Planets (project cancelled)

Freeform discussion about anything related to modding Transcendence.
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Periculi
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I don't agree. CW has a ban on many weapons that would have the potential to do such widespread damage. Why is the CW at war with the Ares in the first place? Who torched the Earth? Why are actinide waste cannons illegal and other ordinance highly controlled by the military?

But it is my opinion that my planet mod can easily do without planetary bombardment at all. The real meat and clever bits of the mod seem to have escaped attention. This is an attempt at developing content generation in as random yet sensible a manner as possible to create deeper detail in the transcendence game.

And you all want to blow it up.
:cry:
F50
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Wolfy wrote: CW is more than happy to have you go around killing ares communes...
good point...
Periculi wrote:But it is my opinion that my planet mod can easily do without planetary bombardment at all.
also a good point. How about not allow planetary bombardment at all. The rationale:

Planetary bombardment nukes are extremely expensive and illegal (like slaves). and all other weapons fire is ineffective between heavy ICX turrets and atmosphere/underground reinforced shelters (even the red strelka isn't quite good enough to make it through the atmosphere?).
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Periculi
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Ok, here's the issue-

The system type definitions for the random systems, and possibly for the unique systems as well make use of <Tables> that are in the <SystemTypes> element in transcendence.xml - this is where the actual planet stations are chosen and the moon orbitals, and also the labels that are used for the placement of random stations.

For some odd reason, we can override the systems but not these tables.

The option I have to make this mod work in an extension is to override all the systems with new embedded planet tables such as are used in many of the unique systems to choose stations. I was hoping to just override the specific tables in the <SystemTypes> tag in an extension, which would have kept this mod nice and small and the work light.

Otherwise changing the tables means releasing an unpacked version only type of mod. Which is something I get a little frustrated about doing because it cuts the interest down to those who can handle unpacking (or want to bother with it) or hosting another full version to download (not very good solutions, either way).

The reason I need to change the tables is to upgrade the way moons are handled and alter some other structural aspects to make more interesting planet arrangements with a larger variety of planet images.

This is something that I have tested and have really liked the results- getting a bunch of new moons to replace the over-used &stCrateredPlanet is worth the trouble almost on its own.

However, it makes for bulky and repetitive systems- every system will need to carry it's own set of tables for the planets. Asteroids are not going to need to be altered, so they can stay as they are and don't need to be included. I have yet to test whether the <label> attributes are going to function the same, presumably they will- but then, I presumed that if we could override one part of the <SystemTypes> we could override all of it.

I am hoping we can turn this handicap into a bonus- this gives us the chance to really change the planets in the systems and make the differences between the structures much more significant and possibly much more random- larger selections of planet images and planet types could easily be arranged and system environmental differences could be emphasized in the new planet structures.

I am thinking, for instance, that Gas Giants could have larger numbers of smaller moons and generally a larger mini-system effect much like our own (but not always!).

Moons are going to be a major improvement- all the moons in transcendence are either the cratered planet or an asteroid. I have at least a dozen new moon types in varying sizes to include in this (which is why I need to alter those pesky tables!)

Any ideas about this?
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Aury
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Periculi wrote:Moons are going to be a major improvement- all the moons in transcendence are either the cratered planet or an asteroid. I have at least a dozen new moon types in varying sizes to include in this (which is why I need to alter those pesky tables!)

Any ideas about this?
I'll have some more moon graphics once I get around to making Sol (ice moons, titan, Io, Europa etc...)

Also you could have binary planets (two planets around eachother)
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<New tutorials, modding resources, and official extension stuff coming to this space soon!>
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Periculi
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:lol: 11 new varieties of cratered worlds in 9 sizes installed. I got some textures from the solar system already, but thanks anyways Wolfy.

I have a bunch of graphics done, and am working working working getting more and more planets installed.

The new moons class is coming along nicely, and I have found some good ways to control how the planetary systems get arranged so that tiny little worlds don't end up with gigantic moons, for one thing.

I think I will release a version of this that is graphics only- something that would work with the ATA systems override should do nicely. That way if you don't want to deal with orbits you just grab the new eye candy for planets and have fun with the extra graphics to help liven up the systems.

The sizes are a lot of fun in the game- and really add to the system feel. Some are a little on the small side, so I am making them kind of independent- avoiding putting stations near the tiny graphics seems to help keep your mind from reeling at the scale differences. But when the little ones are close in to the gas giants they really look like they belong there!

Well, back to planet building for me. :)
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I for one cannot wait to bug the new planetary overlords!

Although I have to admit, at this point everything seems to remind me of Star Control 2... curse you Fwiffo!

Although I suppose it's better than everything reminding me of cabbage.

Would there be something like a scanner that allows you to look up certain things about the planets, like weather, etc?
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Periculi
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If the planet has atmosphere, I suppose you get that info. And maybe some data about the primary composition (oxygen? methane? nitrogen?)

I was going to keep it simple:
Size, Density (as relates to possible mineral), Gravity, Atmosphere (composition, of lack thereof), Core (molten? ice? liquid? magnetic field?), Surface (temp, pressure, some geologic data such as ores available), developments, surveys (explored on surface?), mapped or not, claimed by ?.

And give it a random name. Then maybe add some ways to get some stuff going on- send down some survey bots, contact a settlement.

Weather seems like it might be going a little far- I think if I can include atmospheres alone that would be good. Still working out the models for what I want and what would be a decent level of content without going too far.

General planets may not get that much data- they just open the doors for placing specials in there- exotic materials, hostile settlements, outlaw bases- so you get the generic planets some 60-70%of the time, but occasionally one pops up that is worth something or does something interesting or one gets placed into a mission from stations, perhaps.
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Periculi
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Image

Image

Some of the new moons in various sizes.
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