SS Topology Version 4

Freeform discussion about anything related to modding Transcendence.
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Periculi
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Always a good idea, getting some sleep.

When you do post it up, I might run through and update the topology to work with the segmented style of the topology in the Stone Soup mod ( by changing the systems out it should easily work).

I am not certain that the Environmental mod is the best approach for trading, but it has been interesting to play with. I would prefer a better method for the stations rather than just repeating so much code, but I liked the trading depth and have felt that it could be implemented into something really fun to play.
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Ttech
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Periculi wrote:Always a good idea, getting some sleep.

When you do post it up, I might run through and update the topology to work with the segmented style of the topology in the Stone Soup mod ( by changing the systems out it should easily work).

I am not certain that the Environmental mod is the best approach for trading, but it has been interesting to play with. I would prefer a better method for the stations rather than just repeating so much code, but I liked the trading depth and have felt that it could be implemented into something really fun to play.
heh, thats why I liked the idea of random more. :) The chance tags in other things other then items. :) But I'm off.
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digdug
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I found a stargate that is not a stargate ? when pressing G it doesn't work.
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http://img132.imageshack.us/img132/9316 ... atert7.jpg


also I found 2 stargates perfectly overlapping:
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http://img132.imageshack.us/img132/9388 ... ingej3.jpg

fortunately both of them where going inbound, so i gated in one of the two in the right direction.
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Periculi
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hmm... Stargates that don't function usually mean the system had more gates listed than the topology used- do you remember what node you were in?

I should make some debug tools to find the exact node - maybe an item that will query and report the node ID or something to help track the lost gates

As for the placement- it has been frustrating me to see those occasional overlaps- it seems that there is no placement checking to avoid the overlapping of gates and other space objects. It can sometimes happen in systems where there are a lot of gates, I would need to redo the systems to give each gate a better specific orbit distance or area in the system- right now it just uses a basic random location with general position such as 'inner system'.

Thanks for the feedback, digdug.

So, I have a version 5 that could be released after I make some of the above corrections, however I had thought to wait for 0.99 to be released. Any one feel they can't wait for the next version, let me know and I will think about maybe getting around to posting v5.
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digdug
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unfortunately i don't know where i was exactly, it's kinda hard without a map. :)
Also I haven't really took time to read the code and check where the loops or branches are. I can say I was 2-3 systems from st. kathrine. (past or before ? i found st. katrine only one time and then i suddenly found myself in the middle of Sung space)

and yes a device that give you the node ID would be perfect for debugging.

i can speak for myself, and i would like to wait for 0.99. Currently i'm quite enjoying SS v4.
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Arisaya
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uh, back on the first page I saw a post about making a community expansion? :D
I had interest in this as I was adding in a side-plot topography (this network of systems would lead to Sol- where the ruined Earth resides.)
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Periculi
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So: if you make a topo segment and specialty system for Sol, and you want it included in the SS topo file set just let me know.

Options from St. K's would work great as it is a part of the storyline that explorers from earth first founded a colony in St. K- If you wanted to have the Sol branch included, I would add in a gate special for the branch from every version of SK node (six currently) so that it would be guaranteed to show up every game. You can make the branch somewhat dynamic if you like, I have a few hints on that if you want them. :)
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Arisaya
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some help with the dynamic topography would be great thanks!

[edit]
I got the dl and am working with that directly so that I may effetivly test it. I've sepparated my changes into a second file however so that I know what has been changed and for you to implement in the community pack release.

A bit off-topic, but I added in some more encounters, including random commonwealth fleet patrols in some systems (they roam around like the ranx dreadnaughts, the ships you see vary with level (ie- no cruisers in eridani), but in the later levels you get to see the aquilla-class cruiser as well as other various civilian encounters)

[edit #2]
It's routed from Point Juno to the system prior to heretic
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F50
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Could someone make a diagram of this network? :twisted:

I am serious however.
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Arisaya
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F50 wrote:Could someone make a diagram of this network? :twisted:

I am serious however.
problem is the layout changes from game to game. it's very dynamic, try peeking at the code.
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Periculi
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You can use the topo snippets in the included folder to get an idea of the network map of all possible connections on the main branch, but the additional random gates are not included there.
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a curiosity.. how do I get this to run?
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Periculi
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Firstly- you will need to have transcendence running from the XML files. This mod won't run as an extension.

Once you have the XML source from the game unpacked from TransData, set up a copy (just to be safe) and then copy over the SS topo files into the XML. It will overwrite your Transcendence.XML, and then you load the game with the usual EXE and go...

If this is your first time using TransData: Read the instructions on the Main Website.


The folder of snippets and Names file are only for reference if you want to alter or add to the topology system.

I could have sworn I posted the instructions in more detail somewhere around here.
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