a nuke holocaust / winter...
As for power early on.... Natural Gas is plentiful in CO, as are the well taps. As for the engines.... Steam Punk, any one?
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Rman Virgil wrote:the "Biosphere 2" the tech for expanding the foodstuffs reserves to grow the populace..
Yup. .... and Soleri's "Archology" concept embodies that as well (the "Arcosanti" is a prototype Archology.)Shadow Wolf TJC wrote:Perhaps they could develop hydroponic, aquaponic, or aeroponic farms (which are already a reality, and could be stacked vertically to create so-called "farmscrapers") as a means of growing food in an environment that would've been impossible for conventional farming to be useful (at least during the nuclear winter, which I'd say would last for no more than a couple years). They'll need to be lucky enough to find some seeds that survived the nuclear winter though, as chances are that the EMPs would've knocked out the greenhouses that would provide suitable environments for them to grow. Also, while solar power probably wouldn't work out during a nuclear winter, perhaps wind or water power would still work wonders.
And btw...NORAD is humungous. ... plenty big enough to accommodate a ton of stuff and peeps...... It was built to provide refuge during a nuke holocaust / winter...
As for power early on.... Natural Gas is plentiful in CO, as are the well taps. As for the engines.... Steam Punk, any one?
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aubergine
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
Nuclear winter would last about 1-2 years after nuclear holocaust according to wikipedia: http://en.wikipedia.org/wiki/Nuclear_winter
Nuclear winter on wz timeline starts in Jan 2086, so by 2088 the sun should be shining again, but I imagine most crops and wildlife will be decimated due to the nuclear winter. Maybe biosphere has some remaining crops and wildlife?
It would be helpful if we could get some sort of timeline finished for the journey from Seattle to Cheyenne (and a proper reason for heading to Cheyenne in the first place)... Maybe the project's heads for the biosphere first, to get living crops, but having got there end up getting attacked so often (because they have food) that they decide to find a more remote/fortified location to live in = nearby Cheyenne?
Nuclear winter on wz timeline starts in Jan 2086, so by 2088 the sun should be shining again, but I imagine most crops and wildlife will be decimated due to the nuclear winter. Maybe biosphere has some remaining crops and wildlife?
It would be helpful if we could get some sort of timeline finished for the journey from Seattle to Cheyenne (and a proper reason for heading to Cheyenne in the first place)... Maybe the project's heads for the biosphere first, to get living crops, but having got there end up getting attacked so often (because they have food) that they decide to find a more remote/fortified location to live in = nearby Cheyenne?
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Rman Virgil
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
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Guys here is an aerial view of the Biosphere 2 Project just out side Tucson, Arizona. Have a quick look.... you'll see why right away:
http://www.b2science.org/visitor/campus/aerial
And for like reasons ~ The Conservatory of Flowers in Golden Gate Park in San Fran, Calif., which has been around the better part of a century.
Photos: http://www.google.com/search?q=conserva ... 40&bih=274
Web site: http://www.conservatoryofflowers.org/
Buckminster Fuller should also be part of this conversation:
http://bfi.org/about-bucky/buckys-big-ideas
Also ~ i-NoD's Scavenger Art: viewtopic.php?f=10&t=3466
And ~ Elio's Geodesic: viewtopic.php?f=6&t=2153&start=30
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Guys here is an aerial view of the Biosphere 2 Project just out side Tucson, Arizona. Have a quick look.... you'll see why right away:
http://www.b2science.org/visitor/campus/aerial
And for like reasons ~ The Conservatory of Flowers in Golden Gate Park in San Fran, Calif., which has been around the better part of a century.
Photos: http://www.google.com/search?q=conserva ... 40&bih=274
Web site: http://www.conservatoryofflowers.org/
Buckminster Fuller should also be part of this conversation:
http://bfi.org/about-bucky/buckys-big-ideas
Also ~ i-NoD's Scavenger Art: viewtopic.php?f=10&t=3466
And ~ Elio's Geodesic: viewtopic.php?f=6&t=2153&start=30
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Last edited by Rman Virgil on 16 Apr 2012, 12:58, edited 3 times in total.
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Berg
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
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Jorzi
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
A brave try, but as you can see, partial transparency would really be useful...
As for surviving lifeforms, there probably would be seed banks left in many places, which might be of strategic importance. Also, hydroponics and greenhouses would probably be the way to go to prevent the plants from accumulating radioactive fallout from the ground and the air.
As for surviving lifeforms, there probably would be seed banks left in many places, which might be of strategic importance. Also, hydroponics and greenhouses would probably be the way to go to prevent the plants from accumulating radioactive fallout from the ground and the air.


-insert deep philosophical statement here-
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Berg
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
I dint know transparent was mandatory there are models that use Part or Full alpha as you can see.Jorzi wrote:A brave try, but as you can see, partial transparency would really be useful...
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Jorzi
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
What, how do you do that? 


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Rman Virgil
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
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Good work guys.
Hope you get a chance to look at some of the links in my last post.
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Good work guys.
Hope you get a chance to look at some of the links in my last post.
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Last edited by Rman Virgil on 16 Apr 2012, 13:00, edited 1 time in total.
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Goth Zagog-Thou
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
Amazing!
And Berg, you've pushed the envelope up a few notches as always 
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Rman Virgil
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
Yes on the timeline. Go for it. Fill it out however you envision its total integration.aubergine wrote:.........
It would be helpful if we could get some sort of timeline finished for the journey from Seattle to Cheyenne (and a proper reason for heading to Cheyenne in the first place)... Maybe the project's heads for the biosphere first, to get living crops, but having got there end up getting attacked so often (because they have food) that they decide to find a more remote/fortified location to live in = nearby Cheyenne?
That's a credible plot line proposal and can surely be crafted consistent overall with what little is known in the canon and be the basis of exciting mission constructs.
I can also see variant plot lines (different in temporal sequencing and otherwise) likewise being crafted with potential, as I'm sure many others here can as well.... all a bit different from each other yet still viable and compelling.
How shall choices be made amongst them all..?
The way I see it, it's a primary author's choice. Craft it and afterwards, solicit feedback before moving forward with the mission & level designs. Just my personal PoV.
I've thrown a bunch of ideas out there. Stuff from work I did on 2 previous WZ CAMs. "Triumph In the Balance", the "ManGodAI" CAM, and "WZ 2200" (for which I did a very detailed time line that began in 2025 and went through 2200... included aliens too) - so I actually gave some serious and comprehensive thought to what is being discussed here some years ago.
In any case, whomever chooses to write the scenario and, later, design missions, is free to use whatever works for their creative muse. That's it on my end. All the best. This could be a great addition to the canon.
Off to work on Machinima, music, story & the new map/mod world werein it all takes place. We all gotta follow our muse, wherever it leads.
- Arrivederci, RV.
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
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Rman Virgil
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
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Been studying Armory Lovins' "Reinventing Fire" (the aforementioned founder of the Rocky Mountain Institute aka, RMI).
It strikes even more now than ever that while WZ is energy driven (as is RL civilization) the back story and timeline absolutely don't deal with it. It just simply posits oil as the norm in 2100 without explanation and that's just fundamentally ridiculous even for a game.
But there could be an explanation that makes sense and also speaks to "CAM 0" story / missions, backstory and expanded timeline. And it all dovetails, at least in my mind, with "Reinventing Fire".... and even its Promethian connotations in myth as well that trope - "Man vs. Machine". Recall the subtitle to Mary Shelly's "Frankenstein"...? To wit - "The New Prometheus".
Just a quick riff ala Be-Bop.
~ RV
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Been studying Armory Lovins' "Reinventing Fire" (the aforementioned founder of the Rocky Mountain Institute aka, RMI).
It strikes even more now than ever that while WZ is energy driven (as is RL civilization) the back story and timeline absolutely don't deal with it. It just simply posits oil as the norm in 2100 without explanation and that's just fundamentally ridiculous even for a game.
But there could be an explanation that makes sense and also speaks to "CAM 0" story / missions, backstory and expanded timeline. And it all dovetails, at least in my mind, with "Reinventing Fire".... and even its Promethian connotations in myth as well that trope - "Man vs. Machine". Recall the subtitle to Mary Shelly's "Frankenstein"...? To wit - "The New Prometheus".
Just a quick riff ala Be-Bop.
~ RV
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Shadow Wolf TJC
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
Perhaps the "wave of nationalism and unrest" that plagued the Earth throughout the 21st century, leading to the dissolution of NATO and a series of nuclear attacks by terrorists, and prompting Mongolia to go to war with China, could've been motivated by an energy crisis, perhaps even so-called "peak oil"?
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aubergine
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Re: [Cam 0] 'Scavenger Wars' Ideas Thread
Peak oil should be mentioned, but that then poses some issues around the fact that everything in the rest of the game requires oil (and peak oil means oil would have run out by then).
One interesting avenue might be something to do with Fracking, where water and chemicals is pumped *down* to release oil and natural gas. There's also some interesting side effects: http://www.reuters.com/article/2012/04/ ... FL20120417
Or maybe powergens could be something to do with http://en.wikipedia.org/wiki/Shale_oil
One interesting avenue might be something to do with Fracking, where water and chemicals is pumped *down* to release oil and natural gas. There's also some interesting side effects: http://www.reuters.com/article/2012/04/ ... FL20120417
Or maybe powergens could be something to do with http://en.wikipedia.org/wiki/Shale_oil
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