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-   -   Warp point-periodic, and warp point-ability required (http://forum.shrapnelgames.com/showthread.php?t=5872)

Tnarg May 4th, 2002 06:34 PM

Warp point-periodic, and warp point-ability required
 
Does any one know what these two warp points do, and how to correctly utilize them in the editor. They are found in the system editor Add button and under Warp point abilities? Thanks, if you know how do utilize the value system for it too?

Baron Munchausen May 4th, 2002 07:26 PM

Re: Warp point-periodic, and warp point-ability required
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by tnarg:
Does any one know what these two warp points do, and how to correctly utilize them in the editor. They are found in the system editor Add button and under Warp point abilities? Thanks, if you know how do utilize the value system for it too?<hr></blockquote>

They don't work yet, and were supposed to have been removed. I guess he accidently re-added them during some other code tinkering. http://forum.shrapnelgames.com/images/icons/icon7.gif Theoretically, an 'intermittent' warp point would open and close on a regular or maybe irregular schedule, forcing you to change your plans occasionally. The 'ability required' could be put to several uses but the best would be to make ALL warp points require a special 'jump drive' to use them. You could then have 'system ships' without jump drives and 'star ships' with jump drives. Tada! System defense just got easier because attacking ships have to use up some of their space for jump drives.

Tnarg May 5th, 2002 04:59 AM

Re: Warp point-periodic, and warp point-ability required
 
bummer, there goes my hidden ancient civilization and the latice work of warp gates threading through another dimension of space. Back to square one and the a plain ol warp point. Maybe i just won't connect them so that those poor ancient nuetrals can develope on their ring world indepentantly for as many turns as it takes for someone to develope warp gate technology.

Does anyone know if perhaps this may be patched in the future. There is just something fun about shaky warp points, that make you pull your hair out.

Captain Kwok May 5th, 2002 06:01 AM

Re: Warp point-periodic, and warp point-ability required
 
Tnarg...I'm not sure about this but could you give the warp point a obscure level like a nebula so it can only be seen with certain level of sensors? Then you could still do your hidden race...

Tnarg May 5th, 2002 06:20 AM

Re: Warp point-periodic, and warp point-ability required
 
hmmm, I shall look into this.

Just when you discover something new and then getting ready to dive in; the board cracks and falls away from underneath ya, isn't that just merry.

Cylapse May 5th, 2002 10:36 AM

Re: Warp point-periodic, and warp point-ability required
 
Hell yeah, I feel ya pain. I love the jumpdrive thing, I always slap two systems in my maps called Hyperspace and Quasi-Space... hyper is just what it sounds like, a b5 type nebula that connects a grip of distant systems, and quasi is full of one way warp points, and the entrance from hyper to quasi is dangerous. Quasi space becomes a good attack point, but dangerous.

I cant wait til these are implemented, so as to add some secrecy to the two systems.

Tnarg May 5th, 2002 06:17 PM

Re: Warp point-periodic, and warp point-ability required
 
What do you do to make them dangerous? Also for the one way jump points how do you make those work, I remember seeing someone explain it before, but I can't recall?

I wish those darn periodic warp points worked, that could add just the realism I'm looking for.

Cylapse May 6th, 2002 08:43 PM

Re: Warp point-periodic, and warp point-ability required
 
To make them dangerous, use Warp Point - Turbulence, I think. I added a damage value of like 300 or so, enough to scrape off some armor and potentially take out an unarmored ship's engines. It works for me, I even played the ******* role and made certain Hyper-gates near the AI cause damage. Be damned if I want my nosy Partner the Norak waltzing through my systems in an attempt to undermine me.

And as for one way, all I did was create the first warp point, it may be buggy, but so far no errors about them. And they work, no warp point is visible on the other side, however, I noticed that if you travel through a system containing an "exit-only" point, you will automatically know where the entrance point leads, does that make sense?

Like, in Quasi-space, it was all a buncha warp points leading to unknown areas, then I returned later, and some of them were revealed, even though I never passed through those particular one-way points... so I think the game just gets confused, expecting a warp point, and shows you where they lead.

Sorry If Im rambling, Im at work and still sober. *LOL*

capnq May 7th, 2002 04:42 AM

Re: Warp point-periodic, and warp point-ability required
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> however, I noticed that if you travel through a system containing an "exit-only" point, you will automatically know where the entrance point leads <hr></blockquote> The map automatically draws the connecting warp line as soon as you've explored both systems; the program doesn't check for anything else.


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