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Re: Mod by PricklyPea Wed, 03 May 2006 03:29 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Addendum:
For map to map trasit:

I think that with at least 2 dimentional rifts/portals going to the same map and coming from, you can avoid one race dominating the portal to the other dimention.

And if you just have allow one map to link to two other maps. You could daisy chain a bunch of maps together, without creating a huge mess of rifts all over the map.

I think that coloring both dimentional rifts that go to map A, blue or cyan. And coloring all the rifts that go to map B, green or yellow or red or something would help. Also when you go through one, afterwards clicking on it will produce a file name telling you what map it links to. (I think the two enterances should consistantly link to the same exit points. So they act just like wormholes in terms of how players interact with them and use them.)

(Hehe, here's a twisted idea... Since playing on a huge map is very difficult these days with such long delays between turns. I think it'd be nifty if the objective of a huge game where to conquere the faster time alternate reality [namely a smaller map that's connected to the huge map that gens either more often or more likely, more turns per gen.] However in this case more rifts would have to be opened or held in stationary locations near HW's, that way players could invade the alternate reality and funnel their shock troops into it or even attack eachother through the alterante reality. Even more fun is if another group of players is given a head start to create a ready army to stop the invaders. Naturally the huge universe will probably win but the other guys are just to make it more fun.)

-------------------Cause I don't want to make a 3rd post------
What about making a new MT toy. "Portable Stargate" it acts just like a regular stargate except 1) it's tradable 2) it's got nice mass limits and decent range limits. Let's say (since it's mobile) that it's got a range of 300 (that's 3 years warp 10, not bad.) And a mass limit of 500. A 500/300, or 600/300 or 600/350.
Anyway, I was thinking, if it weights 5000kt and can only go on a colony ship's mech slot. (just to keep some of the abuse down, my first idea was Super Fuel Xport, but colony ship seems better.)

Some limitations to it: 1) It's not a jumpgate, you can't pass colonists or ore through it. 2) It's VERY HEAVY 3) It's affordable but a bit pricy. Like say 500 resources and the usual cost for a stargate: 38i 15b 15g Put it at Pro 14, Con 15, Elec 12.. I think that should do it.
The idea is that it's that it acts exactly like a regular stargate, except, it's strapped to a starship and moves, all be it slowly. You can gate to it and from it. But Jumpgates are required for shipping ore. They're different. Plus unlike a jumpgate, the ship with the Mobile Stargate can't use it's own stargate to travel. It'd need an any mass IT gate to get anywhere.



[Updated on: Wed, 03 May 2006 09:16]




Rule 1: "Pillage, THEN burn!"

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Re: Mod by PricklyPea Sat, 06 May 2006 05:04 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2742
Registered: October 2004
Location: Third star to the left
Captain Maim wrote on Wed, 03 May 2006 09:29

I think that coloring both dimentional rifts that go to map A, blue or cyan. And coloring all the rifts that go to map B, green or yellow or red or something would help. Also when you go through one, afterwards clicking on it will produce a file name telling you what map it links to. (I think the two enterances should consistantly link to the same exit points. So they act just like wormholes in terms of how players interact with them and use them.)


Whatever you're smoking, bro, I want some! Wink Rolling Eyes Pirate Disco

I find the concept quite inspiring, but putting something like that to practice might be... hard. Whip Sherlock Asleep at cptr


[Updated on: Sat, 06 May 2006 05:12]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Mod by PricklyPea Sat, 06 May 2006 15:42 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Oh! Thanks! I used to design my own games. Surprised
But... Yeah, Did you know that on smaller maps there extra wormholes that float outside the map area? They still shiver and jiggle like normal, they're just floating where no one can reach them?

Anyway, Keeping it to an even number, you can technically just add in 2 wormholes (I can even tell you how they work!), highjack the code tell it: "The last 4 wormhole entry points do this:...." Wormholes work this way: two entry points that use the typical Stars XY coordinate system, are placed on the map. Then an exit XY is given in the same block as each wormhole exit... So a pair of wormholes would look like this:

(Don't bite me for the xy's I never learned the actual coding format)
Wormhole 1:
Location: (3400,2400)
Exit: (1400, 3400)

Wormhole 2:
Location (1400, 3400)
Exit: (3400,2400)


And that's pretty much all that's in a Stars HST wormhole block.
So technically if you used a regular stars exec on one of these modified games... The Dimentional Rifts would just appear as regular wormholes, and can be made to act in the same way... I think... To keep consistancy though.. The format will probably need this:

Wormhole 1:
Location: (3400,2400)
Exit: (1400, 3400)
<game1>.xy

Wormhole 2:
Location (1400, 3400)
Exit: (3400,2400)
<game1>.xy

Wormhole 3:
Location: (3200,2600)
Exit: (1600, 3200)
<game2>.xy

Wormhole 4:
Location (1600, 3200)
Exit: (3200,2600)
<game2>.xy


And Either Stars will brake when you add the extra data in, or it'll just ignore it. I'm not sure since I've never added to a HST block... But I think I know what to do if I were to do it.



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Re: Mod by PricklyPea Sat, 06 May 2006 16:47 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
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maybe you haven't seen this yet: http://darkcluster.com/worm/

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Re: Mod by PricklyPea Sat, 06 May 2006 18:54 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

WOOT! wOOt 2 wOOt 1 wOOt 2 I want to play in THAT GAME! Does anyone have a thing for making maps like that? I always wondered, do those wormhole stay connected or is it a yearly fixing thing?

I'm so totally getting that...

But still what about map linking? I'd be cool also to have a nexus map like that one filled with wormholes, but instead half of those wormholes would link to other games. Surprised Turn a bunch of games into a big interwoven universe!

Hmm... I'll be quiet... (Psst! Vanilla game, with expanded limitions [also more presets] and cargo waypoint limits. And put your special features on a new page at game creation. [can you make an option to boost PP's remote terraforming capability?)


[Updated on: Sat, 06 May 2006 19:05]




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Re: Mod by PricklyPea Wed, 10 May 2006 01:04 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Ahh - I just replied to your message in the other thread - I posted the link to the discussion that got PricklyPea into a mood to play around with the wormholes. Laughing

Yep - I'd really like to create some games with pre-defined wormholes then, let them jiggle where they want but, have like 16 - 20 of them.

I don't think we'll ever manage to do linked universes but, that would be a hell of a lot of fun.

Ptolemy






Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Mod by PricklyPea Wed, 10 May 2006 01:41 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

The way I was going to do it was use race mutating to introduce races. Start a game with like 16 players and then cut 8 of them down to like 1 place holder ship or just delete the whole race this leaves a stub. Do this on both games. Then when a ship reaches a marked wormhole the fleet is moved from one game to another at a second predefined special wormhole. Since a race already exists to claim the ships and fleets it should work out great. You can use race mutation or just preplan both games to fit together.

What I had suggested before was in responce to the idea of having 16+ players in a game and adding them in on the fly and doing it like that instead of adding extra slots into the startup wizard.

Hey PricklyPea, you think you could release an exec that creates wormhole rich maps? Very Happy


[Updated on: Wed, 10 May 2006 01:46]




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Re: Mod by PricklyPea Tue, 15 August 2006 22:02 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Shouldn't we move this to the FreeStars forum?

These ideas are all K-rad.

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Re: Mod by PricklyPea Wed, 16 August 2006 00:24 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

No - I don't think this belongs in the FreeStars forum. The main discussions here have to do with working with the Stars! exec the way it is now.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Mod by PricklyPea Wed, 16 August 2006 21:22 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

And how would you do these things, exactly? Wouldn't it be rather difficult to implement this stuff with the existing exe, not having the source code?

I agree that these changes should be experimented with if not "patched" into operation outright. I do not agree, however, that the existing exe is the best place to start.

The point isn't completely moot just because these things can't be implemented. When we're able to do that, it will help immensely to already understand what we do and do not want to change, and how it will probably affect things.

One thing to keep in mind when doing things that can affect balance - this means pretty much everything, in complex systems like Stars! that attract attempts to exploit the margins - is that vey small changes on critical points of leverage can have disproportionately large effects. Conversely, even large sweeping changes, if they do not include these leverage points, can have little or no net effect after so much effort put in. So of critical importance is the identification of the leverage points that determine game balance and experimentation to find their tolerances and properties.


[Updated on: Wed, 16 August 2006 21:30]

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Re: Mod by PricklyPea Wed, 16 August 2006 23:48 Go to previous message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Mainly, we've been discussing things like patching wormholes into the .hst file and disecting the .hst file to find out what can be done for custom setups. Some things can be patched to the .exe but nobody has actually come up with any serious changes.

One plan though was to fix the Space Dock so that the armor overflow bug is corrected - this can be done with StarsEd.

Ptolemy


[Updated on: Wed, 16 August 2006 23:49]





Though we often ask how and why, we must also do to get the answers to the questions.

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