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

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old March 4th, 2004, 08:00 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: map editor - double system

Thank you Fyron for restating what Bearclaw said, but my question was whether we could see it.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #2  
Old March 4th, 2004, 09:15 PM
Spoo's Avatar

Spoo Spoo is offline
First Lieutenant
 
Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
Thanks: 0
Thanked 0 Times in 0 Posts
Spoo is on a distinguished road
Default Re: map editor - double system

That's a pretty slick idea, Bearclaw. Can ships automatically make their way through the nebula maze once you've found the path?
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
Reply With Quote
  #3  
Old March 4th, 2004, 09:21 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: map editor - double system

Ok, I made you a map: maps.zip

Well, 2 maps, one before I stacked the nebulae on top of each other, one afterwards.There are just 3 nebulae and a system out of the cluster on each side, but it illustrates the concept.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #4  
Old March 4th, 2004, 09:22 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: map editor - double system

Quote:
Originally posted by Spoo:
That's a pretty slick idea, Bearclaw. Can ships automatically make their way through the nebula maze once you've found the path?
Assuming you do not have a huge number of warp points interconnecting the 6 nebulae systems, they should be able to. It all depends on how complex the WP paths can be. Too many choices leaves the AI confused and unable to find a path.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #5  
Old March 5th, 2004, 01:09 AM

bearclaw bearclaw is offline
Captain
 
Join Date: Oct 2001
Location: Prince George BC, Canada
Posts: 840
Thanks: 0
Thanked 0 Times in 0 Posts
bearclaw is on a distinguished road
Default Re: map editor - double system

Quote:
Originally posted by geoschmo:
Bearclaw, I am having trouble visualizing what you are talking about here. Can you post this map so we can look at it? You can put it in the PBW file library if you like.
I'd be glad to. The only differance I had in mine, from Fyron's, was that each nebula looks idendical. And has 4 warp points that would go back and forth.
__________________
Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
Reply With Quote
  #6  
Old March 5th, 2004, 02:36 AM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: map editor - double system

So with two systems at the same location, only one of the is accessible via the quadrant map, right? So you have to use a different interface such as the planet list to bring up a view of the other quadrants? Eeg.

PvK
Reply With Quote
  #7  
Old March 5th, 2004, 02:42 AM

bearclaw bearclaw is offline
Captain
 
Join Date: Oct 2001
Location: Prince George BC, Canada
Posts: 840
Thanks: 0
Thanked 0 Times in 0 Posts
bearclaw is on a distinguished road
Default Re: map editor - double system

This is the link to the example map I did.
http://seiv.pbw.cc/Download/filelib/946/maze.zip

The issue of double systems is redundant now with 1.91. It will not allow overlapping systems. I'm not sure about other patchs though.

Quote:
Originally posted by PvK:
So with two systems at the same location, only one of the is accessible via the quadrant map, right? So you have to use a different interface such as the planet list to bring up a view of the other quadrants? Eeg.

PvK
yes, you would have to use the planets to find the underlying systems.

With 1.91, what I've done is simply placed the systems side-by-side. It's not as surprising to find out that you are not in an ordinary nebula, but it does have a realisic effect in that you can see just how large a nebula might be.

[ March 05, 2004, 00:45: Message edited by: bearclaw ]
__________________
Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
Reply With Quote
Reply

Bookmarks


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 07:47 PM.


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