I am very curious if there is an upper limit to the number of topology nodes the game will accept.
And also- what's the 'variant' description in the system tag actually doing? Are there more than just the 'commonwealth' and 'ungoverned' variants to make use of in some manner? There doesn't seem to be much difference between a system set for one or the other, and why is St. Katharine's Star 'ungoverned'?
Upper limit to Topology Nodes?
When the system is being generated, the way it assigns random stations can be changed depending on the variant. At the moment, the systems all seem to be the same, but you could change that in a mod...Periculi wrote:And also- what's the 'variant' description in the system tag actually doing? Are there more than just the 'commonwealth' and 'ungoverned' variants to make use of in some manner?
Check out the Variants subsections of the generic SystemTypes.
StKs doesnt use a generic system, so it isnt going to pay any attention to the variant type anyway.There doesn't seem to be much difference between a system set for one or the other, and why is St. Katharine's Star 'ungoverned'?
- Periculi
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I thought it was assigning random stations and encounters based on the environment- envFire, envWater, envEarth, envAir- all of which have defined tables for what gets what in the entities section of Trans.xml. I have no clue where this variant sub-section could be, any chance you want to draw me a map to it?
Oh- you did the NetProto mod, didn't you? Maybe you could help me out with a little script syntax- I have been trying to figure out a way to get the gates on 'switches' so that I can declare them in the nodes-
Say I have 4 gates needed for a certain node, but I want to use the standard random system types- similar to the code you wrote for random gates, I would need to add gates to the generic systems up to the max I need. Couldn't there be some kind of script in the topology node itself that told the system type how many gates to use then have a switch of sorts in the random system types?
Node
--system .... /system
--StarGates .... /StarGates
-- (Code that states number of gates used in this node)
/Node
Then in the system types section-
--place the two stargates--
RandomLocation.... (for the 2 gates)
(code for the extra Gates up to the max needed, but in some kind of an If statement)
Oh- you did the NetProto mod, didn't you? Maybe you could help me out with a little script syntax- I have been trying to figure out a way to get the gates on 'switches' so that I can declare them in the nodes-
Say I have 4 gates needed for a certain node, but I want to use the standard random system types- similar to the code you wrote for random gates, I would need to add gates to the generic systems up to the max I need. Couldn't there be some kind of script in the topology node itself that told the system type how many gates to use then have a switch of sorts in the random system types?
Node
--system .... /system
--StarGates .... /StarGates
-- (Code that states number of gates used in this node)
/Node
Then in the system types section-
--place the two stargates--
RandomLocation.... (for the 2 gates)
(code for the extra Gates up to the max needed, but in some kind of an If statement)