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April 18th, 2002, 10:43 AM
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National Security Advisor
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Re: Proportions 2.1 available
quote: Originally posted by PsychoTechFreak:
This is not an urgent request, but could you provide a (very brief) description of your (new) quadrant types? I should take a closer look into quadrant types.txt, with almost every patch you add some new ones. I like your ideas to change some of the system abilities, e.g. organic infestation.?
There are some extremely brief descriptions in the QuadrantTypes.txt file, that don't get shown in the game. I'll try to embellish these at some point. For now, I'll cut & paste:
Name := Tri-Polar
Description := Slightly different from sidereal, with a few more special systems.
Name := Sidereal
Description := A middle-aged sheet of systems with somewhat irregular connections.
Name := Atypical Sidereal
Description := A middle-aged sheet of systems with somewhat irregular connections and unpredictable contents.
Name := Sparse Edge
Description := The galactic edge where systems are spread evenly, and there are fewer warp point connections.
Name := Rich Spiral Arm
Description := A spiral arm quadrant with many warp point connections. Try without "all systems connected" - they will be anyway.
Name := Ancient Bi-Polar
Description := Old section of the galaxy dotted with nebulaes and black holes, where warp points tend to be at opposite sides of a system.
Name := Rich Cluster
Description := A globular cluster section of the galaxy with many warp points.
quote:
One question, I think I have seen this in one of your warp point changes, it was a one-way WP. Are one-way WPs now created by random? Wasn't it just possible with map editor?
Is it even possible in the map editor? I thought it was just an idea that has not (yet?) been implemented. I think I added it to see if it would work, and so that it would show up if/when MM implemented it.
BTW, a couple of other things in 2.2 will be:
* Corrected cosmetic typo in "Spatial Rupture 2".
* Fixed cosmetic duplicate Rad Storage III.
PvK
[ 18 April 2002: Message edited by: PvK ]
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April 18th, 2002, 03:20 PM
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Private
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Location: Tennessee
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Re: Proportions 2.1 available
Why are the colony cultural centers any easier to build they seemed to have the same cost as a straight cultural center?
I downloaded the entire mod from your site.
I love the mod so far great stuff. Thanks for all the hard work 
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Oops sorry.
Well great another war.
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April 18th, 2002, 06:12 PM
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First Lieutenant
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Re: Proportions 2.1 available
quote: Originally posted by PvK:
I think I added it to see if it would work, and so that it would show up if/when MM implemented it.
What you have added would make up some tricky traps if it would work.
I got another WP idea, which I think would be bad for the AI, but could be nice for multiplayer. Really funky/unstable WPs with a random damage factor similar to black holes. But they should not be obviously recognized as unstable, I guess it could be even more interesting if every WP would show up with the same description, like "unknown WP, enter on your own risk".
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April 18th, 2002, 10:11 PM
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National Security Advisor
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Re: Proportions 2.1 available
quote: Originally posted by adder_inf:
Why are the colony cultural centers any easier to build they seemed to have the same cost as a straight cultural center?
I downloaded the entire mod from your site.
I love the mod so far great stuff. Thanks for all the hard work
Thanks adder_inf!
Currently, there is no difference except the name and description between the Colony Cultural Center and the homeworld Cultural Center. I may be adding some intermediate levels later, but for now they're essentially nearly-impossible to build, on purpose.
The reasons that there are two kinds are cosmetic and historical. Originally, there was only one type, which included extra construction abilities, that were cumulative on the homeworld, but made it impossible (due to SE4 hard-coded limits) to try to build a CC on a colony with another CC on it, or one with a spaceyard on it. Worse though was the more realistic attempt to rebuild or add a CC to the homeworld itself, which would also be prevented by SE4. So I added Colony Cultural Centers, which were like CC's without the construction bonuses. Later I decided it was unfair that homeworlds got a construction bonus that colony worlds never could, and I noticed the more important/realistic problem that spaceyards could not be built on planets with "constructing-type" (homeworld) CC's on them, meaning high-tech shipyards would have no effect on a homeworld. I also decided the slower build times and the need to build orbital shipyards was an improvement over the abstract representation of built-in construction abilities on homeworlds, and changed them to the way they are now, identical except for description, with no construction bonuses.
PvK
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April 19th, 2002, 03:02 AM
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National Security Advisor
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Re: Proportions 2.1 available
quote: Originally posted by PsychoTechFreak:
What you have added would make up some tricky traps if it would work.
I got another WP idea, which I think would be bad for the AI, but could be nice for multiplayer. Really funky/unstable WPs with a random damage factor similar to black holes. But they should not be obviously recognized as unstable, I guess it could be even more interesting if every WP would show up with the same description, like "unknown WP, enter on your own risk".
Yes, I like tricky traps, as long as they're uncommon enough. I currently have three classes of warp points with 35 different abilities. They do say what kind of effect they have, but the amount of the effect isn't clear, especially for the damaging ones. Some warp points vary from minescule damage to baseship-shredding damage (which is quite rare, though).
Your idea to add some where the effect type is undeterminable or even misleading is a nice one - I'll have to add that, though I'll keep it rare. Actually, I should probably make a really wicked quadrant option  , but I should do the AI improvements first.
PvK
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April 19th, 2002, 04:40 AM
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General
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Join Date: Feb 2001
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Re: Proportions 2.1 available
quote: One question, I think I have seen this in one of your warp point changes, it was a one-way WP. Are one-way WPs now created by random? Wasn't it just possible with map editor? Is it even possible in the map editor?
Yes, it always has been. When you create a Warp Point in the Map Editor, you get that box warning you that you need to make a reciprocal Warp Point in the destination system, but nothing actually forces you to add the return link. Except that (IIRC) the warp line between the systems isn't drawn until you add the second.
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"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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April 19th, 2002, 03:32 PM
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Major
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Re: Proportions 2.1 available
I've seen one-way warp points in the "standard" game. Not very often, but once in a while. It's kinda strange; and I think the warp line appears if you have a ship in the "originating" system. Of course, the warp point never shows up in the destination system - your ships just seem to "appear" when warping in.
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