|
|
|
 |

September 28th, 2001, 07:31 PM
|
 |
Sergeant
|
|
Join Date: Sep 2001
Location: Oklahoma, USA
Posts: 216
Thanks: 4
Thanked 16 Times in 11 Posts
|
|
Re: Custom map generation programs
Cyrien:
> Your problem interested me so I tried
> something along those lines...
Thanks.
>This is the result and the problems I saw
> right off.
>
> First it doesn't display the star on top
> but the Last item for that sector created.
>
> All the stars are considered part of the
> same system so are labeled that way.
>
> The planets are labeled as Whatever Star
> A, B, C, etc. probably has to do with
> being right over the star. Hrmm... Come
> to think of it, it most likely relates to
> the planets being considered moons of the
> Star.
That works for me. I can always try putting
the a star first and Last so that I get the
best of both effects.
> Also you might run into some other
> problems with technology. A star
> destroying component would be devestating.
> And those Crystaline resource generators.
Removing or changing the techs may solve that.
> Ermm... I don't know.. you might get some
> error message about atmosphere or
> something or maybe not.
It appears that the program is smart enough
to handle that without error.
> I just copied from my standard files and I
> know I have modded so much stuff that I
> can't keep track of it. Though this
> should be close to what you want
> regardless as the error Messages I got
> weren't fatal or crashing type things.
I'll give it a try tonight.
> I tried this with 4 stars randomly
> positioned with rings and then some
> planets and asteroids and a mix.
> Something like this what you had in mind?
Just from the mesage context, it appears to
be on target. Looks like I'll need to dive
into the quadrant data file and see how it
ticks.
> PS: I whipped this up in a few minutes
> while I had some free time so I in no way
> guarantee any minnimum of quality in it.
Still, I appreciate the effort. Y'all have
been most tolerant of my mad hatter ideas.
--
TAZ
[This message has been edited by zircher (edited 28 September 2001).]
|

September 28th, 2001, 07:38 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Posts: 539
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Custom map generation programs
What would the combat be like? Wouldn't the tactical screen be full of planets all clustered around the middle? That might prove to have some interesting battles. Imagine attacking a "system" with say 9 planets. How would you even be able to get at the planets toward the center? All the ones on the periphery with platforms or fighters could easily defend a planet in the middle. It would take a huge fleet to wipe out a "system" like that.
|

September 28th, 2001, 07:40 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Custom map generation programs
quote: Originally posted by zircher:
Bingo! A very high density map with a dozen solar systems per system map. Basically the scale would be one light year or more per square. For example, Sol and all of its planets would just be a single square on the system map. Any mobile unit would be an FTL unit. (Fighters might be tricky since I want them to be agile, but non-FTL. Still too new to the game to know if they will be a problem or not.)
The question/request about the .MAP file spec still stands. Given the map editor, I could eventually figure out the file spec. But, I'd rather be working on utilities than reverse engineering a file layout.
--
TAZ
[This message has been edited by zircher (edited 28 September 2001).]
I think the best route for you would be email MM or Shrapnel and ask directly. They may or may not see it here.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

September 28th, 2001, 07:41 PM
|
 |
Sergeant
|
|
Join Date: Sep 2001
Location: Oklahoma, USA
Posts: 216
Thanks: 4
Thanked 16 Times in 11 Posts
|
|
Re: Custom map generation programs
Kadste:
> Would every system connect to all adjacent
> systems, so you could freely around?
The current mapping idea is to connect each system map via six evenly space warp points so that each system map would be like a hexagon on a large wargamer's map.
If figure the AIs should be able to handle the simple map layout and deal with the high planet densities.
--
TAZ
[See the attached image for a better (if incomplete) example.]
[This message has been edited by zircher (edited 28 September 2001).]
|

September 28th, 2001, 07:48 PM
|
 |
Sergeant
|
|
Join Date: Sep 2001
Location: Oklahoma, USA
Posts: 216
Thanks: 4
Thanked 16 Times in 11 Posts
|
|
Re: Custom map generation programs
quote: Originally posted by chewy027:
What would the combat be like? Wouldn't the tactical screen be full of planets all clustered around the middle? That might prove to have some interesting battles. Imagine attacking a "system" with say 9 planets. How would you even be able to get at the planets toward the center? All the ones on the periphery with platforms or fighters could easily defend a planet in the middle. It would take a huge fleet to wipe out a "system" like that.
Cool... Honest answer is that I have no idea what will happen. But, I'm looking forward to finding out.
--
Todd "How many times can we crash SE4 this weekend?" Zircher
|

September 28th, 2001, 07:54 PM
|
 |
Sergeant
|
|
Join Date: Sep 2001
Location: Oklahoma, USA
Posts: 216
Thanks: 4
Thanked 16 Times in 11 Posts
|
|
Re: Custom map generation programs
quote: Originally posted by Phoenix-D:
I think the best route for you would be email MM or Shrapnel and ask directly. They may or may not see it here.
I fired off a note to info@malfador.com and se4@malfador.com. Even mentioned that I'm willing to sign a non-disclosure agreement, if needed. So, the technical part of the equation is in a wait and see mode.
Much of the mapping part may be solved by editting the quadrant.txt file, but I'm still learning how far I can push SE4. :-)
--
TAZ
|

September 28th, 2001, 08:44 PM
|
 |
Sergeant
|
|
Join Date: Sep 2001
Location: Oklahoma, USA
Posts: 216
Thanks: 4
Thanked 16 Times in 11 Posts
|
|
Re: Custom map generation programs
Cyrien's modifications are interesting. They generate the dense systems that I want. But, due to the nature of the beast, there is a randomness to the ordering. I can see the need to go 'low level' and write to the map file directly to ensure what I want.
--
TAZ
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|