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  #1  
Old September 3rd, 2001, 05:52 AM
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Default FTL propulsion in progress

Not a mod, but a map, compatible with all mods.

It works like this:
Ships at the perimeter of a system are far enough from gravity wells to enter hyperspace.
One MP to "warp" into or out of hyperspace.
Once in hyperspace, 1MP moves you 1 square on the galaxy map. This is aproximately 100 times the speed of light using one movement point.
Hyperspace systems have a Random movement ability of 20 Lightyears per month, so beware; slow ships can easily be lost.

-----------------------------

As a note, I've finished:
16/16 hyperspace systems
104/208 hyperspace intraconnections.
0/1320 hyper-to-normalspace interconnections(24 per system * 55 systems)

As such, I estimate that I am 8% done.

I expect this to take a total of 12 hours, at 30 seconds per warppoint.

May I have a show of hands for who would use this map? I need all the encouragement I can get, because creating warppoints with the map editor is dreadfully boring and the FPS games are calling .

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  #2  
Old September 3rd, 2001, 08:12 AM
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Default Re: FTL propulsion in progress

not that it isnt a good idea, but after playing the map thru, its still the same map. It would be nice to be able to create these easily on the fly, which does not seem to practical.

maybe it could be dumbed down, instead of a connector on every edge, maybe you could setup the hyperspace systems on a checkerboard pattern and stick connectors on all 4 corners. that should help with the 10 warp point per system limit as well.

then each system might have one warp point into hyperspace, and not be connected to other systems. that way future maps could be made by simply laying out a 2x2 or 4x4 hyperspace grid, and making one warp point per system.
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  #3  
Old September 3rd, 2001, 02:35 PM
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Default Re: FTL propulsion in progress

It's a nice idea, but for the amount of time involved, you'd be better off getting either writing some software to do it for you or getting Malfador to include a copy/paste function in the map editor.

Another way of doing it (if I have understood your method correctly) might be to create a huge grid of systems, and make the vast majority of them tracts of completely empty interstellar space. (maybe the odd asteroid field or storm). Then you connect each square (or every other square...) at the top of each system with the bottom of the system above it, left to right and so on. The top left corner of each system would link to the bottom right corner of the system in that direction... you get the idea.

Give the boundary warp points a different image (or none at all), and you can have "wormholes" (normal warp points) if you like. You'd still have to use the "warp" command for no apparent reason, but it could be a reasonable simulation, since it would effectively remove the concept of "chokepoints" from the game.

It would be good to take out the ancient race trait - it would take ages to find anyone or anything.


------------------
SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
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[This message has been edited by dogscoff (edited 03 September 2001).]
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  #4  
Old September 3rd, 2001, 04:05 PM
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Default Re: FTL propulsion in progress

Just for clarification of the post below, here's a diagram. I don't think this would be any quicker than S_J's method, but it's worth consideration.

Of course, if MM were to put copy/ paste into the map editor, we'd be laughing=-)
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  #5  
Old September 3rd, 2001, 04:18 PM
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Default Re: FTL propulsion in progress

quote:
Another way of doing it (if I have understood your method correctly) might be to create a huge grid of systems, and make the vast majority of them tracts of completely empty interstellar space. (maybe the odd asteroid field or storm). Then you connect each square (or every other square...) at the top of each system with the bottom of the system above it, left to right and so on. The top left corner of each system would link to the bottom right corner of the system in that direction... you get the idea.
Unfortunately, that method leaves you with a tiny, tiny galaxy.
In fact, you can only get a galaxy 16 systems horizontal by 16 systems vertical.
(You can't get any more due to the 256 system limit)
It may be suitable for one-on-one play...
Also, what you are essentially doing is putting warpoints between each of the squares in my method's hyperspace.

That empty-space method (16 x 16 map) would require ((16 * 16 * 16) - 4*16*5 + 4 = 3,780) exactly 3,780 warppoints, using the connection pattern I've already started.
The equation there is ((mapsize * 16 WP per system) - 4 sides * 16SystemsPerSide * 5 WP per side + 4 corners which were subtracted twice)

quote:
maybe it could be dumbed down, instead of a connector on every edge, maybe you could setup the hyperspace systems on a checkerboard pattern and stick connectors on all 4 corners. that should help with the 10 warp point per system limit as well.

The problem with reducing the number of warppoints in hyperspace is when two nearby systems lie on the boudary between two hyperspace systems. If there were only 4-way connections in hyperspace, an unlucky system one map square from its neighbour could require as many as 12 extra movement points to reach.

I've settled on the three per side as a compromise between 4 per system and a warpoint on every edge (50 per system).
This way I get:
80% of systems have True distance scale in hyperspace
15% of systems have a potential 1MP stretch
5% of systems have a potential 2MP stretch

Even if you are indeed going to or coming from of of the stretch systems, there is about a 50/50 chance that your direction of travel will involve the stretch.

Besides that, hyperspace accounts for less than 20% of the work.
It is the normal space connections that eat up most of the warppoints.
24 per system, times 55 systems.
I currently plan to place them just like in hyperspace, but without the corner points. This leaves 12 in and 12 out of hyperspace.

Suggestions for lowering this count before I get started on them would be very useful.

-----------------------------

As a note, I've finished:
16/16 hyperspace systems
180/180 hyperspace intraconnections.
0/1320 hyper-to-normalspace interconnections(24 per system * 55 systems)

As such, I estimate that I am 13% done.

PS. If the map editor had a copy-paste function, I'd be 23% done right now.

[This message has been edited by suicide_junkie (edited 03 September 2001).]
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Old September 3rd, 2001, 08:29 PM
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Default Re: FTL propulsion in progress

I've finished:
16/16 hyperspace systems
182/180 hyperspace intraconnections.
72/1320 hyper-to-normalspace interconnections(24 per system * 55 systems)
As such, I estimate that I am 18% done.

And no, 182/180 is not a typo.
I've added an extra Hyper->Hyper connection to eliminate a travel delay for one of the systems I've connected already. (It was one of those 5% chance, 2MP delay systems. now there is no delay.
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