View Full Version : Warp Creation/Destruction Events
Makinus
August 20th, 2007, 08:41 AM
Iīm building a small mod that, basicly, creates and closes warp points every turn, i just set the random events to only 2 : The first create a Warp Point and the Second closes a Warp Point....
If i understood it correctly, the game only selects one event a turn, so, every turn there will be a warp point being closed or a warp being created...
I also excluded all warp creating/closing components, so warp point can only be created or closed by the random events...
My doubts is how the AI would react to these changes, most importantly, if a part of the AI empire (i.e. one solar system) is separated from the bigger part, would it still develop that system (and even expand from it) or would is simply wither and die?
Other doubt that i have is about the warp creation processo: it is completely random or itīs more likely that a newlyu created warp will connect systems close to each other?
Thanks
Glyn
August 20th, 2007, 11:47 AM
I once tried to create a mod using the open and close events. I was unable to get the events to work. It may be that I was doing something wrong, so I am interested in if you can get the events working.
capnq
August 20th, 2007, 12:18 PM
Makinus said: If i understood it correctly, the game only selects one event a turn, so, every turn there will be a warp point being closed or a warp being created...
At most one event per turn. The chance of an event on any particular turn will vary depending on the frequency picked in Game Setup.
My doubts is how the AI would react to these changes, most importantly, if a part of the AI empire (i.e. one solar system) is separated from the bigger part, would it still develop that system (and even expand from it) or would is simply wither and die?
AI development won't particularly be affected by whether an individual system is connected. Whether it expands from an isolated system will depend entirely on whether the system either has a spaceyard or a planet with an open facility slot where it can build one.
If all of its systems manage to become unconnected from the rest of the map, the AI will try to research warp openers.
I think the biggest effect on the AI is going to be pathfinding. I'm not sure what AI ships will do if there's suddenly no path to where they were previously ordered to go.
bearclaw
August 20th, 2007, 02:17 PM
I created a mod called the WarpX mod a while back, with a very similar process. The only differance is that each turn 1, 3, 5, or 10 warp points would either open or close each turn. I was also able to create an effect that caused the lower numbers being much more common than higher numbers.
There was just one problem: the ability to create warp points in events is disabled. I've been asking for this to be activated in both SEIV and SEV for several years now (well, not for SEV for years, obviously, but since release). Perhaps if others start requesting it, it will happen, but as it stands now, the only thing that can be done with warp point abilities are:
- closing
- damaging
- cloaking
PvK
August 20th, 2007, 03:15 PM
So you made a mod that would work if the effect worked, but it doesn't, so it doesn't actually do anything until Malfador makes the Warp Open/Close into effects that work in events?
Suicide Junkie
August 20th, 2007, 07:19 PM
I"m pretty sure close works, since it just has a single target which already exists. Open has to have two targets, and is hairier.
Makinus
August 20th, 2007, 08:47 PM
bearclaw said:
There was just one problem: the ability to create warp points in events is disabled.
Are you sure about this? Maybe iīm wrong, but i remember that sometimes warp points suddenly appear in game even if no one have warp opening tech...
PvK
August 21st, 2007, 01:01 AM
Uh, ya, actually now that you mention it, I remember that happening in my games, too.
Fyron
August 21st, 2007, 02:05 AM
I just ran a quick test; Warp Point - Closed definitely works, but Warp Point - Opened does nothing when it is chosen as the turn's event. 100% chance, just 2 events. The WPs in the galaxy slowly disappeared, but no new ones were created.
Makinus
August 21st, 2007, 09:14 AM
So iīll need some other way to implement my idea.....
Maybe an altered SpaceMonsters race with only one kind of Super-Stealthed monster with warp opening capacities and huge movement rates (30 or so), iīll leave the closing of the warp points to the events files...
Any suggestions on how i create the SpaceMonster so it donīt attack the other empires, the players (and the AI) canīt attack it (stealth?), and it roams the quadrant opening warps?
thanks
Suicide Junkie
August 21st, 2007, 09:27 AM
Put a sector-cloak ability on it.
That can't be turned off, and nobody will be able to see it.
If it flies over your homeworld, your homeworld will dissappear temporarily too http://forum.shrapnelgames.com/images/smilies/happy.gif
bearclaw
August 21st, 2007, 12:45 PM
PvK said:
So you made a mod that would work if the effect worked, but it doesn't, so it doesn't actually do anything until Malfador makes the Warp Open/Close into effects that work in events?
if the Warp Open effect was working, then yes, this mod should work as predicted.
Makinus
August 21st, 2007, 02:03 PM
Suicide Junkie said:
Put a sector-cloak ability on it.
That can't be turned off, and nobody will be able to see it.
If it flies over your homeworld, your homeworld will dissappear temporarily too http://forum.shrapnelgames.com/images/smilies/happy.gif
But would it keep roaming the quadrant? Or, even donīt being able to turn off the cloak, it would keep going after player/AIs units and planets?
Rollo
August 21st, 2007, 08:14 PM
It wouldn't try to attack the players. Warp Point openers don't do that.
However, the AI to open warp points might not quite get the result you are looking for.
Last I remember it was more like: go to adjacent system to home system, open as many WPs as you can, idle the rest of the game.
Still might be worth a try.
PvK
August 24th, 2007, 05:07 AM
Ok, maybe I just remember random warp point closure but not opening.
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