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Old January 23rd, 2009, 07:53 PM
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Hugh Manatee Hugh Manatee is offline
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Default Re: The Things That Worked In SE V

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Planets do have moons... they are just in different sectors than the parent planet now. It's trivial to adjust them back to the Same As positioning, but you will run into clipping issues from the overlapping models.
yeah that's what I mean, like in SE4(iirc) the moons were in the same sector asthe planet and you could colonize them, and in combat didn't they used to show up in addition to the planet? I remember loading a moon up with fighters and weapon platforms, they were like cheap space stations.
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... and the Balance Mod's implementation of Fyron's planet mod did allow for rotating planets and stars. Which was a bit of eye-candy I did like, especially with the mild atmospheric glow.
Revolving, as in orbiting, as in it moves every turn around the sun.

Just a dumb thought, is it possible to have a component give movemnt points to another ship? like say you could get the tractor beams to pull space stations and crippled ships around... Always wanted that...
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Old January 24th, 2009, 12:56 PM
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Default Re: The Things That Worked In SE V

Well, you could give it a movement ability with a scope of "Sector - This Player"...

*bangs head on wall* Why did I never think of this before?!?

Just have to make sure it doesn't apply to PLANETS...
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Old January 25th, 2009, 02:48 PM
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Default Re: The Things That Worked In SE V

[quote=Hugh Manatee;669197]
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Revolving, as in orbiting, as in it moves every turn around the sun.

Just a dumb thought, is it possible to have a component give movemnt points to another ship? like say you could get the tractor beams to pull space stations and crippled ships around... Always wanted that...
Oh yeah, that first one was on my wishlist for SE5, and early messages from MM hinted they were working on it. But it became too problematical to implement, as I recall. It worried some people too, we didn't really understand system-wide resupply depots, having come fresh from SE4's planet-based resupply depots. But that would have been great (will be great, in SE6 ... please, maybe?) But with planets moving from turn to turn, the path finding logic must be a calculation monster. Maybe even too much of a penalty to the A.I.

We would also have liked the second one. Or co-operative constitutions -- for monster projects, meaning many ships, working in concert, to open a warp-point, or build a ringworld, instead of the current "spend lots of money on one ship and use it all you want" model. Maybe. Maybe, next time.
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