complex topologies

Post ideas & suggestions you have pertaining to the game here.
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Ttech
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Periculi wrote:
Ttech wrote:I don't understand this a bit. :P
If silence is golden, perhaps the unwritten comment is similarly valuable.

Betelgeuse, if you want to be the brains and code writer for the core of this, I would try to assist you if you wanted- but I really don't understand how you are going to create it with the way things run now.
Perhaps what I was trying to say is "I Want to!" :P 5 days till I can spend more time taking a look at all of this. :) hehe
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Betelgeuse
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Betelgeuse, if you want to be the brains and code writer for the core of this, I would try to assist you if you wanted- but I really don't understand how you are going to create it with the way things run now.
The reason I put it in here is because we can't do it. Also you have to realize that most people do not play with other peoples mods just there own. So proof of concepts are good in mods but if you want more people to play with it you will need to get stuff into the vanilla version.
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Betelgeuse
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hmm my dream for topologies

functions for system names
linked stargates (ie if one stargate appears a different one must appear)
systems that will get rid of stargates that go to Nil
the path thing I was talking about earlier.
define starting system middle system and other points so starting system in player ships is more flexible.

here is an example (I did leave out alot of systems but you get the idea)

Code: Select all

<StarSystemTopology>
	<Node ID="SE" rootNode="true" nodeName="Start">
		<System name="Eridani"				level="1">
			<System UNID="&ssStartonEridani;"/>
		</System>	
		
		<StarGates>
			<Table>
				<StarGate chance="50" Name="SE-R1" DestID="R1" DestGate="R1-SE" link="R1-SE"/>
				Nil
			</Table>
			<Table>
				<StarGate chance="50" Name="SE-R2" DestID="R2" DestGate="R2-SE"
				Nil
			</Table>
			<Table>
				<StarGate chance="50" Name="SE-R3" DestID="R3" DestGate="R3-SE" link="R3-SE"/>
				Nil
			</Table>
		</StarGates>
	</Node>
	
	<Node ID="R1">
		<System	level="3"	variant="commonwealth">
			<Table>
				<Item chance="17" name=(ranSysName)	UNID="&ssEarthSpaceStandard;"/>
				<Item chance="8"  name=(ranSysName)	UNID="&ssEarthSpaceBinary;"/>
				<Item chance="25" name="Jotunheim"	UNID="&ssEarthSpaceRedDwarf;"/>
				<Item chance="25" name="Hena's Star"	UNID="&ssEarthSpaceAsteroids;"/>
				<Item chance="25" name=(ranSysName)	UNID="&ssEarthSpaceDesert;"/>
			</Table>
		</System>
		
		<StarGates>
			<Table>
				<StarGate chance="50" Name="R1-SE" DestID="R1" DestGate="SE-R1" link="R1-SE"/>
				Nil
			</Table>
			<Table>
				<StarGate chance="50" Name="R1-R2" DestID="R2" DestGate="R1-R2" link="R1-R2"/>
				Nil
			</Table>
			<Table>
				<StarGate chance="50" Name="R1-R3" DestID="R3" DestGate="R1-R3" link="R1-R3"/>
				Nil
			</Table>
		</StarGates>
	</Node>
	
	
	...
	
	<Path start="SE" end="R3" min="2" max="4" />
	<Path start="R3" end="SE" min="2" max="4" />
</StarSystemTopology>
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digdug
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if you guys can get it to work nicely, what about asking George to add a star-map button ?
Push the button and you will see the system names and their connections (that you already visited of course)
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Ttech
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digdug wrote:if you guys can get it to work nicely, what about asking George to add a star-map button ?
Push the button and you will see the system names and their connections (that you already visited of course)
I'd lke that. :)
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Betelgeuse
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couldn't think of a better thread to put this in :lol:

dynamic gates: Basicly gates that you can change the destination of.
This would make everyone happy due to you can still use the current topologies but if you wanted you can custom make any kind of topology you wanted. All it would need is an Oncreate event for systems (you can kind of already do this but an official one would be nice) and a way to change the destinations of gates (I am not sure what will happen with the map labels but I am not a fan of saying what system you are going too so just Stargate would be fine for the name.

With these two things you can have systems with a variable amount of stargates, stargates that change after you go through them, and any topology conceivable.

Any opinions on this? Do you think it is a good idea?

edit:
A simple way to put this in is just make keys bindable in normal game or overwrite the current bindings.
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Ttech
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Betelgeuse wrote:couldn't think of a better thread to put this in :lol:

dynamic gates: Basicly gates that you can change the destination of.
This would make everyone happy due to you can still use the current topologies but if you wanted you can custom make any kind of topology you wanted. All it would need is an Oncreate event for systems (you can kind of already do this but an official one would be nice) and a way to change the destinations of gates (I am not sure what will happen with the map labels but I am not a fan of saying what system you are going too so just Stargate would be fine for the name.

With these two things you can have systems with a variable amount of stargates, stargates that change after you go through them, and any topology conceivable.

Any opinions on this? Do you think it is a good idea?

edit:
A simple way to put this in is just make keys bindable in normal game or overwrite the current bindings.
Didn't I say that?
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Betelgeuse
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nope Ttech you didn't in fact :?
you said you didn't know what was going on
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Ttech
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Betelgeuse wrote:nope Ttech you didn't in fact :?
you said you didn't know what was going on

I must look for my brain... Sorry
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