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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Hyper-Drive

Master Vitro's picture
Submitted by Master Vitro on Fri, 2006-09-29 17:27. SE:V MODs

There should be a MOD were there are no warp points, instead add a component that allows hyper-drive like movment between systems, except have it were u can choose the exact coridanents in a system were u want to apear. Have the hyper-drive take lots of supplies, make all "stars" visible, so you get each sytem to go to.

I tried do somthin like this in SEIV but all I can realy do is make ships make and destroy warp-points!!!

This would be great for a more realistic game since there are most likly no warp-points on the edge of our solor system, we would problay have noticed by now.

‹ UNSC Shipset Defensive bonus defined by hull space and speed ? ›
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Kana's picture
Mod Designer

Probably the only way you

Submitted by Kana on Sun, 2006-10-01 00:42.

Probably the only way you will be able to do it in SEV as well...

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What's the "Space fold

Submitted by Darkshado on Tue, 2006-10-03 02:28.

What's the "Space fold device" reference I've seen in the command buttons for then?

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Captain Kwok's picture
Mod Designer

Non-WP Movement unlikely...

Submitted by Captain Kwok on Tue, 2006-10-03 06:21.

I think it's a legacy button from earlier in development. I doubt that MM will allow non-warp point movement between systems...

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alarikf's picture

It would be a VAST

Submitted by alarikf on Tue, 2006-10-03 07:35.

It would be a VAST improvement to have non-WP movement options. I've been pushing for this since time began - I think it would allow a much greater range of game types and scenarios and interest...so my fingers are crossed that the space fold option will be enabled in a patch...

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alarikf's picture

It would be a VAST

Submitted by alarikf on Tue, 2006-10-03 07:40.

Deleted double post...oopsie!

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Rilbur's picture

Doesn't Fit

Submitted by Rilbur on Tue, 2006-10-03 08:57.

Problem is, non warp point movement doesn't fit. The game is designed around warp-points, and they represent a large part of its dynamic and base engine. You want to be rid of them? Fine, go play some other game...

As for me, I'm going to place a couple of starbases on the local WP's and teach any passers-by the meaning of pain.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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matryx's picture
Mod Designer

You should check out a few

Submitted by matryx on Tue, 2006-10-03 09:20.

You should check out a few of the other games out there if you're into non-WP movement.
Titles that spring to mind are Stars! (and it's sequels), er, Sword of the Stars (or something like that anyway) - although you'll lose out on SE5's other features because the games are quite different.
______________________________________________________
I think I just had an evilgasm.....
The (now official?) Space Empires 4 Mod Launcher V2.26

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alarikf's picture

Whoa there Nelly!

Submitted by alarikf on Tue, 2006-10-03 10:20.

Rilbur wrote:
Problem is, non warp point movement doesn't fit. The game is designed around warp-points, and they represent a large part of its dynamic and base engine. You want to be rid of them? Fine, go play some other game...

No need to jump down my throat - perhaps instead of saying "improvement" I should have said that non-WP movement would have been a good "addition" as I wasn't talking about replacing the WP system with a non-WP (such as other games like Stars!, GalCiv, etc. have).

Why do I think it would be a good addition? There often came a point in long and epic SE4 games wherein the warp technology overwhelms the game - where one has closed off all their systems and mined all the warp holes and has only one way into their empire that is well nigh impassable due to massive defenses...at which point the game is essentially over. Adding late-game non-WP movement tech would keep it interesting. And the actual interface and game mechanics for adding it are, as far as I can tell, not too far off from the current interface. There is already an algorithm to connect systems in a straight line (used when you open a new WP to a distant system), so that could be used to determine where a 'hyper-drive' fleet ends up. The actual interface would be easy - just fleet a bunch of ships, give them a target star, and send them there. They go into 'hyper space' (or whatever) for x turns (dependent on distance, etc) only to then appear at the edge of the target system at that later date. The game mechanics wouldn't be too seriously affected at all.

In any case, apparently, Aaron thought about those suggestions and considered putting in some 'space fold' thingamabob, but decided against it. More's the pity, to my mind, but I hope he'll reconsider it at some later patch.

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Creating Warp Points

Submitted by StarHunter5 on Tue, 2006-10-03 10:33.

If you could create warp points to a target system that would give alot of the same benefits as non-wp travel.
Should be a late game tech and be expensive to build.

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matryx's picture
Mod Designer

For all we (er, I) know,

Submitted by matryx on Tue, 2006-10-03 10:43.

For all we (er, I) know, folding space might have been instant intra-system movement rather than inter-system.
Alas, with but a name speculation will live on Smiling
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I think I just had an evilgasm.....
The (now official?) Space Empires 4 Mod Launcher V2.26

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"Space-folding" and non-warp

Submitted by Darkshado on Tue, 2006-10-03 11:01.

"Space-folding" and non-warp point based movement options could also greatly improve the "realism" of certain mods, such as Star Trek, where you'd use "space folding/warp drive" to move between systems most of the time, with the occasionnal warp point to travel quickly over vast distances, à la DS9.

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Desdinova's picture

still possible to simulate non-warp travel using warppoints

Submitted by Desdinova on Tue, 2006-10-03 21:42.

there is a mod available in SEIV (i forget its name) that simulates non-warp travel using warppoints and "empty" starsystems that simulate open space. i realize until there is a map generator for SEV we will not be able to repeat it. it may be a compromise to think about until/if a hyperspace type movement is implemented.

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Rilbur's picture

Ooops

Submitted by Rilbur on Tue, 2006-10-03 22:08.

alarikf wrote:
Rilbur wrote:
Problem is, non warp point movement doesn't fit. The game is designed around warp-points, and they represent a large part of its dynamic and base engine. You want to be rid of them? Fine, go play some other game...

No need to jump down my throat - perhaps instead of saying "improvement" I should have said that non-WP movement would have been a good "addition" as I wasn't talking about replacing the WP system with a non-WP (such as other games like Stars!, GalCiv, etc. have).

I always jump down people's throats, its more interesting than jumping up their rears. J/K, I'm just an aggressive individual -- I expect others to defend themselves with the same vigor as I use to express myself Laughing out loud

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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The game means different things to different people.

Submitted by Realtime on Sat, 2006-10-21 09:29.

I believe that eventually SEVI, or SEVII will allow for Modders to develop their own SCI-FI universe and that the game will become a toolbag for Modders. I enjoyed SEIV, waiting to purchase SEV. This is one of the few SCI-FI strategy games that allow massive changes. I would love to see non-warp point movement or several variations of differing movement styles. There's allot of SCF-FI out there to simulate. I take nothing away from Malfador, this is the best thing going at the moment (and it will probably get better!)But methinks that allot of folks buy this game to create their own content and the FTL drives pretty much define the strategy and the genre. There's a SCI-FI writer website out there somewhere that defined somewhere around 30 different types of FTL drives. I've been reading SCI-F for about 45 years and own several dozen "board wargame" type SCI-FI games. With a couple of FTL drives available in the game I could MOD the game for the rest of my life! (and never play it!)
Could you imagine a game that takes the editor ideas from lets say "Operational Art of War" and the creation content of "Neverwinter nights" in a SCI-Fi style strategy game. (oh yeah, I'm fanasizing now!) Would be difficult to program and create an AI for but it sure would be fun! But for now I'll create MODS allowed by the game. And I'll thank Malfador for making a good game even better!
And Rilbur I realize the game is designed around warp points, but some people want the game to be designed around their own imaginations, their SCI-FI universe.. There are no other games out there that allow the customization that the Space Empire series allow. We just are suggesting a possible course for the future evolution of the game.

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Thy Reaper's picture
Mod Designer

FTL

Submitted by Thy Reaper on Sun, 2006-10-22 10:32.

I was really happy to see a space-fold button in the game, but a bit upset to find that it was just a remnant from ages past. I'm still hoping that MM never actually deleted that little segment of code and can resurrect it at some point, even if only for modders to include.
Obviously, FTL drives would be one of the most impressive technologies one could possess, probably requiring crazy high levels of Stellar Manipulation and maxed engine tech, but it's certainly something I would want so that epic games have a chance of ending Smiling
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With all these people, you would expect one of them to carry an iguana around...

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Iron Giant's picture

I would like to see

Submitted by Iron Giant on Mon, 2006-10-23 14:47.

I would love a whole "X tech" add on pack (or mod) that introduced some crazy high tech and expensive items, like a space fold device for some late, late, late game super high tech options.

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Re: Hyper-Drive

Submitted by zelos on Fri, 2007-03-09 01:48.

wouldnt it be possible to do like warp point generator that generates a unstable warppoint that collapses just as any ship/fleet enters it?

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Re: Hyper-Drive

Submitted by Mylon on Fri, 2007-03-09 13:30.

You could set the "random" script to auto-close any warp points every turn or every other turn. That might make things difficult in simultaneous games... Maybe. But it's a way to implement it.

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Re: Hyper-Drive

Submitted by Astroshak on Fri, 2007-03-09 16:36.

Hmm ... thats an extremely interesting idea ... set the "random" script to auto-close random warp points every turn or so - and to open an equal number of warp points elsewhere in the sector.

That'd make for an interesting game ...

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Re: Doesn't Fit

Submitted by evirus on Fri, 2007-03-09 18:50.

Rilbur wrote:
Problem is, non warp point movement doesn't fit. The game is designed around warp-points, and they represent a large part of its dynamic and base engine. You want to be rid of them? Fine, go play some other game...

As for me, I'm going to place a couple of starbases on the local WP's and teach any passers-by the meaning of pain.

There are 10 types of people in the world:

Those that understand binary, and those that don't.


why are you are you so uptight about an OPTION do you not remember the fact that you can fine tune the game to your likeing, if it was added officialy im sure you could turn it off much like the need for sensors.

suggested addition:
-facility type that once built increases the cost for hyperspacing into a sector the facility exists in (like doing damage or sucking all the supplies out of the ship)
-the hyperspace engine being rather hefty but have components that will allow ships to piggyback along with the hyperspacing ship(higher levels allow for more ships to be supported in this manner)

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Re: Doesn't Fit

Submitted by evilginger on Fri, 2007-03-09 19:10.

Lots of interesting idea's but complex and possibly impossible to implement. Attempts have been made to do this but as far as I know no successful attempts have been posted here. There are issues with the way the core of the game has been hard coded and Aaron is I understand not a fan of either changing the game or adding this sort of thing as an option.

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Re: Hyper-Drive

Submitted by zelos on Sun, 2007-03-11 02:54.

yes alot of them are interesting. How do you change wich wormhole type that is generated?
and in wich file is events controlled?

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Ardius's picture

Re: Hyper-Drive

Submitted by Ardius on Sun, 2007-03-11 20:04.

If there ever is a mod like that, they should make it to where you HAVE TO HAVE SEEN where you are going, and if you havent, you could end up anywhere.
They should also make safe points to where you can shut down all warp points and build Hyper points (uses hyper space but doesnt use supplies)from the system to connect to another one of your systems. The only way the enemy could then get into that system is either:
A)hyper drive
B)capturing the Hyper point
C)get lucky and accedentally have a freak accedent and get teleported there.

But, there is a benefit to the enemy. If they can destroy it before your fleet can get to it, your fleet is stuck.

Also, there should be a sabotouge to where they can reroute it to their own, (or if you are the "enemy" to your own) and whenever one of their ships comes through hoping to get to "their" planets, you can have a nice suprise waiting for them.

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Mod Designer

Re: Hyper-Drive

Submitted by SuicideJunkie on Tue, 2008-04-15 21:58.

Hyperdrive is easy!
Don't mind these people who say warppoints are the only way.

Step 1: Make yourself a hyperdrive component, or perhaps a stargate facility.

Step 2: Rename the ship (or fleet) you wish to jump, and give it a tag such as: SS Dancing Phong [HJump 5,4]

Step 3:
A) Have the event script check all your ships/fleets/planets for tags (Grab the Scripting Toolkit for premade tag searching functions)
B) For each object found with the tag, check to ensure that there is an appropriate component or facility available.
C) If everything is good, teleport the ship to the desired coordinates. Reduce the ship's supplies, or subtract radioactives from the empire pool as desired.
D) If the desired coordinates happen to be inside a non-passable hex, such as a star or planet, or if the destination is in deep space between systems, destroy the ship and leave a log message that Ship X was lost while attempting a Jump.

Note:
If you apply part D aggressively and remove all normal warppoints, then players will have to sacrifice a lot of scouts in order to discover new systems.
In such a case, be sure to have a cheap hyperdrive option to use for probing space; a slingshot facility perhaps, which only tiny scoutships are allowed to use as their hyperdrive requirement.

If you're less mean, you could have a mistyped jump address "snap to" the nearest system on the galaxy map.

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Re: Hyper-Drive

Submitted by edge1218 on Tue, 2008-04-15 22:05.

Concur with SJ. The basis for that is already in the event file. It is the code that is called randomly when your base gets teleported across the galaxy by a space anomaly. With a little work it may be made to do it intentionally vice randomly.

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Isopsyco's picture
Mod Designer

Re: Hyper-Drive

Submitted by Isopsyco on Thu, 2008-05-01 12:46.

I've been working on this concept for about 9 months, the problem is not the player getting an FTL/jump drive (already had that about 8 months ago). The problem is getting the AI to search for explorable systems within range of whatever component/drive you have.

In a no warp point game the distance function used will not work (it uses distance via connected WPs). Instead you have to have a function (thanks to Aaron, the one I requested is now in patch 1.71) that determines light year distance from home system (or occupied). Once the AI has a list of explorable systems within range the ship order scripts will move the ships/fleets as before (with a slight modification using the FTL drive component).

There is always another way to script in events and components, but I've found that this is the least intensive way that makes use of the existing script code with little alteration besides small function calls.

Not to discourage other ideas, but I have spent allot of time researching and experimenting to come to this conclusion, the AI is and probably will be the biggest hurdle to get anything to really work with SEV.

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Mod Designer

Re: Hyper-Drive

Submitted by battlespud on Thu, 2008-05-01 18:20.

wow, SJ, anyway to actually implement that for the AI to work, or add "misjumps" into the BSG, much more realistc not to mention cool...

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