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  #1  
Old August 28th, 2002, 01:04 AM
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Default Re: Travler

cool. what were the lines you used in settings and events.txt to make it happen?
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Old August 28th, 2002, 01:05 AM
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Default Re: Travler

Couple new findings:

Has to do with Simultaneous games.

Seems that stellar manipulation happens before events. When I opened two WPs at once...least half of the time, one of them closed the same turn, thus negating the possibility of someone using their WP whatsoever. However, I could not get the system to close one WP on the same turn when one only was created.

Odd
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Old August 28th, 2002, 01:32 AM
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Default Re: Travler

Let me see if I can get it all:

Events.txt
-Took out all other events except WP close.
-Added several dozen repetitions of this event(not sure if this helps, but hey...)
-Made some of there multiples have "medium", "high", and "catastrophic" tags. (again, not sure if this helps)

Racial Traits.txt
-Made an Unlucky trait, with the value set to a high positive number. Not sure it matters over 100, but I think I set it to 10,000,000 just to make sure.

SectType.txt
-Changed all Warp Point entries to have the following line.
Unusual := TRUE

SystemTypes.txt
-Changed all system types to have:
WP Stellar Abil Type := Unstable Warp Point

Settings.txt
-Changed the following lines to:
Event Percent Chance Low := 1000000
Event Percent Chance Medium := 1000000
Event Percent Chance High := 1000000

I think that is it.

I added two races in a small galaxy, no warp points, and view all systems. I gave each race the unlucky trait. Set events to high frequency and set the max type to catastrophic.

If you can't get this to work, I'll zip what I have and send it wherever you want.

Mensch
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Old August 28th, 2002, 01:50 AM
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Default Re: Travler

Two things regarding warp points closing in the same turn you open them.

One, if you give the order to open a warp point, and give your fleet orders to move to and click in the destination system your fleet will move through the warp point as soon as you open it. You don't have to wait for the next turn. Works even if you have never been to the system you are warping into.

Secondly, can't you give the event a time till completion of 1 so it will never close the same turn the event hits?

And just so I am clear, you say no points close before the first 20 turns?

EDIT: Also, does changing the Effect Amount have any effect? Can you get each event to close more than one warp point this way?

Good work.

Geoschmo

[ August 28, 2002, 00:52: Message edited by: geoschmo ]
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Old August 28th, 2002, 04:07 AM
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Default Re: Travler

The Effect Amount doesn't seem to matter on the close event. Least I can't see a difference.

Also, I don't think a timed event will much matter, because the timing is just until it happens...not the lenght of its existence.

Also, I can't seem to get the warp through you mention. In a simultaneous game I click create WP to a specific system, and then I click, move to, somewhere in that system. Next turn, whether the WP has closed or not, the ship didn't move into the other system. Dunno.

And no, I ran a bunch of games with WPs from the beginning, and none disappeared before 20. Most games they started disappearing on turn 21 or 22. So I think the first 20 turns are eventless.

Of course this doesn't matter in a game this mod is for. To build a frigate with an opener takes 19 turns. But that is with stock components.
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Old August 28th, 2002, 08:22 PM
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Default Re: Travler

Oh, and one other little side discovery:

The line in setting.txt for minimum resource production of each type.

You only get that as resource income if you have no facilities of that kind producing. I set it to 200,000 to fund the openers from the start, but I didn't realize I had to scrap all the min, org, and rad facilities to get that income.

Kinda stupid.

I wonder if there would be any uses for this...taking out all resource facilities and giving everyone a baseline of resources.
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Old August 28th, 2002, 08:52 PM
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Default Re: Travler

yeah, SJ uses it in the pirates and nomads mod. its sort of a wellfare stippend until you build or conquer a colony with resource production.

and you are not supposed to set up any colonies until you are darn sure they will more than off-set your free stippend.
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