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Old December 23rd, 2002, 12:16 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
* warp points: I had tried to add B5 jumpgates and ST-DS9 wormholes, to make the game pick a normal se4 wp or any of those at random. But it didn't seem to work, although I could pick any of the 3 pics in the map editor, the map generators always seems to pick the first one. This needs more testing and maybe you know a trick involving special types or something like that.
The game will only use the first entry for normal warp points. You have to make them Unstable Warp Points (I think that's the right term) instead, and then it will use random pics for them.

Quote:
* remove most multi-star systems with planets. Not even binary systems are supposed to have planets, but there are already canonical planets in binary systems so they will make an exemption.
Does that involve removing the whole system, or just the planets?

Quote:
* Sometimes the word system is used to described a close cluster (either physically or only politically close) of several star systems.
I was planning to use this concept in the SW map (that is something else I'd need help with) to overcome the 255 systems limit, by condensing two or three systems into one but making it look like each planet orbits only one of the multiple stars of the system.
That is not a problem. I think the limit is something like 255 objects in a system (or maybe it is in the 1000s). How common would such systems be?

Quote:
* There are at least 2 SW examples (Ossus and Byss/Abyss) of binary systems where the planets follow a bizarre 8 shaped orbit around its two suns. I tried to make these systems but they didn't look very good.
The only way to simulate that would be to place the planets in a figure 8, which would indeed look odd.

Quote:
* Most stars are damaging and cloaking.
Do you want that for the whole system, or just the sector the star is in? The system would require lots of extra work if you want, for example, some 6 planet systems with cloaking and some 6 planet systems without cloaking. But if you just want it for the star itself, then SectTypes.txt already has entries for those, and the chance of occurence can be increased quite easily.

Quote:
* Asteroid abilities should be only damage and cloaking.
Easy enough.

Quote:
* Athega system (planet Nkllon) - Description: Strong radiation from the star damage space vehicles, making travel through the system dangerous, but is an invaluable source of metals.
damage + forced None atmosphere planets (at least the inner/s one/s) + very high value or some mining bonus if possible. Too bad we cannot make Shieldships.
You can not affect the random planet values for specific planets in the data files.

Quote:
* B5 hyperspace system (also SW Version of hyperspace?).
This can be easily lifted from the B5 mod.

Quote:
* ST badlands.
I am not quite sure what those would do.

Quote:
* add a few tiny-none planets (large inhabitable asteroids) scattered among the asteroid systems.
The systems that are just a big field of asteroids with no star? Actually, that is a good idea for the normal FQM.

Quote:
* Lonely gas giant system, with 20+ moons!

* Perhaps also some gas giants in other systems with 20+ moons.
Eek! 20+ is a huge amount! I don't think that many is a good idea. For the gas giants with 4 moons, I was thinking that those would be the only ones that could support reasonable colonies, or that they abstractly represent more than 1 smaller moon each.

Quote:
* I want medium moons back, even if we have to set some systems to "empires cannot start in" to avoid location problems.
I don't think I ever removed medium moons. I removed the few large ones I had in the original Versions, but I thought I had left a number of medium moons in.

Quote:
* add station looking micro planets. 2 or 3 facilities (0 domed) + a relatively large cargo space to make them able to have more platforms and fighters and make them look more station-like. Rock-ox since that’s what most, if not all sci-fi races will breathe. I don't care about having them randomly added. As a matter of fact some rock-ox should have or have the potential to add dozens of them orbiting them.
Kind of like those Machine planets and all, right?

So... do you want domed colonies to be 1/3 as big as in FQM Deluxe, or the 1/5 as large as in normal SE4?
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