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Author Topic: Survival  (Read 941 times)
Sandtrooper
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« on: January 30, 2009, 11:35:29 PM »

AdmiralTigerClaw's "Survival" scenario:

The quad stars are in place, the action taking place in "Crateris B". 64 asteroids surround it.

I've put 5 planets in, and 2 are gas giants with moons, and I made sure ALL objects are not S-type planets.

Graphics used:

TWO, from the Trek Mod (The two ringed planets)

You will notice a tiny red dot in the attachment, thats required or the game will not accept the placement of the stars and crash. What annoys me is that it shows up on the minimap, but I had to put it there so the game wouldn't screw up the entire placement. It's also there so the ring of asteroids could be made or else they'd orbit one of the stars instead of the middle.
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« Reply #1 on: January 31, 2009, 12:11:05 AM »

Code:
[code]Post the planets file for me please.

EDIT, actually, scratch that.  Let me explain how to make multiple stars work.

Using my old Local Neighborhood mod as a refference... note the following.

[code]
planet data {
#INCLUDE rl_data_planets.sec
}

Here I call the sec file named above.  This file contains the following, and ONLY the following.

Code:
#ECHO * loading solar systems for First Contact...
#INCLUDE sf_data_planets_Sol.sec([r]=0.0,[a]=0)
#INCLUDE rl_data_planets_ACentauri.sec([r]=30.0,[a]=275)
#INCLUDE sf_data_planets_EEridani.sec([r]=82,[a]=85)
#INCLUDE sf_data_planets_TCeti.sec([r]=100.0,[a]=45)
#INCLUDE rl_data_planets_Sirius.sec([r]=65.0,[a]=135)
#INCLUDE sf_data_planets_W359.sec([r]=95.0,[a]=157.5)
#INCLUDE sf_data_planets_61C.sec([r]=90.0,[a]=0)
#INCLUDE sf_data_planets_R154.sec([r]=65.0,[a]=315.0)
#INCLUDE sf_data_planets_BSTAR.sec([r]=45.0,[a]=292.0)
#INCLUDE sf_data_planets_PCENT.sec([r]=40.0,[a]=270.0)
#INCLUDE sf_data_planets_Procyon.sec([r]=60.0,[a]=202.5)


The systems can then be programmed as individual sf_planets_systemname.sec files and each star will be treated as the control for that system.


To make the Crateris file work.

You would call the crateris SEC file.

You would include

#include crateris_barycenter ([r]=0.0[a]=0)

Crateris barycenter would have all the data for the planets and the central 'star' would simply be a blank object with a description 'barycenter'.

Then you would include the rest below as follows
#include crateris_a ([r]=x[a]=y)
#include crateris_b ([r]=x[a]=y)
#include crateris_c ([r]=x[a]=y)
#include crateris_d ([r]=x[a]=y)

And these would be expressly to position the four stars on the map.  Orbits would not function for the stars, just the planets around the barycenter, but the map should be stable without weirdness.

EDIT:

Below is a shopped idea of what I want the map to look like.  Thicken up that asteroid belt and make it look like the outside edges are less defined than the inner edges where the planets swept the path clear.
The silver stars reprisent where the orbital colonies and the battlestation complexes will be in game.

Also, remove colonies from the planets.  They start 'blank'.[/code][/code]
« Last Edit: January 31, 2009, 12:30:03 AM by AdmiralTigerclaw » Report to moderator   Logged

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« Reply #2 on: January 31, 2009, 07:22:39 PM »

Quote
You would call the crateris SEC file.

You would include

#include crateris_barycenter ([r]=0.0[a]=0)

Crateris barycenter would have all the data for the planets and the central 'star' would simply be a blank object with a description 'barycenter'.

I really do not understand you there. I try to "create" your blank object and the game doesn't like that (it keeps crashing on me), so I'm forced to use that 1 pixel placeholder star or else the game freaks out on me.

Also, do you want me to make the planets orbit the 4 stars or should they just orbit the centre of the scenario like the asteroids?
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« Reply #3 on: January 31, 2009, 08:53:43 PM »

Blank object as in a blank 1 or two px bitmap with no stats.
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« Reply #4 on: February 02, 2009, 02:41:39 PM »

Ok I've made the debris belt more dense...I'm just making it scatter randomly rather than a giant circle, and I've added that "inner asteroid field" you drawn on the guide. I also relocated the races to rocks. Somehow the Dregs still gain 10 ships on their tiny rock even when all races have equal population set!
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TRIBE-SD)    オークエボリューション
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AdmiralTigerclaw
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« Reply #5 on: February 02, 2009, 03:06:05 PM »

Just don't get too caught up in working on this one right now.

The map won't function as it should until we have space colonies programmed in.
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