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  #11  
Old April 18th, 2001, 11:31 PM
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Default Re: Map editor

The black hole center damage effect only hurts you after the end of your turn (after you get pulled), and you can fly across the center, so you will be able to go through unharmed.

Its gonna make for some interesting tactics, like leading some enemy ships to their death, then escaping through the wormhole .
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  #12  
Old April 18th, 2001, 11:38 PM

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Default Re: Map editor

I always make new warp points to cut-off sections of the map at a black holes center (unless I've built a few starbases in a nebula to garrison new warp point(s).)

It deffinatly helps prevent colonizers expanding in your territory... it's a nuisannce to players (at best), and it can be deadly for the AI. Look at it this way, im the early game ships only have 6 move... if they use their Last half of that movement to enter the warp point (into the BH system), or move within the "kill zone" to go to the warp point... they are going to die (That's 50% of the ships!), that's not counting loss of supplies. Humans will only lose 1 ship, after they know about the BH, they will know to pause on the other side of the WP to be able to get out of the kill zone.

[This message has been edited by Trachmyr (edited 18 April 2001).]
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  #13  
Old April 19th, 2001, 02:08 AM
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Default Re: Map editor

Dracus,

Are you running your game turns for your test play by web game with Version 1.35? Wondering if downloading the patch is going to cause a problem with it.

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  #14  
Old April 19th, 2001, 02:28 AM

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Default Re: Map editor

Maverick,

The planet naming is about timing. If I create a system called Sol and a planet called Earth, I will get a range error when I try to add the next planet. So just add all the planets as Sol 1 - 9, then change the names. Now no problems.
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  #15  
Old April 19th, 2001, 02:20 PM
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Default Re: Map editor

OT

Geo,
I did update just to see what will happen.

everyone,
I did notice this about the game --- If you change the path name from mod back to none in mid game. The added races will use standard race ship sets. And when you switch back to mod then they al go back to their correct shipsets.
Not sure if they start using default AI's are not. still testing.

BOT
Yes,
you have to add all the planets first then rename them.

I just created a WP hidden behind a storm cloud.
This is going to make for some interesting maps.

[This message has been edited by Dracus (edited 19 April 2001).]
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  #16  
Old April 19th, 2001, 02:42 PM
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Default Re: Map editor

I am really impressed by the map editor. The possibilities seem almost endless to me and it will let us create very different games. And I just love the SE III layout!
Excellent work MM and thank you very much!
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  #17  
Old April 19th, 2001, 03:08 PM

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Default Re: Map editor

It's still not working. After I name the first planet, I get a range check error when I try on the next. I first tried moding an existing system, then I created a whole new one, but I still got the error message. It's not a really big problem, but it indicates that there could be other problems with the editor.

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  #18  
Old April 19th, 2001, 03:11 PM
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Default Re: Map editor

Ok, let me run a few tests.
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  #19  
Old April 19th, 2001, 03:40 PM

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Default Re: Map editor

quote:
Originally posted by Q:
.... And I just love the SE III layout!
Excellent work MM and thank you very much!



hmm... kinda makes you wonder when the map editor was really made



[This message has been edited by LemmyM (edited 19 April 2001).]
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  #20  
Old April 19th, 2001, 05:36 PM
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Default Re: Map editor

Just one small question: Has anybody found a possibility to check which system names have already been used in a map?
If you add a system when already 200 are present, it's quite difficult to control which system names already exists. You can apparently choose the same name for two systems without an error message.

[This message has been edited by Q (edited 19 April 2001).]
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