.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #11  
Old March 2nd, 2005, 05:07 PM
Strategia_In_Ultima's Avatar

Strategia_In_Ultima Strategia_In_Ultima is offline
Major General
 
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
Strategia_In_Ultima is on a distinguished road
Default Re: This may be too many planets...

Narf: Read the rest of the thread. Even in ST and SW, and even HHGTTG (oh I forgot you haven't read those. SACRILEGE!!!!!) travel between systems takes absurdly long. In HHGTTG, the fastest hitchhike from the one side of the galaxy to the other took five years - and that was as fast as possible. In SW, I don't know exactly, but it also takes quite some time. In ST, even travel between some systems placed far between can take two months. I believe that you would need several months of continuous Warp 9 travel to get from one side of the Federation to the other, and remember Voyager? 70000 lightyears... I believe it was 60 or 70 years (could also be 35). And since this galaxy is 100000 lightyears in diaeter, well...
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
Reply With Quote
  #12  
Old March 2nd, 2005, 05:21 PM
Nodachi's Avatar

Nodachi Nodachi is offline
First Lieutenant
 
Join Date: Mar 2002
Location: North Carolina
Posts: 720
Thanks: 0
Thanked 0 Times in 0 Posts
Nodachi is on a distinguished road
Default Re: This may be too many planets...

Actually, I agree with Narf. Let this just be a map mod that other modders can incorporate if they wish to, just like FQM.

Great work Geo! Are you trying to break the PBW server?
__________________
This is the 21st century, right? Then where the hell is my flying car?
Reply With Quote
  #13  
Old March 2nd, 2005, 05:42 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: This may be too many planets...

Ok, new idea. I played around a bit with Fyron's suggestion of four sub-systems per system. I realized that four stars could be spaced so I could use two rings of planets around each star and not interfere with each other. This would actually permit more planets then you'd have with nine subsystems if you wanted to stuff it full. However, it's not very astheticly pleasing.

What four stars with two planetary rings does allow me to do is use less than the maximum number of planets and introduce some randomness to each subsystem. So they start to look more like tiny star systems instead of fuzzy dice.

The empty sectors between planets could could have asteroids or storms even.

Here's an example. This was created by moving planets around in the paint program. I haven't updated the mod data files to actually produce these system types. What I'd need to do is create a little script to make several system types that are all similer with some randomness in planet placment so they don't all look alike.




This gives us much better looking sub-systems, while still having almost as many planets as the 9-by format.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #14  
Old March 2nd, 2005, 05:56 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: This may be too many planets...

I think the 4 star one looks nicer. It could also be designed to allow for a bit more variation in the placement of planets etc.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #15  
Old March 2nd, 2005, 06:19 PM
Nodachi's Avatar

Nodachi Nodachi is offline
First Lieutenant
 
Join Date: Mar 2002
Location: North Carolina
Posts: 720
Thanks: 0
Thanked 0 Times in 0 Posts
Nodachi is on a distinguished road
Default Re: This may be too many planets...

Why not keep the original way you've done it and add the four system set-up as an additional option?
__________________
This is the 21st century, right? Then where the hell is my flying car?
Reply With Quote
  #16  
Old March 2nd, 2005, 06:28 PM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: This may be too many planets...

i dont know if you could make it impassible, but you could create a destructive border between subsystems. wormholes would have to be placed in each system with the map editor.

also, you will have to tweak crystiline solar resource generation. lowering it by 1/4 or 1/9 will actually be harder on crystiline races, as there will be no trinary systems for them to take advantage of.

and stardestroyers will be really harsh in this... ouch.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
  #17  
Old March 2nd, 2005, 06:32 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: This may be too many planets...

I wonder what this would do to the highliner mod... would make for some interesting scenarios, where riders could perform limited interstellar travel...
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #18  
Old March 2nd, 2005, 06:48 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: This may be too many planets...

Would also make Neutral AI somewhat more of a challange in stock games.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #19  
Old March 2nd, 2005, 07:18 PM
Nodachi's Avatar

Nodachi Nodachi is offline
First Lieutenant
 
Join Date: Mar 2002
Location: North Carolina
Posts: 720
Thanks: 0
Thanked 0 Times in 0 Posts
Nodachi is on a distinguished road
Default Re: This may be too many planets...

Quote:
geoschmo said:
Would also make Neutral AI somewhat more of a challange in stock games.
Absolutely! The AI should love this mod, it might slow down their expansion, though.
__________________
This is the 21st century, right? Then where the hell is my flying car?
Reply With Quote
  #20  
Old March 2nd, 2005, 07:37 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: This may be too many planets...

Another thing... You need to divide the affects of star-based items by the number of stars in each system. Solar Collectors and Solar Resource Generators (crystalline facilities) will be 4 or 9 times as powerful, depending on the number of stars you end up using.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:37 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.