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May 18th, 2002, 06:33 AM
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Sergeant
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Join Date: Feb 2002
Location: Canada
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B5 style Jump Gates
I've been trying to figure out how to do B5 style jump gates and I think that I have a good idea. The problem is that hinges on two key factors and I don't have access to my computer (and hence the game) for the summer.
This is what I want to know:
1. Is there any way to drastically increase the chance of a specific random event happening without effecting the other events? I looked through both the settings and events files and didn't see anything that would govern that (other than the base chances for high/medium/low settings). Specifically, how can I get the game game to continually shut down all warp points? Preferably without unleashing biblical ruin upon the rest of the galaxy.
2. Is there any way to limit the effects of the system gravitational field (preventing the closing of warp points in particular) to a single sector?
The idea here is to have a game where warp points are inherently unstable,closing after a turn or two and needing a jump gate to keep them open. Of course you would need to make warp tech a little more accessible and the AI might choke but it is an idea.
Speaking of AI's, does anyone know if they actually use warp openers? I've seen stellar manipulation ships being made but I don't know if they were being used.
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May 18th, 2002, 06:44 AM
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First Lieutenant
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Join Date: Dec 2001
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Re: B5 style Jump Gates
Don't know the answer to your questions, but I did see the AI use warp point openers. I played a game to test out the start with NO warp points. It took a while for the AI's to start opening them.
Game turned out to be too easy BECAUSE of this fact. I was first to open any warp points by at least 20 to 30 turns.
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May 18th, 2002, 06:54 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: B5 style Jump Gates
"1. Is there any way to drastically increase the chance of a specific random event happening without effecting the other events? I looked through both the settings and events files and didn't see anything that would govern that (other than the base chances for high/medium/low settings). Specifically, how can I get the game game to continually shut down all warp points? Preferably without unleashing biblical ruin upon the rest of the galaxy."
Yeah. Copy and paste the close warp point event a lot. Should do the trick.
As for #2: no.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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May 18th, 2002, 06:55 AM
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Lieutenant General
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Re: B5 style Jump Gates
You cam make multiple entries for basicaly the same event in evenst.txt file. If it is 99% close-warp point file and you increase the random events chance hundred fold, I imagine you will ran off of warp points rather quickly ! Neither tried it though, may be it won't work
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May 18th, 2002, 07:15 AM
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First Lieutenant
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Join Date: Sep 2001
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Re: B5 style Jump Gates
Hey, that's a cool idea! I'd love for it to work. I guess the question is how unstable will they be? If the average one is stable for say 3 turns (3 months) then it will change the way the game is played. If it shuts a warp point once every 20 turns, then it won't have much of an affect on gameplay.
What about the fact that it'll mess with the AI/human diplomacy?
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May 18th, 2002, 07:21 AM
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Brigadier General
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Re: B5 style Jump Gates
Wouldn't that have more of an effect?
Lets say that you have an warp point, a fairly stable one than others.
You've come to rely on it, even setting up fleets and major colonies, and then after 2 years, BAM!
gets cut off. For the next 2 years nothing will be crossed.
I'd rather have the 3 month intervals.
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