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October 19th, 2002, 11:37 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I am making new warp point heavy quadrants. I was wondering what the best order to put the quadrants in is. There are a lot of them now...
Which is better:
Mid-Life
WPH Mid-Life
Cluster
WPH Cluster
Grid
WPH Grid
Or:
Mid-Life
Cluster
Grid
WPH Mid-Life
WPH Cluster
WPH Grid
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October 20th, 2002, 12:19 AM
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Corporal
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Join Date: Jan 2002
Location: seiv.pbw.cc
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
second one - i care more about warp-points than what the quadrant looks like :-)
Quote:
Which is better:
Mid-Life
WPH Mid-Life
Cluster
WPH Cluster
Grid
WPH Grid
Or:
Mid-Life
Cluster
Grid
WPH Mid-Life
WPH Cluster
WPH Grid
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__________________
'artificial intelligence is no match for natural stupidity'
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October 20th, 2002, 12:38 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Fyron's Quadrant Mod v1.15
New Version!
FyronsQuadrantModv115.zip - a 754 KB download
Here's the Readme:
Readme.txt
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October 20th, 2002, 12:41 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
WPH = Warp Point Heavy. These quadrants have about 2x as many warp points in them.
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October 20th, 2002, 03:47 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
You might have to be careful with testing that one...
If systems have too many warppoints going in and out, the pathfinding may go nuts.
My FTL-map is a prime example of that, making it humans-only, and requiring some micromanagement of ship movement.
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October 20th, 2002, 05:25 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Well... 1 of my PBW games is using a Cluster map where I made the same exact change to the number of WPs and the min angle between them, and I haven't had any problems with pathfinding in there.
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October 22nd, 2002, 02:05 AM
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Second Lieutenant
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Join Date: Nov 2000
Location: West Coast - USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I have noticed the AI cannot handle the "Newly Forming" star system - ships sit over obscured planets and warp pts trying to colonize or warp through them everyturn.
The ai ends up with fleets and colony ships stuck in these systems repeating its Last orders but unable to comply because the object is hidden.
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