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View Full Version : How to make a Wormhole??


Kiedryn
April 14th, 2004, 11:04 AM
Is it possible to have a component that will create an unstable wormhole, for example that will collaps in 2 turns??

[ April 14, 2004, 13:04: Message edited by: Kiedryn ]

Raging Deadstar
April 14th, 2004, 11:15 AM
I think this is a cool mod idea. Doesn't the Star Wars mod do something like this to represent hyperspace? http://forum.shrapnelgames.com/images/icons/confused.gif

*These are the ramblings of a player, not a modder/Super Computer hellbent on world domination through SE4 called FYRON. Therefore Don't quote me on that!* http://forum.shrapnelgames.com/images/icons/icon10.gif

Don't worry Fyron, we'd trust you in charge of the world more than anyone else http://forum.shrapnelgames.com/images/icons/icon12.gif

Captain Kwok
April 14th, 2004, 11:17 AM
Nope.

Kiedryn
April 14th, 2004, 11:23 AM
And a level of tech would increase distance and duration ...

Alneyan
April 14th, 2004, 12:43 PM
The best you could do would be to force the event "Warp Closed" to always occur, thus collapsing any wormhole once they have been opened. (I didn't manage make it actually work however, but there is no love lost between events and myself)

Afterwards, you might want to add the "Prevent nasty events from occuring there" ability (don't quote me on the name of the ability, for I have forgotten its proper name). It would only work if there were more than one wormhole at a given time however, as otherwise the event would still occur in the same system, since it would be the only proper target.

But this is a mere ranting, as I could not get the above to actually work in a game. *Grumbles*

Kiedryn
April 14th, 2004, 12:48 PM
I'll try, thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

Alneyan
April 14th, 2004, 02:04 PM
Yes, this is the proper name of the ability. However, as far as we know (that is, according to what Aaron has revealed about this ability), it does NOT alter the chances for an event to occur, but rather reduce the odds for a given event to target this system. So if only one system can be targetted by an event, it will be the target no matter what. Likewise, if all the systems have this ability at the same value, they will not do anything.

Here (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=011178#000003) is the link for the thread in which Aaron explains how it is supposed to work.

[ April 14, 2004, 13:04: Message edited by: Alneyan ]

Kiedryn
April 14th, 2004, 02:08 PM
Ok but what if you give opposite value to this ability?? That will increase Bad Event Chance in system where the ship is...

[ April 14, 2004, 13:11: Message edited by: Kiedryn ]

Alneyan
April 14th, 2004, 02:12 PM
You mean a negative value? It should improve the odds for this event to target this system, which may be a good thing if you have good events. (Otherwise, you do not want to increase the odds for a Star Destruction in your systems)

However, I wonder if a given event only targets the systems where it can actually do anything. Would a Warp Close event target systems without wormholes? It doesn't make much sense, but you ought to check in case.

Kiedryn
April 14th, 2004, 02:18 PM
Then maybe force a player to close a warp point some how...

SkyAshton
April 15th, 2004, 01:19 AM
I think its Change Bad Event Probability or something like that. Its in the abilitys somewheres. That would be kinda cool to have warp drive and impulse drives for a star trek mod or something like that:) I think it would be best to make cheaper wormhole opening things, then make a component that affects the probabilty of bad events in a sector only. You could also make base components that make it so that bad events CAN'T happen in a sector as well... So you could have Warp Pathways(make one with Decreace Bad Event Probabiliy 100 and Open and Close wormhole) and then make Wormhole Highways...