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  #21  
Old December 24th, 2006, 12:36 AM
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Default Re: Problem with system generation

Why is there a Firing Point Arcs at the top of the XFileClasses_Stellar.txt. Did Aaron intend (or does he still) to insert firing arcs for weapons?

It can’t be a random value; it is part of the code: What Radius is Aaron talking about here and how did he measure it. He must be using the system center point but I can’t figure out what one radius is to tell what 360 radius is. If I could figure out what a radius is I can calculate all points in the system.

Code:

WP Min Radius := 360
WP Max Radius := 400



How about the number of rings; trial and error for those too? The planets should move off of the hex map before it creates a game crash. Oh by the way. In SE4 moons could be set to rest in the same hex as the planet but they could not be random. Either you wrote a moon to appear there or you didn’t. Is it the same way for SE5? I see were moons are entered for fixed locations in orbit (separate hex) so does that mean they can’t share a hex? And since I see them written does that mean we can’t make them random; i.e. we write them and maybe they appear maybe they don’t.
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  #22  
Old December 24th, 2006, 12:38 AM

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Default Re: Problem with system generation

Everything that shoots has firing arcs. At least for SE5 all they do is ensure the ship doesn't shoot through himself.

What I meant by "random value" is the units. Its NOT pixels, since in that case it would be different on different systems, and its not hexes. I'm pretty sure its the same radius as settings.txt, so that gives you SOMETHING to work on (the distance from center to the edge of the system).

You can make moons share a hex just fine if you want, in the SE4 way. Not sure if you want make them random or not.
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  #23  
Old December 24th, 2006, 01:14 AM
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Default Re: Problem with system generation

Radius refers to the x,y coordinate system.

Rings are set to the 1-16 hex ranges.

Why is there a Firing Point Arcs at the top of the XFileClasses_Stellar.txt. Did Aaron intend (or does he still) to insert firing arcs for weapons?

No. They are there purely for animation purposes. Planets can fire weapons, so they need firing points just like ships.
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  #24  
Old December 24th, 2006, 01:15 AM
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Default Re: Problem with system generation

Quote:
Phoenix-D said:
...it would be different on different systems...
I never new that. Not all of us are computer pros you know.
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  #25  
Old December 24th, 2006, 02:25 AM
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Default Re: Problem with system generation

I have to disagree with you Fyron. It can’t be the x, y or how could you get 360 as a minimum distance for a wp to be created? Also rings are not set to the 1-16 hex range. I have generated planets out to the thirtieth ring.
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  #26  
Old December 24th, 2006, 04:19 AM
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Default Re: Problem with system generation

Hmm... guess his ring 10-16 fix really did implement the arbitrariness we requested.

Circle Radius is absolutely related to the x,y coordinate system (not the in-game "hex" coordinates). In classic Aaronspeak, the values actually refer to diameter, however. Without modification, it translates to 180 to 200 unit radius from hex 0,0 (Ring 1, stars), or 9-10 hexes. If you look at the Asteroid Belt system, you can see how the "Circle Radius 200, 240" positioning translates into about Ring 5 to 6. The diameter of the circle created by the asteroids is somewhere between 200 and 240.
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  #27  
Old December 24th, 2006, 04:50 AM
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Default Re: Problem with system generation

How is the random generation of planets handled? Given this line:

Code:

Chance Type 1 Any Comp 3 Type := Gas Giant
Chance Type 1 Any Comp 3 Chance := 25



Does this mean (#1) a 25% percent chance out of a 100 that a gas giant will be created? Or (#2) does it mean a 25% chance out of the total of four (also set at 25%) chances I have that a gas giant will be created. I would think that if it was #2 the systems would be much more heavily populated with planets than they are.
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  #28  
Old December 24th, 2006, 03:51 PM
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Default Re: Problem with system generation

It means that overall, roughly 25% of planets in the galaxy should be gas giants. Last I tested it (which was many versions ago), the algorithm seemed a little off. It might have been revamped since then, dunno.
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  #29  
Old December 26th, 2006, 03:02 AM
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Default Re: Problem with system generation

The system generation as it stands now is useless. I have been trying to tinker with it and no matter what I do it wants to override the planets I want in an orbit to meet this crazy balance/random percentage chance of sizes, atmospheres, and compositions crap. I’m pretty sure I have already tried it but let’s throw ideas around, if you care to. Another round of stump the chump anyone? I mentioned to Fyron that I had generated planets out to the 30th orbit, true. Continual testing shows this is undependable though, first you need SE5 to generate a fricken planet!
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  #30  
Old December 26th, 2006, 06:28 AM
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Default Re: Problem with system generation

You could always nullify the chance type.
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