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December 26th, 2008, 03:43 AM
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Captain
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Warp Points - a conundrum
I'm attempting to add a Babylon 5 type feature to a specific component in SEIV, one that will allow a specific ship to open a Jump Point to another system, but destroy both itself and the Warp point after use.
Is this workable in SEIV, through some means of advanced trickery ( ), or is this a dead end issue?
Warp Points - a conundrum
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December 26th, 2008, 01:18 PM
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Captain
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Re: Warp Points - a conundrum
I think the problem is that you can't do opening and then closing on the same component. Once the WP opens, component destroyed. So it then can't open the WP. Other problems is that once open you have to travel trough it before you can close it. So its open(1mp), move (1 mp), close(1mp). If it was that easy, it would have been done by now. It can barely be done via scripts in SEV. Now if you don't destroy it can it work? Or is it hardcoded? Plus if the same component, it can't do both at the same time, so you would have to have two components.
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December 27th, 2008, 05:34 AM
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Captain
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Re: Warp Points - a conundrum
Is it possible to create an "unstable" warp point? One that would collapse quickly?
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March 7th, 2009, 01:57 AM
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Shrapnel Fanatic
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Re: Warp Points - a conundrum
Quote:
Originally Posted by Kana
I think the problem is that you can't do opening and then closing on the same component. Once the WP opens, component destroyed.
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You can take off the destroyed on use ability. Or include repair bays, to allow reuse after a turn.
Quote:
Originally Posted by Ages
I notice there are already unstable wormholes...
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The ability does absolutely nothing.
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March 7th, 2009, 01:28 PM
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Captain
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Re: Warp Points - a conundrum
Quote:
Originally Posted by Fyron
Quote:
Originally Posted by Kana
I think the problem is that you can't do opening and then closing on the same component. Once the WP opens, component destroyed.
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You can take off the destroyed on use ability. Or include repair bays, to allow reuse after a turn.
Quote:
Originally Posted by Ages
I notice there are already unstable wormholes...
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The ability does absolutely nothing.
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I'd considered these, and may well end up going with this.
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December 27th, 2008, 07:44 AM
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First Lieutenant
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Re: Warp Points - a conundrum
Nope, this was already tried but never got anywhere... maybe it´s not what youa re wanting to, but there was a modification made in the Space Monsters that put both opening and closing warp components in monsters and they went opening, and sometimes closing warps at random, but it was mostly inefective since the monsters would open the warp point but only very rarrely close it...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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December 27th, 2008, 07:47 PM
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Captain
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Re: Warp Points - a conundrum
Thanx
I'd considered the idea of adding BOTH opening and closing abilities to a component, to simulate the " Babylon 5" style of jump points, but then it remains to close opened jump points, rather than "cheat", as it were, and leave them opened.
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March 4th, 2009, 10:10 PM
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Private
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Re: Warp Points - a conundrum
Im new to the site and defintly new to moding, but I would find it odd that the unstable wormhole idea would not work. Weather it is hard to almost impossible to implement, yeah id go for that from a modding point of view.
I notice there are already unstable wormholes, but never had one collapse on me yet. If you could adjust the algorithm that determines the "chance" of it to close and slap ohhh say ="1" in there instead, one would think it would work XD.
wish you could "add" a new or "more differenter" type of wormhole that "always" closes after the first use.
But im guessing modding is exclusive of tampering with that depth of coding?
So my question is.... is "this" why people are asking for the developer to release the source code?
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March 5th, 2009, 01:27 PM
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First Lieutenant
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Re: Warp Points - a conundrum
BK, I tried to come up with an idea like that a couple of years ago. I was never able to create a working model. What I did do was to edit the map with a group of systems connected by warp points and used them as my hyperspace route.
You will need to create a warp point generator with a limited range to limit creating points all over the map. I created systems where the warp points could be connected to the hyperspace 'corridor' which allows you to access the whole hyperspace system. The hyperspace corridor was locked out of being able to create warp points to or from it. You could only access it through one of the systems leading into it.
It worked, but not like you would like it to. Compromise is the key word here...
Ages, welcome to the forum! Your answer is yes.
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March 5th, 2009, 03:36 PM
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Captain
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Re: Warp Points - a conundrum
Thanx, Xrati
It's worth considering. Where might I find that?
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