Planets with more game!

Post ideas & suggestions you have pertaining to the game here.
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Ttech
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Apemant wrote:
Periculi wrote:In the same star system you use a special set of planets that have own markers and also some proximity check- if you get close enough to them they gate you into the planetary node at the outside 'edge' of the ss.
Oohh, I missed this part! O yea, I'm going to rewrite my mod to work like this, with proximity checks in recurring timer events, and automatically transport you to the planetary system! Since I made 8 different entry points in the planetary system, perhaps I can even make you 'approach' the system approximately from the same direction you really approached it in the main star system where the planet is! Now that'd be awesome heheheh

Hmm but the problem remains that this proximity check should be extremely quick, like in, you'd have to check it more than once per second, or else you might just 'fly by' the planet if you are in a fast ship. How fast are these recurring events? Do they lag the game if there are many of them, called very often?

Edit: crap. They aren't slow per se, but they have a nasty side-effect: although they work fine while you are in the system, when you leave the system they stop firing (naturally) but they seem to sort of 'stack' and then when you reenter the same system, all those 'stacked' events fire simultaneously, resulting in a nasty lag if there are many of them - and there ARE many of them if I'm checking the proximity several times per second.

So there should be some workaround, like turning off the timer when you exit a system and turning it back on when you visit it again. However, there are no suitable events for this, other than rewriting player ships and adding <OnEnteredGate> event, and then inside check the system we are in... that sounds rather clumsy... anyone has a better idea?

Funny thing is, Antartica and BlackMarkets have such recurring events which never gets canceled once they are started, so if my theory is correct, they are the cause of the occasional lag when you enter a stargate. I seem to remember that if you enter Antarctica system, leave it without solving it, and then come back MUCH later, it does lag quite badly right after the gating-out effect (immediatelly before entering the system).
Mod?
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Ttech
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Apemant wrote:
Periculi wrote:In the same star system you use a special set of planets that have own markers and also some proximity check- if you get close enough to them they gate you into the planetary node at the outside 'edge' of the ss.
Oohh, I missed this part! O yea, I'm going to rewrite my mod to work like this, with proximity checks in recurring timer events, and automatically transport you to the planetary system! Since I made 8 different entry points in the planetary system, perhaps I can even make you 'approach' the system approximately from the same direction you really approached it in the main star system where the planet is! Now that'd be awesome heheheh

Hmm but the problem remains that this proximity check should be extremely quick, like in, you'd have to check it more than once per second, or else you might just 'fly by' the planet if you are in a fast ship. How fast are these recurring events? Do they lag the game if there are many of them, called very often?

Edit: crap. They aren't slow per se, but they have a nasty side-effect: although they work fine while you are in the system, when you leave the system they stop firing (naturally) but they seem to sort of 'stack' and then when you reenter the same system, all those 'stacked' events fire simultaneously, resulting in a nasty lag if there are many of them - and there ARE many of them if I'm checking the proximity several times per second.

So there should be some workaround, like turning off the timer when you exit a system and turning it back on when you visit it again. However, there are no suitable events for this, other than rewriting player ships and adding <OnEnteredGate> event, and then inside check the system we are in... that sounds rather clumsy... anyone has a better idea?

Funny thing is, Antartica and BlackMarkets have such recurring events which never gets canceled once they are started, so if my theory is correct, they are the cause of the occasional lag when you enter a stargate. I seem to remember that if you enter Antarctica system, leave it without solving it, and then come back MUCH later, it does lag quite badly right after the gating-out effect (immediatelly before entering the system).
I'll be glad to test the mod when your done. :)
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Apemant
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Ttech wrote:Mod?
:lol: @ your habit of quoting the entire post and then just adding a word.

My 'mod' is nothing but an example how you can set up planetary 'systems' which work relatively smooth. You can download it from Shipyard. It just turns Morgana planet from Eridani system into a special planet which, when you get close enough to it, transports you to its 'system'. In the following days I'll probably make a nice mission out of it, but so far it's just a template.
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Periculi
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Well, your mod certainly makes leaping and bounding progress towards planets with much more depth and game impact.

In fact, it opens up the possibility of a much more layered game.
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Periculi wrote:Well, your mod certainly makes leaping and bounding progress towards planets with much more depth and game impact.

In fact, it opens up the possibility of a much more layered game.
I must try it.
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Apemant
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Periculi wrote:Well, your mod certainly makes leaping and bounding progress towards planets with much more depth and game impact.

In fact, it opens up the possibility of a much more layered game.
Perhaps, but we need an idea what to do with those systems. How about someone thinks of a nice scenario, and I try to implement it? Like in, think exactly which planet it should be, what needs to be done about it, what kind of defenses would the planet have (fleets, types of ships, their waponry, potential defensive turrets and their weaponry, reinforcements, defensive strategise), any special objects you might require to finish the quest, and what would the reward be. Also, where would it be attached (which point in the game). Then, I'll try to make it all work. Deal? :D
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I've always thought the SK super cluster was a little tight- might be nice to make a planetary system in SK around the biosphere planet. That would also make it nice and roomy for a few more custom stations:

We could do some form of simple bounty hunter missions- using unique stations and some custom loot out in the mix of systems to bring back to developed, civilized centers of the CW for some form of bounty.

Some planets could be 'research' missions that tied back into research stations in places like SK.

Simple quest arcs like 'fetch and reward' and 'scavenger hunts' could be added in many flavors and tie back into friendly developed planetary systems.

A good candidate for planetary systems for enemies would be a homeworld or capital mod.
Last edited by Periculi on Sun Dec 09, 2007 10:05 pm, edited 1 time in total.
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Ttech
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Periculi wrote:I've always thought the SK super cluster was a little tight- might be nice to make a planetary system in SK around the biosphere planet. That would also make it nice and roomy for a few more custom stations:

We could do some form of simple bounty hunter missions- using unique stations and some custom loot out in the mix of systems to bring back to developed, civilized centers of the CW for some form of bounty.

Heh... your telling me. :P
IF you could get SK spaced out I'd be happy, that supercluster makesi t almost impossible to dock with the Commonwealth Station half the time. And hte ships never leave. They need to be on timers or something. (LIke it would be normaly)
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Apemant
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Ttech wrote: IF you could get SK spaced out I'd be happy, that supercluster makesi t almost impossible to dock with the Commonwealth Station half the time. And hte ships never leave. They need to be on timers or something. (LIke it would be normaly)
Use targetting computer: press F until you get Station targetted, then you can dock easily. :D
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Ttech
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Apemant wrote:
Ttech wrote: IF you could get SK spaced out I'd be happy, that supercluster makesi t almost impossible to dock with the Commonwealth Station half the time. And hte ships never leave. They need to be on timers or something. (LIke it would be normaly)
Use targetting computer: press F until you get Station targetted, then you can dock easily. :D

heh I never thought about that. :)
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You see, the only problem with that is the planet in St. Katharine's star system is pretty much the only inhabitable planet in the game. Unless you want to live in some kind of biodome, your better off levaing the planets alone.
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Periculi
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I disagree, Xephyr.

Planetary systems could be like their own little mini-adventures or mission points, they could serve to emphasize the importance of a massively developed world such as in StK, they could be hostile strongholds- and any of that without regard to the actual environ of the planet.

But more importantly- the mod Apemant has worked out is a very clever use of gating and opens up many new ways to play- the same code could be attached to a base that had a jumpshield that teleported attackers away from it, and many other twists could also be arranged- even wormhole effects that might randomly appear and gate you to unknown systems.
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Ttech
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Periculi wrote:I disagree, Xephyr.

Planetary systems could be like their own little mini-adventures or mission points, they could serve to emphasize the importance of a massively developed world such as in StK, they could be hostile strongholds- and any of that without regard to the actual environ of the planet.

But more importantly- the mod Apemant has worked out is a very clever use of gating and opens up many new ways to play- the same code could be attached to a base that had a jumpshield that teleported attackers away from it, and many other twists could also be arranged- even wormhole effects that might randomly appear and gate you to unknown systems.

I'd have to agree with that one, different forms of life!
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