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April 8th, 2006, 04:17 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: Space Food Empires!
I've been working recently on improving the system types in the mod. This includes realized versions of dwarf stars, supergiants, neuton stars, pulsars, and blackholes. The twist here is that larger phenomena has footprints. For example, a supergiant star actually occupies the 9 center squares. Any ships trying to enter those areas are toast. Same goes for blackholes (so watch that movement, even the outer edges of a blackhole are quite treacherous!). They're all randomly generated! They work by using special storms very creatively.
A Blackhole (the entire image is treacherous) and a Blue Supergiant where the area of the star cannot be entered!
I graduate from university in a couple of weeks, so I hope to finally release the long-promised version 0.30 in May, which will include these cool items mentioned above!
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April 8th, 2006, 05:24 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
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Re: Space Food Empires!
Cool! I'd like to see something like that combined with Fyron's Quadrand Mod
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April 8th, 2006, 09:28 PM
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Major
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Join Date: Oct 2003
Location: Union, SC
Posts: 1,166
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Re: Space Food Empires!
Looking good, CK
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Caduceus
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April 8th, 2006, 10:05 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Space Food Empires!
Will the AI know to avoid them?
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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April 8th, 2006, 10:36 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: Space Food Empires!
Quote:
narf poit chez BOOM said:
Will the AI know to avoid them?
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Yes. They are special types of storms so the AI will route around them as it normally would with any storm.
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April 8th, 2006, 10:51 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Space Food Empires!
The system types file with the mod is almost as complex as FQM. There are about 50 different planetary systems alone, ranging from 3-10 planets with moons and asteroid belts. They are typically setup to mimic our solar system's order: star-rock-ice-gas-ice, but not exclusively. Most of these elements are already present in the 0.21 version available at the Space Food website.
I was thinking of making a stand alone "rival" to FQM with it, but unfortunately I haven't really made many new quadrant types or added the new sector types that are needed to encourage a balanced map for regular SE games. The SFEmod is skewed towards certain planet combos. [img]/threads/images/Graemlins/Cold.gif[/img]
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April 9th, 2006, 12:42 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Re: Space Food Empires!
Ok, thanks. The last time I played, the AI didn't route around.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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