FTL Drive system |

Well, after several emails and scripting attempts to ensure the stellar functions really didn't work, I was crest fallen. Now with Arron's patch out that included stellar manipulation functions in the event main script, I now have a working FTL drive system!!!
I'll have it scripted properly after some home work, and have the BSG Mod updated with the scripts and latest patch so you can too, experience a FTL drive system!!
Re: FTL Drive system
That's great, I'm looking forward to playing around with it after my current games are over. Thanks for your efforts.
Re: FTL Drive system
Link to the solution: http://home.spaceempires.net/ftopict-3083-.html
The turbulence ability does damage to ships passing through WPs; it does not close them.
Re: FTL Drive system
That's great news Isopsyco. Looking forward to playing your mod.

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Really nice! FTL is much more interesting and more realistic, IMHO. I will start a game with your mod shortly after it is out.
Thanks Isopsyco!
Re: FTL Drive system
Question:
How does this interact with the abilities:
Stop Open Warp Point
---and---
Stop Close Warp Point
As seen on the:
System Gravitational Shield Facility
?
"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
GidMod
Re: FTL Drive system
Question:
How does this interact with the abilities:
Stop Open Warp Point
---and---
Stop Close Warp Point
As seen on the:
System Gravitational Shield Facility
?
"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
GidMod
Re: FTL Drive system
The system gravitationsl shield facilities need an off switch rather than destroying them to open/close warp points.
Re: FTL Drive system
To be flatly honest, I still don't know why this kind of technology isn't included in the stock game.
It could be some sort of late game tech. In the late game we can make planets...heck we can make whole STARS!... I really think that a "jumpdrive", "hyperspace", or other sort of component is not beyond the bounds of the game.
There could even be the option of a distance traveled over time component, as the game already knows how much distance is between each star.
"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

Re: FTL Drive system
You could consider the ability to open a warp point and travel to another system near instantaneously is better than what most FTL drives might deliver. 
Re: FTL Drive system
Except that your entry and exit points are limited by fixed locations that can be mined and/or have sentry satellites and/or stations. That provides a strategic option beyond the warp point web.
The idea of time to travel was posited as an option, as certain conceptual drive systems (like space fold) would be instantanious.
"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:
Re: FTL Drive system
Essentially all it does it force one to change tactics in guarding against FTL drive equiped ships (like perimeter mining, patrol ships and such).
At any rate, I like what I've seen in this. You've done a great deal of effort to take what was widely considered "impossible" and make it a reality.
Personally, I think this is a great mod. Keep it up.
"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

Re: FTL Drive system
How are you planning to deal with empire communications? If theres no active WP linking you and them you will lose contact.

Re: FTL Drive system
One minor thought: If you give forces the ability to open warp points wherever they want to (For example, right beside a planet), it becomes infinitely harder to defend against said attacks - a perimeter patrol becomes worthless if they drop an invasion force directly beside your planet, move one square, and engage in hostilities...
...of course, this may be intentional - it forces players to defend individual planets rather than systems as a whole. I'm just pointing things out, not assuming you hadn't already thought of them. 

Re: FTL Drive system
I had mentioned this before in an older thread.
Make a restriction that you can't jump into a system to a point within say 8 hexs of a mass. IE....you can't jump beside a planet. Where you jump to must be outside 8 hexs from a mass (planet, star or asteroid field).
This will create system jump points that can be strategically defended. Systems with more astral bodies will have very narrow jump points while sparce systems will have many.
All you need is the 'Check' in the start of the FTL jump. If the player chooses a bad spot the FTL jump fails and the ship doesn't move. It will make it challenging to explore a new system as you will probably have to choose the outter ring to get a safe FTL jump spot. Maybe, failed jumps go bad? Damage? lost in space? Just use up supplies?

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Is it possible to set the FTL jumps spots like I described?

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Since the "create warp point" function does not let you specify an endpoint within the target system, would it be possible to have some code that runs at the end of each turn after any warp points are created and *moves* the far end of the warp point to some specified or random location? Or is there no "move stellar object" function?
~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious 

Re: FTL Drive system
Are you going to get messages in every turn that the Warp points are opening and closing? That would need to be disabled to avoid huge mail logs.

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I was wondering how is the AI handling the FTL? And on a side note i usually focus my defences on individual planets anyway, unless they are non-essential example planets i colonize purely for ruins 
-United we stand, divided we fall...but dam it you touch my cheez its and not even god will be able to save you!

Re: FTL Drive system
Sweet...well at least until they do it to me
Sounds to me that the biggest concern is maintaining communications with other empires without warp points :/ Too bad you couldn't just script in construction of base outposts that open and close warps for all over the place...all be it its doings would have to be prevented from showing up in news (heh long news list every time
) and I'd imagine with all the empires doing it, it could slow the end turn down some...
- United we stand, divided we fall...but dam it you touch my cheez its and not even god will be able to save you!

Re: FTL Drive system
Sounds like a lot of fun Isopsyco 
Groovy Baby Yeah!

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Instead of trying to figure out how to maintain contact. Why not script it so that everyone starts in contact from the start? and stays in contact throughout the game?
Just brainstorming ways to make it work.
Versus closing the warpoints. Can you make them cloak at the end of the turn? They reamin, so contact channels remain in effect.
Maybe a set of hidden warppoints from game start linking the systems.

Re: FTL Drive system
Hmmmm.
Is it possible to modify warp point properties? If so, you could attempt to rig a system where every system is connected to other systems, but via completely unusuable warp points. Of course, this could well screw with pathfinding etc, but it's just an idle thought.
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I think Reiver's idea could be implemented by making the original warp points so small that no ships can pass through them. Make the max tonnage say 10 kT.
Perhaps as an interesting wrinkle you could set the size just big enough to send some of the smaller drones through.
Just a thought.

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Does the size limit on WP actually work??
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Nope. the game actually has 5 sizes. only two are used, and even then it doesn't have any effect. The game only generates small warp points around black holes, and those always have a secondary characteristic that does damage.
For fun:
tiny:100
small:500
medium:(I don't quite remember, I think it was 2,500)
large:10,000
huge:100,000
Re: FTL Drive system
It would be cool to have generators that can create different sized wormholes... maybe even with special effects. Something to suggest to MM, I think.
~~~~
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Re: FTL Drive system
YAYAYA
PS: since alot of the abilities in SEV are similar to SEIV it may be possible to cloak a warp point by means of a cloaking device. I was playing a mod in which there was insane monster techs (but no monsters?) and when i built a ship with a monster cloak it made everything in one splace invisible including planets, storms and other. Also, they did not appear on the owning empires screen as cloaked, they just were not there. They could not be detected by anything and for a ll purposes were invincible as they couldnt be attacked or damaged by ANYHING. i once started a bnlck hole in the sys with a fleet of cloaked near the star and they were undamaged when i uncloaked them.
I await eagerly. I loved the gritty galaxy FTL but the ai wouldnt do anything and i abandined it.
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I await eagerly
still waiting
im patient
...
*holds breath*
OMG
FINISH IT
SO SAY WE ALL!

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We are soldiers and we will fight.
So say we all.
Re: FTL Drive system
BTW did you ever manage to get it to only close certain WPs?
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B5W mod would greatly benefit from having temporary WPs. 
Re: FTL Drive system
is there an easy way of incorp. this FTL into a mod??
Re: FTL Drive system

Re: FTL Drive system
Basically, a component that opens a warp point, then when the warp point is opened, it gets tagged to close at the end of turn.
Re: FTL Drive system
"I can do that now with the script code I have. Do you want end of everyones turn or each empire's turn? Both are doable and is basically what I did in the BSG mod."
Everyone's turn.
"I take it you also want an existing WP net to stay in existence on top of the component that opens WPs?"
Yes. 
"I would have to add a little script to check for new WPs every turn and close just the new ones."
Would it be possible to only close WPs opened by certain components? Say have WPs opened by "jump drive" components close at end of turn, but WPs opened by the standard stellar manip stay open indefinately?
If not, we can simply remove the abilitity to close WPs from the jump drive component. Actually, with the script, we don't need jump drives to be able to close WPs anyways, so we'll probably do that regardless.
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It would be great if it was possible to make these jump engine created warp points last for certain amount of days (eg. 3). This way it would prevent other empires from using them accidentally in simultaneous games and it would be possible to transit into a system in several places during one turn.
Hm, actually much better way of preventing other empires from accidentally using these WP would be to flag them as minefields for the time of their existence.
Claim victory in your heart and the Universe will follow





Re: FTL Drive system
Wahoo!!
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