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  #1  
Old April 26th, 2002, 08:56 PM
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Default Re: Multi Star Real Map, NEED HELP

dmm, that's entirely possible. Just use the Combat Movement ability.

Spoo, the specified homeworlds show up on top of everything else. I would expect this to include storms, unless the storm actually concealed the planet from view.

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Old April 26th, 2002, 09:37 PM

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Default Re: Multi Star Real Map, NEED HELP

"dmm, that's entirely possible. Just use the Combat Movement ability"

IIRC combat movement does NOT stack.. and strategic move will always give you a certain amount of combat move.

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Old April 27th, 2002, 08:32 AM
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Default Re: Multi Star Real Map, NEED HELP

Hmm, ok. Well you could make a mod where you didn't buy multiple engines, but you bought different sizes of engine, and the max number of engines per ship was always one.

Another idea, which I suggested many months ago when someone was wanting to mod this sort of thing, was that if you have say a "damage control" or "engineering department" component that isn't very big (fits easily on ships) and repaire one component per turn, then you can use emergengy movement components to achieve this - repairing them each turn for strategic movement. One snag with this, though, is that you still can't use such components if your ships are in a fleet in simultaneous movement mode. Sigh...

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Old April 27th, 2002, 09:03 AM

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Default Re: Multi Star Real Map, NEED HELP

"Hmm, ok. Well you could make a mod where you didn't buy multiple engines, but you bought different sizes of engine, and the max number of engines per ship was always one."

In that situation the abilities might actually stack. different abilities. The only solution would be to make them all the same family, then put some items of a different family between each one. The strategic engines, perhaps.

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Old April 27th, 2002, 09:50 AM
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Default Re: Multi Star Real Map, NEED HELP

My thought was for making this map was to change the rules of the game to better match RL space travel. Combat would remain the same with multiple movements. But, traveling from one solor system to the other would take several turns. I guess the best example of this would be Rebellion. If anyone is familar with that game, and believe I was, then you would understand what I am trying to do here.

Imagine a game map with 10 galaxies with each galaxy having 20 systems, and each system having up to 10 solor systems with each solor system having up to 12 planets. the core of the Galaxies would be connected to each other and each of the systems connected to the core.

Games would truly become epic, and the maps would look more RL in nature. The grid map would work well with this set up, and with each solor system being represented by a star, they too would look real. Hell you can even leave some systems has black holes, organic infestation, etc and still have excellent game play.

I just want a galaxy that would best use the 20 races with a good chance that they would not come into contact with each other for 200 + turns.

All other tech could be modded to benefit this idea. Too bad Aaron did not set the map editor up with a few automated features such as REPEAT, COPY, or mass create according to X parameters.
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Old April 27th, 2002, 04:03 PM
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Default Re: Multi Star Real Map, NEED HELP

You know what kind of map would be interesting and a challenge to make? A top-down 2D map representation of 3D space.

It would make exploration a bit more fun, plus put on emphasis on key systems that may connect between two planes.

I don't personally have lots of time to make such a monster, but if someone ever wanted to make a map like this from scratch, I wouldn't mind seeing the results.
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Old April 27th, 2002, 08:34 PM
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Default Re: Multi Star Real Map, NEED HELP

quote:
Originally posted by Phoenix-D:
"Hmm, ok. Well you could make a mod where you didn't buy multiple engines, but you bought different sizes of engine, and the max number of engines per ship was always one."

In that situation the abilities might actually stack. different abilities. The only solution would be to make them all the same family, then put some items of a different family between each one. The strategic engines, perhaps.



I guess I wasn't clear. They might stack with different name (I wouldn't expect them to), but that'd never happen. I meant that all ship sizes would only be able to mount one long-range engine component. Max engines := 1. You'd just probably want to put a larger engine on a larger ship, if you want to include pseudo-Newtonian movement. If you don't want pNm, then it's just Long-Range Engine I standard movement := 2, Combat Movement := -1, etc, or whatever.

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