StellarForum
May 22, 2012, 02:23:34 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Stellar Frontier has moved to the new forum and site at stellarfrontier.com!
Please make a new account there in preparation for SF 2.0 and to chat on the boards!
 
   Home   Help Search Groups Login Register  
Pages: 1 2 [3]
  Send this topic  |  Print  
Author Topic: Sol System EXPANDED  (Read 4072 times)
NiteHawk
<dev></dev>
Administrator
Legendary Member
*****
Posts: 2816



WWW
« Reply #30 on: January 16, 2009, 09:42:20 PM »

Yeah was wondering about FPS too. Have to definatly see how everything works out.

Gonna start taking a look at some engine stuff soon as I release the next ver.
Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
NiteHawk
<dev></dev>
Administrator
Legendary Member
*****
Posts: 2816



WWW
« Reply #31 on: January 23, 2009, 03:12:40 PM »

WARNING

The scenario is partially incompatible with 1.3.2x

  • Only Starbases spawn for unknown reasons
  • Supported bot count is severely reduced, "One bot is counted for 8 planets"
  • The game crashes if I raise the maximum number of bots over 110

Yeah I'll raise the limit higher, check the GD.

The planet count is 449 in both versions of the scenario.
Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
AdmiralTigerclaw
Sound Developer
Expert Member
****
Posts: 734


Naval Commander: Forum Sound Admin


« Reply #32 on: March 10, 2009, 08:19:25 PM »

Hey sand, we got any updates on this, or any other of the scenario maps?
Report to moderator   Logged

GCFA Naval Commander
Veteran Player - Supreme Spaceforce Agressor
Owner: Samurai Penguin Studios
Listen on Last.FM
Sandtrooper
Vice CinC of TRIBE
Administrator
Expert Member
*****
Posts: 504



WWW Email
« Reply #33 on: March 11, 2009, 12:01:33 AM »

I might get back to you tomorrow on that, my voice is hoarse from shouting "GO CAPS GO" x75 times in a crushing 3-1 loss at The Stick tonight...I'll start coding the next 200 asteroids...dammit I wish that random Asteroid generator gets incorporated SOON.
Report to moderator   Logged



Fleet Admiral Sandtrooper
2nd in Command of TRIBE

TRIBE-SD)    オークエボリューション
(Oak Evolution)
Sandtrooper
Vice CinC of TRIBE
Administrator
Expert Member
*****
Posts: 504



WWW Email
« Reply #34 on: March 11, 2009, 02:24:00 PM »

Added another 100 asteroids, the planet count should say 549 now. Some large bugs occur with the placement of the asteroids as I had to add an additional number for the distance from Sol input with the next 100 asteroids as they overlapped some of the other ones.
Report to moderator   Logged



Fleet Admiral Sandtrooper
2nd in Command of TRIBE

TRIBE-SD)    オークエボリューション
(Oak Evolution)
Sandtrooper
Vice CinC of TRIBE
Administrator
Expert Member
*****
Posts: 504



WWW Email
« Reply #35 on: March 16, 2009, 06:21:14 PM »

100 more asteroids to the main belt, its from 1 to 400 now.

Quote from: Sol Expanded Frontier.log
... GameState validation passed
GameStateClass profile for  on frame 0
number of ships           =   170
number of planets         =   650
number of missiles        =   0
number of colonies        =   26
number of ship designs    =   36(150)
number of missile designs =   77(200)
number of modules         =   280(750)
number of loaded modules  =   0
Report to moderator   Logged



Fleet Admiral Sandtrooper
2nd in Command of TRIBE

TRIBE-SD)    オークエボリューション
(Oak Evolution)
Pages: 1 2 [3]
  Send this topic  |  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.12 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!