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-   -   Hyperdrives and Stargates (IRC remix) (http://forum.shrapnelgames.com/showthread.php?t=36961)

Suicide Junkie November 24th, 2007 08:26 PM

Hyperdrives and Stargates (IRC remix)
 
Consider a hyperdrive component for ships and a stargate component for bases.

This would be given either a unique name or a unique AI Tag ability, whichever is more convenient.

Each turn a script will run and search for spaceobjects with hyperdrives or stargates.
If the name of the parent object contains a special substring: "([{######}])" where the # are arbitrary digits, then the player is attempting to dial the gate or activate the hyperdrive.
An energy cost will be subtracted from the player's reserves, and the script will open a warppoint to the appropriate destination if possible.

For Hyperdrives, the numbers would indicate which direction and how far the warppoint destination will be. It will then take only 1 move point to traverse the warppoint and effectively increase the speed of the ship.

If ships are limited to speed 1 as "sublight", hyperdrives would need a range of only 3 to 5 to be hugely effective. Cloaked ships could use hyperdrives, but it would be obvious that something happened when a warppoint opens and closes as the cloaked ship transits.

For stargates, the numbers would indicate the destination's map coordinates (which system and which hex). If a stargate exists in that destination hex, and a stargate warppoint is not already present in either hex, then a new warppoint will be opened. Otherwise an appropriate error message can be posted to the log (incoming wormhole, destination not available, destination busy, etc).

Hyperdrive type warppoints would always be closed on the following turn, while stargate type warppoints could be given a 50% chance of closing each month.

Stargates could also be modelled as units, and thus be placed in planetary cargo, or loaded on to ships and flown around. The parent object's name would be searched for the dial code each month (Option; only functions if the parent object is a planet)
Build one, and try to dial the enemy homeworld from your military base, or build two, and shuffle military forces between your borders.

Kana November 25th, 2007 04:39 AM

Re: Hyperdrives and Stargates (IRC remix)
 
Is this actually in the code?

Fyron November 25th, 2007 05:43 AM

Re: Hyperdrives and Stargates (IRC remix)
 
Was this meant for the SE5 forum?

Suicide Junkie November 25th, 2007 02:09 PM

Re: Hyperdrives and Stargates (IRC remix)
 
Oops, yeah. My bad.

It should be doable using the scripts, given that the functions listed in the docs all work.

Kana November 25th, 2007 04:18 PM

Re: Hyperdrives and Stargates (IRC remix)
 
The guys working on the Battlestar Galactica mod are working on FTL drive scripts. I'm sure you have seen them at SE.net SJ.


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