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September 26th, 2001, 07:25 PM
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National Security Advisor
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Re: Newbie/demo question
Fighters can't warp. Neither can bases, sats, or mines (since they can't move)
You can't make WPs anything other than instant unless you link them to a non-usable "hyperspace" system which has the link to the *real* destination.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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September 26th, 2001, 07:34 PM
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Sergeant
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Re: Newbie/demo question
Hmmm, that might work. Such empty systems would represent the space between worlds and allow for 'deep space' combat. Multiple nodes would lengthen the journey. Thanks.
Perhaps I can set up an AI behavior for low tech races where they will not use warp points...
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TAZ
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September 26th, 2001, 08:37 PM
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National Security Advisor
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Re: Newbie/demo question
No warp point AIs = the neutrals.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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September 27th, 2001, 02:13 PM
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Colonel
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Re: Newbie/demo question
quote: Originally posted by Phoenix-D:
No warp point AIs = the neutrals.
Phoenix-D
Not completely. The neutral AI empires send sometimes ships out to other systems, but will not make colonies there. I even had a full technology game where a neutral AI empire blew up the sun of a adjacent system. Nasty surprise!
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September 27th, 2001, 03:21 PM
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General
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Re: Newbie/demo question
QUOTE:
can warp points be set to something other than instantaneous?
/QUOTE
No, but this would be a good addition to the game - would be very useful for scenario builders.
Another one for the wish list.
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September 27th, 2001, 07:46 PM
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General
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Re: Newbie/demo question
quote: Next fun question, can warp points be set to something other than instantaneous? If I wanted warp lines to represent trade routes, I'd like for them to take X number of turns based upon distance and possibly drive types.
You might want to look at suicide_junkie's FTL propulsion map, and my Hypermaze mod (URL in sig), which was inspired by it.
------------------
Cap'n Q
My first mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
[This message has been edited by capnq (edited 27 September 2001).]
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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September 27th, 2001, 09:07 PM
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Sergeant
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Re: Newbie/demo question
Thanks. SJ's map is... interesting, but perhaps a bit too convoluted for what I want (being the simple wargamer that I am.) I found that laying the star systems on a hex grid renders the instantaneous effect moot with a minimum of distortion. The warp points show up as a grid of triangles. By placing the warp points at (0,3),(0,9),(6,0),(6,12),(12,3), and (12,9) within a system, each warp point is equi-distant from each other and simply links the edges of star systems together. The 'perk' of such a layout is that no single warp point is better than another. So, the free roaming nature of the universe that I want to model is preserved.
The 'grid' option in the map editor comes close, but it skips some intersections and cuts corners on others. Perhaps a future Version of the map editor will have a true grid setting (one system at every intersection even if it is empty, with an all diagonals or no diagonals option) and a hex grid
--
TAZ
[Oh yeah, stopped by the FedEX ground terminal at lunch time just so I could play with the full Version before getting home.]
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