[quote who="Sinperium" reply="123" id="2948358"]Yeah--DS, Maelstrom and Stars all have some highly desirable features. Each one has areas where they stand out. Stars is the most like an actual board game of old though--hands down. You should collaborate on a merged mod release--which would probably melt the game.[/quote] I too would very much like to see this.
Jaga Telesin
[quote]Will you have different links for the vanilla Sins and the Sins Plus mod?[/quote] Nope, distributed in the same package, different folders. You just copy whichever maps you have mods for, and that have the options you want to play with.
[quote]lmao some of my teachers in school told me that the history channel was a lie.yes it is a theory, but thats why i said supposedly. they say that we know the size of planets orbiting other stars by using a star bypass.. thats something like the planet goes in front of the star and a shadow appears..right.[/quote] Which is absolutely true. By measuring the exact brightness of the star before the planet passes in front, and the brightness when the planet passes in front, we can me
[quote]Hath thee ever heard of Mustafar from star wars?well in case you havnt that planet is 30% surface lava. and its between two gas giants no where near its star. im not sure if you could incorporate that, but if you wanted to try that would also add some detail to the solar system.(It is a volcanic planet because the two gas giants gravity wells rock the planets insides back and forth constantly, both trying to capture it as a moon.)[/quote] Actually in my talks with Uzii I already
[quote]Will this mod work in conjunction with most other mods?[/quote] Yep! Since this isn't truly a mod (more a set of maps with a standardized method behind them), they should work with virtually any mod, and those that encorporate Sins Plus planets. Initially I am doing two versions of all maps: vanilla ones for non-SinsPlus, and SinsPlus versions. [quote]Outstanding!I will definitely be watching this and, if you allow, use it in my personal merge of mods.My guess is it w
[quote]Stars are now key strategic points, you can't just run through them any more[/quote] Cheers on an excellent mod addition for gameplay. This will make multi-system maps much more interesting in that you can defend your star's gravity well as a single choke point. That will also lend itself very well to working with the TrueSpace map system. :CONGRAT:
[quote]Only thing I'd like to see, is that you completely remove the 'clouds' around stars when at max view, so all that's left are the colored dots of the suns.[/quote] Not sure that's something that can be done within a .galaxy file. Essentially it's just map changes to the randomizer. What you are asking for sounds more to me like a mod change. Incidentally, those clouds are there when you start a new game in a random map (even a vanilla one), with just the sun as the center point. So
[quote]I think overall the fact that a system would look better with more lanes (aka "open") is overridden by the difficulty factor that presents itself when defense goes from 2 lanes to 4+. But I'm open to commentary and suggestions with regard to this.After giving the pics posted a more in depth review I do agree that more phase lanes would be a definate improvement.Perhaps if you make it branch out with more phase lanes the further away you are from the sun it would work better?This way only
[quote]you only have a 50% chance of finding a Gas Giant (for example) in your system, and even then you would only see one.Umm, Jupiter, check, that's one. Saturn, that's a second one. I suppose this means that you're counting Uranus and Neptune as ice planets and not gas giants? Isn't 50% with a max of 1 quite a bit on the low side for gas giants?[/quote] The reason I rarified the gas giants, was that Uzii currently has some decent resources that go along with that type. Being so ric
[quote]Not to rain on the parade, but why is every system a linear slog of trade routes, with almost no branching at all, if you want to avoid chokepoints? If you want them to be somewhat reduced in terms of access, by all means restrict trade routes, but the situation is the same - you can still pile defenses at one or two planets and have a star system completely secured, since there's no phase lanes whatsoever...[/quote] Actually, when I increase the distance and chances of a phase lane i
As a bit of a side note for people interested in TrueSpace: It will make you think, and actually use real strategy when playing. No more can you bunch up defenses at one choke point and create an "uber fleet" to crush everyone else. Now you actually have to plan ahead, design good defenses on multiple fronts in your star system, gather multiple capital ships each with a balanced support group and attack multiple enemy targets. Due to the nature of the galaxy, capturing anothe
[quote]A simple and harsh answer; No.The final mod tools may say otherwise, but at the present, I don't see a way to do it. And I'm not aware of a way to control the distance between gravity wells outside of the Galaxy Forge. Although, when they do spawn right next to each other randomly, it can get confusing and annoying.[/quote] I haven't found a way in the random generator for this either. All you can do is make the star system sizes smaller (like 100 or less), and the galaxy size l
Cool, glad you got that sorted out Uzii. Looks like we'll be seeing some of those really interesting planet types after all!
[quote]This sounds fantastic! More than a few people have expressed some dissatisfaction with Sins' unrealistic "galaxies". Compatibility with Uzii's Sins Plus mod is greatly appreciated as a lot of people (myself included) just can't go back to vanilla Sins. Can't wait to see how it turns out![/quote] I won't go back to vanilla either, Uzii has spoiled us. :) I've even started sending him some brainstorming ideas for new planetary types. [quote]Oh, very nice. Also nice to see
TrueSpace for Sins, is a new method of map generation for both solo and multiplayer games. It is both a set of randomly-generated maps to use for games, and a standardized method by which people can create their own TrueSpace galaxies with little effort. TrueSpace creates much more realistic galaxies than the default method that came with the game, and can be used with Sins Plus by Uzii fo
I noticed recently that you removed the altered planet "GasGiant" from the old RandomSpecial and RandomUncolonizable planetTypes, but didn't add it back in to your new type of "New", which it is. You might consider throwing it into that New list, as many people don't use the larger random planetary generation lists (like myself).
After some tinkering with both random and designed maps in the editors (and their .galaxy text files), I was wondering if anyone knew of (or had compiled) a list of valid entries and their formats for .galaxy files. Ultimately I would like to combine elements from static stars and planets, and elements from the random generator inside the same .galaxy file. I am unsure right now of what format to follow for ring and planet placement. I do not want to use GalaxyForge as it isn'