Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 2 users and 112 guests online.

Online users

  • GambitUK
  • Rilo57

Languages

  • English English
  • French French

Browse archives

« August 2008  
Mo Tu We Th Fr Sa Su
        1 2 3
4 5 6 7 8 9 10
11 12 13 14 15 16 17
18 19 20 21 22 23 24
25 26 27 28 29 30 31
Home » news » forums » Space Empires V » Space Empires V General

Auto close warp point idea

Isopsyco's picture
Submitted by Isopsyco on Sun, 2007-09-09 07:44. Space Empires V General

OK, here is yet another off-the-wall attempt to get the warp points to close after each turn:

Can the AI control one race where there is a invisible ship that can go to every warp point and close them?

Some requirements to make this work: it would always have to be the last AI to take its turn - can you pre-determine the order in which the computer decides to select turn orders?

The ship would effectively have to be invisible, both in model, strat and tac windows and have either unlimited movement, or a ship exist in each system (not sure how the ship would stay alive in a black hole system and such).

AI would have to have access to specific technology and not get involved in any other business like colonizing and such, just go around and shut warp points.

Can a race start without any planets, or can they start with preselected ships already built? Tis would be the hardest part. Can the AI or external events csf be able to create a ship with specific components without a spaceyard and resources?

Is this remotely possible?

‹ Can the Strategies.txt be edited so that capital ship missiles are targeted? 'No Tactical Combat' ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Isopsyco's picture
Mod Designer

Re: Auto close warp point idea

Submitted by Isopsyco on Tue, 2007-10-23 06:41.

No experts or opinions on this subject lurking out there?

» login or register to post comments
Prankowski's picture

Re: Auto close warp point idea

Submitted by Prankowski on Tue, 2007-10-23 07:28.

i´m no expert but i think it will get problems with thinks like random events.
i.e. there is an event where a ship can riot and switch to another empire, what if that happens to such a ship?!

i think you could also get stuck very fast if you use just one ship.
this ship would have to travle through all warppoints and close em, but what if the map doesn´t make it possible to create a route that the ship is able to reach all warppoints, that whould end in a loop during turn processing.

just some thoughts, but as said, i´m no expert or modder or so Smiling

» login or register to post comments
bearclaw's picture
Mod Designer

Re: Auto close warp point idea

Submitted by bearclaw on Tue, 2007-10-23 12:17.

Easiest way would be to preasure MM to activate the Periodic - Warp Point ability and the Open Warp Point event. I've been trying to get those up and running since pre-Gold SEIV.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"

» login or register to post comments
Isopsyco's picture
Mod Designer

Re: Auto close warp point idea

Submitted by Isopsyco on Tue, 2007-10-23 14:48.

bearclaw wrote:
Easiest way would be to preasure MM to activate the Periodic - Warp Point ability and the Open Warp Point event. I've been trying to get those up and running since pre-Gold SEIV.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


The stellar events are activated (close and open warp point functions) as of patch 1.58. I have the script currently closing warp points at the end of each turn. Would be easier if the warp point turbulence ability was activated, then it would close right after the ship went through.

» login or register to post comments

Re: Auto close warp point idea

Submitted by Nicky21 on Thu, 2007-10-25 10:08.

"Would be easier if the warp point turbulence ability was activated, then it would close right after the ship went through."

Yeah, that would be sweeeeet.

Hey, Isopsyco, have you considering making a star trek mod too ? That could also benefit from and ftl drive system and all the shipsets are already made!

» login or register to post comments
Isopsyco's picture
Mod Designer

Re: Auto close warp point idea

Submitted by Isopsyco on Fri, 2007-10-26 19:54.

The hardest part (as I'm working through it now) is the AI scripting to use the FTL drive system and all the components involved. I'm about 45% done with the BSG mod scripting, have the main ships capable of using/building with FTL drives and have only a few instances were the AI actually used the FTL to move to another system (then I broke it somehow...). Its a tedious task to get the AI up to par, but once you do its a great game to play Smiling

I'll think about the Star Trek mod, I'm an old fan myself (prefer the original series, Enterprise series and movie series the best). I can offer up my auto close warp point external event script thats compiled for stock SEV if you want to play games where all the warp points are closed every turn.

If MM gets the auto close feature enabled I'll be happy and angry (since I'm almost done with the scripting).

» login or register to post comments
Arkonide's picture

Re: Auto close warp point idea

Submitted by Arkonide on Mon, 2007-10-29 11:03.

Isopsyco wrote:
Its a tedious task to get the AI up to par, but once you do its a great game to play Smiling

I totally agree. But I'm not doing the scripting... Thank you very much for your efforts!

» login or register to post comments
bearclaw's picture
Mod Designer

Re: Auto close warp point idea

Submitted by bearclaw on Mon, 2007-10-29 13:13.

Isopsyco wrote:
The stellar events are activated (close and open warp point functions) as of patch 1.58. I have the script currently closing warp points at the end of each turn.

It is? Wonderful! I'll have to fire up the mod I've already put together and see how that's working.

Thanks.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"

» login or register to post comments

Re: Auto close warp point idea

Submitted by jimbob on Sun, 2007-11-11 01:29.

Isopsycho:
what happens to empire contacts when all the warp points close? I'd imagine all contact is lost, no?

If MM fixes the autoclose function for individual ship-derived warp points, then at least any original wormholes will remain open (allowing the maintenance of treaties).

» login or register to post comments
Isopsyco's picture
Mod Designer

Re: Auto close warp point idea

Submitted by Isopsyco on Sun, 2007-11-11 09:43.

jimbob wrote:
Isopsycho: what happens to empire contacts when all the warp points close? I'd imagine all contact is lost, no?

If MM fixes the autoclose function for individual ship-derived warp points, then at least any original wormholes will remain open (allowing the maintenance of treaties).

Currently I do get the lost/gained contact message every time the WP is opened/closed. I do have a solution I'm going to try (after finals of course) that will set up a counter that once you meet an empire you won't loose contact anymore because you know their coordinates. Since the message is generated after each turn I can use that info to generate the counter I need. I don't forsee any problems with the FTL drive system except the annoying fact that the WP doesn't autoclose once you go through.

» login or register to post comments
Isopsyco's picture
Mod Designer

Re: Auto close warp point idea

Submitted by Isopsyco on Sun, 2007-11-11 09:45.

Oh, and the autoclose (turbulent setting for WP) feature won't appear on an empire created WP because all created WPs will not have any abilities, its a generic WP.

I've already asked MM to fix this because it really is annoying since you set what WP you want in your game in stellartype data file and then when you create a WP its NOT from that file.

» login or register to post comments
groovyfishguy's picture

Re: Auto close warp point idea

Submitted by groovyfishguy on Mon, 2007-11-12 12:12.

Intersting thread.... I for one would love a star trek mod for se5. It's one of the things I miss about se iv Sad

Groovy Baby Yeah!

» login or register to post comments
Isopsyco's picture
Mod Designer

Re: Auto close warp point idea

Submitted by Isopsyco on Mon, 2007-11-12 14:50.

groovyfishguy wrote:
Intersting thread.... I for one would love a star trek mod for se5. It's one of the things I miss about se iv Sad

Groovy Baby Yeah!


My memory fails me, but there were several others asking if I could do a ST mod. I think I will do one for the Enterprise era ships (I really liked the NX-01 - have it done already) using all the features from my BSG mod (have several secret projects going Smiling)

Won't start it until I get this BSG mod into general maintenance mode.

» login or register to post comments
groovyfishguy's picture

Re: Auto close warp point idea

Submitted by groovyfishguy on Wed, 2007-11-14 14:06.

Quite possibly the best news I've heard all week Smiling

Groovy Baby Yeah!

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Any chance of different setup options for each player?
  • Balace Mod for Stock SEV Petition
  • Importing shipsets to a saved game.
  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Patch 1.44 Deutsch

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • [Concept] A different kind of sci-fi crossover mod
  • member races
  • Gritty Galaxy Fleet Clash
  • Stellar Manipulation
  • BUG ?- there might be a bug with build and news reports.
(c) Strategy First, Inc. All rights reserved.