.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 18th, 2002, 03:33 PM

Big Game Hunter Big Game Hunter is offline
Private
 
Join Date: Apr 2002
Location: Washington, DC
Posts: 32
Thanks: 0
Thanked 0 Times in 0 Posts
Big Game Hunter is on a distinguished road
Default Re: B5 style Jump Gates

I don't think the jump gate base will work... because I tried it in a clutster not all warp points connect. Long story short, when i tried to open the warp point I couldn't because I didn't have any movemnent points. In other words bases don't have engines so you couldn't open the warp point. Maybe the abilities of the warp point opener/closer can be modded.
__________________
No weapon formed against me shall prosper- Old Testimate- Holy Bible
Reply With Quote
  #2  
Old May 18th, 2002, 05:13 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: B5 style Jump Gates

I've been trying to figure out some way to make Jump Engines for quite some time.

Right now the B5 Mod does feature:

1) Jump Gates replacing WPs - at least the pics have changed

2) Jump Gate 'Ships' that can be built in a location and then loaded with the huge (and costly) jump gate component, which could then be used to open a gate to a new loaction - but the component is destroyed on use.

3) Jump Drive for ships - large component that will allow you to open and close jump points, this component is intended only for human v. human games and the AI won't use it. The idea is that all human players agree to close the jump point after passing through, and not to use it to close active gates - more of a roleplaying rule.

I would love to see some sort of time delay auto close or even a time lag when jumping between to points, but nothing like that is possible - as far as I can tell.

Another thing I was working on is a B5 Map with Hyperspace sectors that all gates will be connected to, to represent travel time through Hyperspace. Only wish I could limit new Jump Gates to open only to Hyperspace! (I do know that I can give a planet the ability to prevent new gates from being opened, but then a jump drive couldn't be used in that system to enter Hyperspace)

If you do come up with some creative way around this, please let me know!
Reply With Quote
  #3  
Old May 19th, 2002, 04:44 AM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: B5 style Jump Gates

Any luck ?
Reply With Quote
  #4  
Old May 19th, 2002, 07:35 AM
QuarianRex's Avatar

QuarianRex QuarianRex is offline
Sergeant
 
Join Date: Feb 2002
Location: Canada
Posts: 346
Thanks: 0
Thanked 0 Times in 0 Posts
QuarianRex is on a distinguished road
Default Re: B5 style Jump Gates

None thus far. Just puzzling things out till I regain access to my computer. I was debating on whether or not I should include warp opening capability on the gate itself or just keep it as a door jam. Hadn't sonsidered the movement point thing though. Guess that solves that dilema.

I like the human controled open/close jump engine approach (indeed it was one of the first things that I thought of when I first looked through the components text file) but I was facinated by the concept wormholes being naturally unstable and ways to use that in a game while maintaining playability.

Since it will be quite some time till I can test any of this out myself, does anyone feel like testing any of this out in the meantime? If anyone does I merely ask that you post the results so that I have something to think about while I'm waiting.
__________________
I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
Reply With Quote
  #5  
Old May 19th, 2002, 09:06 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: B5 style Jump Gates

Quote:
Originally posted by Val:
Another thing I was working on is a B5 Map with Hyperspace sectors that all gates will be connected to, to represent travel time through Hyperspace. Only wish I could limit new Jump Gates to open only to Hyperspace! (I do know that I can give a planet the ability to prevent new gates from being opened, but then a jump drive couldn't be used in that system to enter Hyperspace)

If you do come up with some creative way around this, please let me know!
What if you made all jump drives work to the same distance, say 50 light years or less, and then layed out you quadrant maps so that all non-hyperspace systems are at least 60 light years apart. Place some hyperspace systems in between, and then you would only be able to open warp points to and from hyperspace. Place some long distance warp points connecting the hyperspace systems at the begining. The only problem I can think of then is if a player makes the mistake (or does it on purpose for that matter) of closing one of these long distance hyper warps there will be no way to reopen them.

Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #6  
Old May 19th, 2002, 09:40 PM
QuarianRex's Avatar

QuarianRex QuarianRex is offline
Sergeant
 
Join Date: Feb 2002
Location: Canada
Posts: 346
Thanks: 0
Thanked 0 Times in 0 Posts
QuarianRex is on a distinguished road
Default Re: B5 style Jump Gates

Sweet idea Geo.
__________________
I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
Reply With Quote
  #7  
Old May 21st, 2002, 09:57 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: B5 style Jump Gates

Geo:

I had actually thought about limiting the jump distance to 1-2 hex and making a 'dual layer' map that would have Hyperspace below regular space, thereby limiting it. This is great when making a map, but I was also trying to come up with something for generic games. Another issue is that it would be nice to force the ai to close the gate when done...
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:55 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.