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Home » news » forums » Space Empires V » Space Empires V General

True Max Number of Systems

Submitted by Cosmic Marvel on Mon, 2006-12-25 07:08. Space Empires V General

I'm betting someone has dug into this: what is the REAL maximun number of systems available in the game? I don't think it's as advertized on the box!

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Max systems

Submitted by Husker50 on Mon, 2006-12-25 08:22.

[i] At the top of the settings text file it states that the max systems is 255. that is hard cided.

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marx0012's picture

To play with 255 systems,

Submitted by marx0012 on Mon, 2006-12-25 10:25.

To play with 255 systems, one needs 255 system names. But the game only has...... like 105 of them.
Any idea's about the rest of the names? I am upto 131 names at this moment.
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Every great fall begins with a single mistake, YOU just made your's........

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Not in mine

Submitted by Grumble314 on Mon, 2006-12-25 10:33.

Husker50 wrote:
[i] At the top of the settings text file it states that the max systems is 255. that is hard cided.
Actually it's 100 unless you change it to 255. As for system names do a search there is a rather large one floating around here.

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Thanks

Submitted by Cosmic Marvel on Mon, 2006-12-25 14:10.

Thanks, guys, that explains the variations I've been seeing.

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Thy Reaper's picture
Mod Designer

255 may just be an artifact

Submitted by Thy Reaper on Mon, 2006-12-25 14:43.

It's possible the engine actually supports beyond 255 systems. Some things just got left over from the switch to SE:V that were in SE:IV. For example, mines have 5 instances of cloak level, one for each kind of sensor. The only problem is that those sensors don't exist anymore. It may be that the limit is just something that was left behind in the text file. I think we need some tests...

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Give me atmoshperic manipulation cannons, or give me death!

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make that..........

Submitted by marx0012 on Mon, 2006-12-25 14:53.

marx0012 wrote:
To play with 255 systems, one needs 255 system names. But the game only has...... like 105 of them. Any idea's about the rest of the names? I am upto 131 names at this moment. quote]

Make that 226, I checked the system names mod and added those names to my Sn list
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Every great fall begins with a single mistake, YOU just made your's........

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Interesting

Submitted by Cosmic Marvel on Mon, 2006-12-25 14:55.

Thy Reaper wrote:
It's possible the engine actually supports beyond 255 systems. Some things just got left over from the switch to SE:V that were in SE:IV. For example, mines have 5 instances of cloak level, one for each kind of sensor. The only problem is that those sensors don't exist anymore. It may be that the limit is just something that was left behind in the text file. I think we need some tests...

-----
Give me atmoshperic manipulation cannons, or give me death!


That's an interest thought. I'd like to know the results of any tests.

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Not a lot of room

Submitted by Grumble314 on Mon, 2006-12-25 15:01.

I don't know not alot of spare room for more systems in a 255 system map.

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Keep Looking

Submitted by Grumble314 on Mon, 2006-12-25 15:10.

marx0012 wrote:
marx0012 wrote:
To play with 255 systems, one needs 255 system names. But the game only has...... like 105 of them. Any idea's about the rest of the names? I am upto 131 names at this moment.

Make that 226, I checked the system names mod and added those names to my Sn list
------------------------------------------------------------------------------------------
Every great fall begins with a single mistake, YOU just made your's........


My SystemNames.txt in 508kb and I downloaded it from here so there are lots more names out there.

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Working on it

Submitted by 2ltben on Mon, 2006-12-25 15:38.

marx0012 wrote:
To play with 255 systems, one needs 255 system names. But the game only has...... like 105 of them. Any idea's about the rest of the names? I am upto 131 names at this moment. ---------------------------------------------------------------------------------------------

Every great fall begins with a single mistake, YOU just made your's........


As I said in another thread, I'm making a mod of system names using the Bayer catalogue. I'm going alphabetically by constellation and I'm up to Lyra. I have over 255 at this point.

Does the game assign names in order of the list or does it choose them at random? If it chooses at random, I'd want the full list, but if it goes in order, I'll just release what I have.

*edit*
I wouldn't worry about quadrant space. The quadrant map, at its most crowded point, can have 3400 systems. The 255 engine max takes up 7.5% of the quadrant map's total capacity.

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Mod Designer

Random

Submitted by Phoenix-D on Mon, 2006-12-25 15:42.

Its random. And while the quadrent map can hold that many, it'd be a problem to navigate long before then.

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How long would that game

Submitted by Destroyer224 on Mon, 2006-12-25 23:46.

How long would that game last? With 3400 systems, how many computer players would there be? imagine your cpu having to process 2000 different cpus every time you end your turn...

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I tested a 255-star quadrant

Submitted by 2ltben on Tue, 2006-12-26 01:32.

I tested a 255-star quadrant with my own custom name file. It works just fine, although the distribution in Spiral is bugged(the majority of stars hug the outside rectange) and Grid just looks odd, though its behavior is how it's supposed to look.

It takes about 45-60 seconds to generate without warp points, 1 1/2-2 minutes with warp points.

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I tested 320

Submitted by 2ltben on Tue, 2006-12-26 01:47.

I tested 320 systems.
http://img208.imageshack.us/img208/3452/320systemsfq4.jpg

This artifact appears when you go over the posted limit. It just intensifies when you increase the number.

512 Systems
http://img204.imageshack.us/img204/1984/510systemsoa5.jpg

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Mod Designer

"Bob"... You have to have a

Submitted by LordHavoc on Tue, 2006-12-26 06:35.

"Bob"...

You have to have a system called "Bob". No galaxy is complete without at least one system simply called "Bob"!

Your lord and master (below Foamy) LordHavoc

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Thy Reaper's picture
Mod Designer

Very interesting

Submitted by Thy Reaper on Tue, 2006-12-26 17:08.

Thanks for taking the time to test this, I didn't get around to it yet.

From the looks of it, I'd say that all systems exist in one list, but when determining warp points (and possibly other things) the lists of systems are capped at 255 systems. Anything beyond that makes warp points into nonsense.

Regardless of exactly why that happens, though, I think it's safe to say the limit is actually 255.

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Give me atmoshperic manipulation cannons, or give me death!

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Re: True Max Number of Systems

Submitted by ajm5k6 on Thu, 2008-04-17 09:01.

Wow that many systems would be amazing. When I am done with my Mod I will try for the games STATED limit. 255, I don;t want to push it much beyond that. I don't want the game to go all crazy.

The courage to endure.

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Re: True Max Number of Systems

Submitted by marhawkman on Fri, 2008-04-18 07:25.

Did you try doing it with "all warp points are connected"? Maybe that would force it to go back and fill them in.

..... Oh what am I saying... I'm gonna try it later just because I can.

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Re: True Max Number of Systems

Submitted by Fyron on Fri, 2008-04-18 11:16.

From what I remember, the WPs still exist, they just stop getting rendered on the quadrant map at some point.


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Re: True Max Number of Systems

Submitted by marhawkman on Fri, 2008-04-18 22:29.

And, like usual, Fyron is exactly right.

BTW I've noticed that weird things happen in certain galaxy configurations. The ring that people mentioned earlier, and a bizarre "stack" of solar systems in the upper left corner of the map. My hypothesis is that the stack is whatever systems it couldn't find places for. It just dumps them there as a "case else" sort of thing. They DO seem to be properly connected though. But, since they all occupy the same location on the galactic map, navigating is a royal pain.

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Re: True Max Number of Systems

Submitted by Fyron on Sat, 2008-04-19 02:51.

Oh stack, I know thee well... the stupid game refuses to allow systems to exist in adjacent squares. Any map settings that would cause one single system to be placed too close cause the rest of the systems to dog-pile in the upper left! Sad


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Re: True Max Number of Systems

Submitted by capnq on Sat, 2008-04-19 09:20.

Fyron wrote:
Oh stack, I know thee well... the stupid game refuses to allow systems to exist in adjacent squares. Any map settings that would cause one single system to be placed too close cause the rest of the systems to dog-pile in the upper left! :(
So "Min Dist Between Systems" should never be set to zero in QuadrantTypes.txt?

Thinking about it, that's probably necessary to allow space to draw the lines when you turn on "Show Warp Lines" in the map display options.

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Re: True Max Number of Systems

Submitted by Fyron on Sat, 2008-04-19 12:33.

SE4 got by fine with adjacent systems.

I suspect that a "Min Dist Between Systems" of 0 would be summarily ignored by the map generator. Most of my woes came about from the specific system placement stuff for spiral type maps.


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Re: True Max Number of Systems

Submitted by marhawkman on Sat, 2008-04-19 14:11.

Yeah, the generator puts a LOT of empty space in and then there's no room left over for stars, thus you get a ring around the outside and the stack.

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Mod Designer

Re: "Bob"...You have to have a

Submitted by Whiteangelliger on Sat, 2008-04-19 14:57.

lol how the heck did we end up in Bob i wanted to go to nancy *cries*

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