Multiple star systems

Only one used though?

Ok several games i have started with max star systems but only 4 players. You think the AI would evenly split them between oen star system each. But every time i start a new game with this config they are all always in the same system as me, i was wodnering if this could be a bug or an intentional design?
6,513 views 18 replies
Reply #1 Top

That sounds bugged. It should be 2 in one and 2 in the other (though I know that isn't desireable for some as well and we are likely going to add options on how to spread them out).

Reply #2 Top
ok, similar problem, but on a bigger scale. I just started a custom map, everything up to maximum bar players. I have 5 AI opponents:

Galaxy Overview:


Closer Star System Overview:


Even Closer:


Diplomacy Window (for player count):


And on a slightly different note, any chance of providing an option to save screenshots as jpegs rather than having to re-save them as jpgs?
Reply #3 Top
And on a slightly different note, any chance of providing an option to save screenshots as jpegs rather than having to re-save them as jpgs?


download Fraps and make sure you enable jpg.

Much easier
Reply #4 Top
I just want to make a note: solar systems should not be interconnected like planets, they should have connection to all other stars in the game, it takes long enough sieging a new solar system when the jump takes 15 minutes, double or triple that and its hardly feasible.
Reply #5 Top
That is really wierd Validore, I wouldn't have believed it if I hadn't seen it. We tested that substantially before the last patch and made sure they were distributed according to various rules (none of which is to put them all in the same system). Besides 10 planets , 9 artifacts and 100 planets did you do anything else?

Schem, we are going to try adjusting the speeds between systems first. If that doesn't work, we'll play with the connectivity.
Reply #6 Top


i have the same problem..i updated my game just this morning so i have the latest release...every time i start with multiple systems and 2 different teams everyone starts in the same one..if i start with no fixed teams they get distributed evenly,,,i hope that info helps...ill play with this a bit more and get u more info
Reply #7 Top
Having only played my first game last night, and not having had a chance to play around that much yet - I am glad to see this thread. From my first impression, I didn't know that there were multiple stars in other games. I was very weird to me to have so many planets orbiting on star.
Reply #8 Top
Ah, its distributed by team rather than per player. Two teams will always be in the same system.
Reply #9 Top


6 players 3 vs 3 custom galaxy 30 planets 2 stars...i didnt bother scouting other galaxy...i found everyone
Reply #10 Top
Schem, we are going to try adjusting the speeds between systems first. If that doesn't work, we'll play with the connectivity.

the large dynamic should not be the same as the smaller one, we aren't dealing with "wack a mole defense" when there isnt anything to defend.

speed asside, it makes little sense to have the stars connected individually, I can find no arguement for it, and plenty against it.
Reply #11 Top


Large map 10 players 5vs5 teams Locked
Reply #12 Top
yup i just started a 10 person FFA match seems distributed...havent explored everything though
Reply #13 Top

That is really wierd Validore, I wouldn't have believed it if I hadn't seen it. We tested that substantially before the last patch and made sure they were distributed according to various rules (none of which is to put them all in the same system). Besides 10 planets , 9 artifacts and 100 planets did you do anything else?


No marauders, we were set to no-break alliances, 2v2v2 uhm, flagships, medium AI, no starting bounty, I think thats roughly all the options. I can send the first save game if you would like.

EDIT: Marauders were on.
Reply #14 Top
I think it's a good idea to have star connected only between them because if they were connected to any planet defence will become impossible.
Reply #15 Top
Ah, its distributed by team rather than per player. Two teams will always be in the same system.


There, he's explained all your screenshots. So here's what he meant:

1. If non-locked teams is enabled, and the game starts as an FFA, then everyone is considered to be a team of 1.
2. The pairing algorithm puts at least two "teams" in each solar system. Hence, if there are only two teams, then two teams of any size will all end up jammed into a single solar system.
3. If there are three teams, they might still end up in the same solar system (at least, this is from the screenshots posted above).
4. If there are four teams, e.g. 2v2v2v2 or 1v1v1v1, then you'll have two solar systems occupied at start: each with two teams.

Basically, the algorithm ensures that everyone starts with at least one opponent player in their solar system, and it puts everyone on the same team in the same solar system to start out with. I'm sure people will want to tweak this distribution, so of course we now look for Blair's comment about "options" to come to fruition in Beta 3....

Regards,

-allquixotic
Reply #16 Top
I see some pretty screen shots. So, I figure I'll add one myself
so I wouldn't feel left out.

This is a screen shot from the gaming I'm playing now. It's again
4 AIs .. One of them I just killed off. I'm in the process of
sending ships to the other star system. Their is a total of 3 star
systems and I aliased up with one. Now I'm in the process of attacking
the enemy.




So, far I've not had any game crashes ...
Looking forward to the next phase ...
Reply #17 Top
I have to go with Schem on this one. The present inner star/planet system phase lane spiderweb is working alright (a bit more tweaking might be necessary).

I also really like the present time it takes to travel between stars.

But the Star to Star phase lane system should not be in series. ALL Stars should be interconnected with ALL other stars.

Not only does this make better sense, it also prevents needed to jump through several stars to get to your destination.
Reply #18 Top
I agree with you in the most part, but there was one thing in the above game, where the two left hand stars were pretty much in a straight line from the starting star. It just wouldn't make sense for the second star to be connected to the starting one, as you'd have to go through the first star to get to it, which wouldn't happen due to gravity etc. I doubt there is any way to code that though . . .