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[Feedback/Request] On Map Version 4 and the aspect of "Chance"

By on June 13, 2012 7:35:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Lavo_2

Join Date 05/2010
+107

With one of the recent release builds of Rebellion, support for map version 3, which did not have the forced moveAreaRadius and hyperspaceExitRadius inserts, was cut. I feel that this lack of support takes much away from making maps.

As version 4 does not allow for the various Random objects to have an moveAreaRadius and hyperspaceExitRadius based off the entity of whatever spawns, taking away an additional form of chance or "randomness". For example, if one puts a WeightedRandom in a map, regardless of spawns, such as an Ice planet or a Dead Asteroid, they will have the same movement area. Plus, nor does it allow, for modders, the ability to put in suns of various sizes with different areas of movement.

Due to these, however futile it may be, I request that either map version 4 has some sort of option to let the moveAreaRadius and hyperspaceExitRadius be left blank or allow for a wildcard symbol (aka. the game loads these values from the planet/star's entity file as in the past), or that map version 3 support be re-added.

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September 14, 2013 6:48:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially), and no ice or ANY other states of h2o

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September 17, 2013 10:01:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).

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September 20, 2013 6:06:04 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

64-bit exe AND the possibility of altering the number of resource asteroid spawned with each planet.

 

but honestly, is a version 4 going to happen?

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September 20, 2013 6:55:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Dark_Ansem,

64-bit exe AND the possibility of altering the number of resource asteroid spawned with each planet.

 

but honestly, is a version 4 going to happen?
map version 4 IS the current rebellion map version

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

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September 21, 2013 3:30:24 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting harpo99999,


Quoting Dark_Ansem, reply 403
64-bit exe AND the possibility of altering the number of resource asteroid spawned with each planet.

 

but honestly, is a version 4 going to happen?map version 4 IS the current rebellion map version

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

change my request to this

or if nothing, release the source code of the tool.

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September 22, 2013 12:55:10 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

dark_ansem, I CAN release the source code for MY utilities, BUT the galaxy file issue stems from the game engine.

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

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September 25, 2013 5:28:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

not YOURS harpo, the Galaxy Forge's source code, if they don't want to develop it any longer.

Devs, anyone?

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September 25, 2013 6:45:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

to the best of my limited knowledge, the galaxyforge is from ironclad, and was updated with a new version for rebel that is incompatable with the trinity version (that is seperately downloadable)

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

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October 2, 2013 6:39:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).

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October 3, 2013 12:33:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Gosh, it is still alive!

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October 3, 2013 9:05:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

and some of us will KEEP -
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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

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October 4, 2013 3:28:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Or they could release the egine altogether. those with time and skill could simply alter it as they see fit.

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October 4, 2013 9:39:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting harpo99999,

and some of us will KEEP -
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= SUMP?

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October 4, 2013 5:37:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

teun-a-roonius, I had mis-positioned the crlf, shound have been

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

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October 4, 2013 5:50:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ahhh! It's all so clear to me now! Another bump!

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October 4, 2013 6:05:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

but I do feel that this tread is in a bit if a sump as it has not managed to even get any of the desired requests to even be answered.

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

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October 5, 2013 10:45:05 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What's wrong with H2O?

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October 5, 2013 7:36:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

it KILLS computers and electronic components that have not been sealed against it, BUT for non-electronic things it is ok to needed

 

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

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October 7, 2013 12:58:11 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What about water cooling? That's pretty cool stuff.

Ha. Ha. Yeah... now I feel like backing out of the room slowly...

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October 7, 2013 5:32:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

most of the water cooling systems are completly sealed, BUT if they spring a leak YOU lose the computer as the water tends to short out and corrode most materials used in computers

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and also textures and scaling specified in the entities (planets and ships especially),the galaxy files able to specify resource asteroid types and counts, and no ice or ANY other states of h2o

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October 10, 2013 1:31:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).

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October 10, 2013 4:34:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The thread has been read many times We have more Sins stuff coming up so its easier to include these kinds of changes. I'll take a look at how much effort it would take to allow the radii to be based on the spawning entity if left blank. But no promises!

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October 10, 2013 6:36:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Blair Fraser,

The thread has been read many times We have more Sins stuff coming up so its easier to include these kinds of changes. I'll take a look at how much effort it would take to allow the radii to be based on the spawning entity if left blank. But no promises!

*Gasp!* Lavo your prayers have been answered! Someone no less than Blair Fraser acknowledged this thread exists! That must mean whatever was chasing the Vasari has arrived and the universe is about to end.

 

If you do end up taking a look at these kind of things, could you also see what you could do about letting us spawn stuff at stars? Even the "Always" condition fails to cause anything to spawn at star entity types, in either random or premade maps.

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October 11, 2013 4:36:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

We won. Giggity.

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October 11, 2013 10:16:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Blair Fraser,

The thread has been read many times We have more Sins stuff coming up so its easier to include these kinds of changes. I'll take a look at how much effort it would take to allow the radii to be based on the spawning entity if left blank. But no promises!

This is great to hear. Thank you for doing whatever you can regarding this!

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