System Spawning

Post ideas & suggestions you have pertaining to the game here.
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RPC
Fleet Admiral
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Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Here is a proposal on how to make a system generator that overrides any node.

Code: Select all

<SystemSpawner>
	<NodeIDOverride="SE">
		<Table>
			;here we have the standard tables
		</Table>
		;here is what I propose, adding a systemParts that specifies modifications to a node
		<SystemParts>
			;the sun
			<Sun>
				&Sunstation;
			</Sun>
			;ability to add planets, asteroids, and environment
			<Planet Distance="" angle= "" type="SomeUNID"/>
			<Asteroids table="tableUNID" />
			<Environment>
				<Nebula radius="one number or range" PercentCoverage=""/>
				<RadiationCloud distance="" Angle=""/>
				<ImageBackground resource="UNID" backgroundPlane=""/>
			</Environment>
		</SystemParts>
		;here is the factional part of the spawner, it allows for the addition and subtraction of sovereigns in the system
		;0 strength means it does not show
		<Factions>
			<sovereign="&svCommonwealth;" strength="" [strength is an arbitrary number and a WIP]>
			<Sovereign="&svSettlers;" strength="0">
		</Factions>
	</Node>
</SystemSpawner>
I feel that this syntax is much easier to work with than the existing syntax, and easier to use when modifying systems.
Now, I also want some associated functions with this new syntax, which is SysCreateEnvironment.


However, after an IRC discussion, several things came up:
1. It is a meshing of node and systems into one xml type.
Here are a few issues with creating a system from scratch through code:
1. Orbit lines do not show
2. Cannot create nebula or radiation clouds

Although this is not a comprehensive answer, modders definitely need to be able to modify random systems through code for the creation of unique adventures. Are there any thoughts as to how to make this work?
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shanejfilomena
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RPC wrote:Here is a proposal on how to make a system generator that overrides any node.

Code: Select all

<SystemSpawner>
	<NodeIDOverride="SE">
		<Table>
			;here we have the standard tables
		</Table>
		;here is what I propose, adding a systemParts that specifies modifications to a node
		<SystemParts>
			;the sun
			<Sun>
				&Sunstation;
			</Sun>
			;ability to add planets, asteroids, and environment
			<Planet Distance="" angle= "" type="SomeUNID"/>
			<Asteroids table="tableUNID" />
			<Environment>
				<Nebula radius="one number or range" PercentCoverage=""/>
				<RadiationCloud distance="" Angle=""/>
				<ImageBackground resource="UNID" backgroundPlane=""/>
			</Environment>
		</SystemParts>
		;here is the factional part of the spawner, it allows for the addition and subtraction of sovereigns in the system
		;0 strength means it does not show
		<Factions>
			<sovereign="&svCommonwealth;" strength="" [strength is an arbitrary number and a WIP]>
			<Sovereign="&svSettlers;" strength="0">
		</Factions>
	</Node>
</SystemSpawner>
I feel that this syntax is much easier to work with than the existing syntax, and easier to use when modifying systems.
Now, I also want some associated functions with this new syntax, which is SysCreateEnvironment.


However, after an IRC discussion, several things came up:
1. It is a meshing of node and systems into one xml type.
Here are a few issues with creating a system from scratch through code:
1. Orbit lines do not show
2. Cannot create nebula or radiation clouds

Although this is not a comprehensive answer, modders definitely need to be able to modify random systems through code for the creation of unique adventures. Are there any thoughts as to how to make this work?
I quoted so others can see it without scrolling :
This is a great idea and takes what is already in the game to a " deeper level " but I believe that with :

Code: Select all

			System 
					name=			"Huaramarca"
					level=			"6"
					attributes=		"huari"
					>[/b]
				<System UNID="&ssHuaramarca;"/>
			</System>

			
we can see a beginnings of this type of generation and together with the suggested Topology generation hook....
well, if you add it all up I am out of the park because it is going into places most players can not follow ( but it would be a great idea )
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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