Accueil

Connexion utilisateur

  • Créer un nouveau compte
  • Demander un nouveau mot de passe

Navigation

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

Rechercher

Qui est en ligne

Il y a actuellement 2 utilisateurs et 168 invités en ligne.

Utilisateurs en ligne

  • listerofsmeg
  • TheChin

Languages

  • English English
  • French French

Parcourir les archives

« January 2009  
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  
Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

FQM Quadrant Shapes

Soumis par Fyron le Sam, 2007-03-10 23:37 SE:V MODs

What shape of quadrant would you like to see added to FQM?

‹ Death explosion New background look idea ›
» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Re: FQM Quadrant Shapes

Soumis par zelos le Dim, 2007-03-11 02:47

Spiral, one big spiral inward, or outward at once Laughing out loud

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Fyron le Dim, 2007-03-11 03:06

Here is my first attempt at a logarithmic spiral shape:

(I can probably generate some much closer arms that look like one fat spiral; let me see.)


SpaceEmpires.net | Space Empires Wiki

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Fyron le Dim, 2007-03-11 03:22

The WP placement turns out a bit ugly, but here is a shot:


SpaceEmpires.net | Space Empires Wiki

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM Quadrant Shapes

Soumis par Mylon le Dim, 2007-03-11 03:53

I view the quadrant maps from a more abstract stance. It matters more how the quadrants are connected than anything else. I'd like to see some linear maps where there's only about 2-3 systems of "width", generally limiting one to 1-2 neighbors. Also, a ring configuration like above, again generally limiting to 2 immediate neighbors. Then your typical "sea" where one has to watch all of their borders. Those are the ones I can think of, though the latter probably already exists.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM Quadrant Shapes

Soumis par zelos le Dim, 2007-03-11 03:56

neat Laughing out loud
nice man, then here is a challange
Double helix that spirals away from the center Eye-wink

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Psieye

Re: FQM Quadrant Shapes

Soumis par Psieye le Dim, 2007-03-11 05:11

How about a "Central Hub" shape? Clusters of nodes at edge of map, then long way points connecting them to a central cluster. No clue how many clusters to have on the outside though.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM Quadrant Shapes

Soumis par zelos le Dim, 2007-03-11 07:32

or maybe hyperspace galaxies, all systems connected to systems called "hyperspace" that got some fancy background but nothing in it where all ships gets additional movement points aslongest they are in there.

just brainstorming XD

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Fyron le Dim, 2007-03-11 12:06

Hyperspace requires a map editor. It can't be done with the random generation in SE5. The closest you can get is something like Pseudo-FTL quadrant in the current FQM.


SpaceEmpires.net | Space Empires Wiki

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Wyatt

Re: FQM Quadrant Shapes

Soumis par Wyatt le Dim, 2007-03-11 12:36

imo that top one would be outstading if you removed the warp connects between "arms".
it would serve a two fold purpose. first it would give another use to being able to open and close warp points later on (being able to jump from arm to arm freely), second it would give a more natural feel to the galaxy setting with having vast gulfs between the arms as any real spiral galaxy has. id leave the crazy connections in the core though, everything being so close and all it would make sence it would all be cohnnected to everything else.

on the whole, i tend too agree with mylon , the only things that really matter are the connections. those maps look great. but with so many systems being connected the tactical value is actualy less than most random maps. from a tactical standpoint the second map would actualy be better imo. especialy if you could add in a couple more 'arms' to it.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM Quadrant Shapes

Soumis par zelos le Dim, 2007-03-11 15:57

Fyron wrote:
Hyperspace requires a map editor. It can't be done with the random generation in SE5. The closest you can get is something like Pseudo-FTL quadrant in the current FQM.


SpaceEmpires.net | Space Empires Wiki

ah ok, as i said was just brain storming XD

what about double helex spiral then?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Fyron le Dim, 2007-03-11 20:25

If only SE5's map had decent resolution....


SpaceEmpires.net | Space Empires Wiki

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Fyron le Dim, 2007-03-11 20:57

In depressing news, look what happens with that last spiral quadrant, and 60 systems instead of the full 93...


SpaceEmpires.net | Space Empires Wiki

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Ardius

Re: FQM Quadrant Shapes

Soumis par Ardius le Dim, 2007-03-11 21:21

How about something like a star constilation like Orian?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Wyatt

Re: FQM Quadrant Shapes

Soumis par Wyatt le Dim, 2007-03-11 22:58

that top one is very good. loads of tactical options in it, and it actualy looks like a galaxy. i think your doing a great job even geting that much to look good, given the limitations you have to work within.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM Quadrant Shapes

Soumis par Hmudd67 le Lun, 2007-03-12 10:27

Spiral quadrants are fine except that it's the galaxy that are spiral not quadrants. Quadrants are only a small portion of the galaxy. The Spiral map created by Fyron would be great if each system were actually quadrants linked together by warp links, and if each of those quadrants had an X number of planets per quadrant.

P.S. The subject bar when you post something needs to be fixed. You can't read what is there with a white letters on a yellow background.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM Quadrant Shapes

Soumis par kanaric le Lun, 2007-03-12 16:26

Fyron wrote:
If only SE5's map had decent resolution....


SpaceEmpires.net | Space Empires Wiki

that one imo looks nice and good for a game.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Fyron le Mar, 2007-03-13 03:50

Hmudd67 wrote:
Spiral quadrants are fine except that it's the galaxy that are spiral not quadrants. Quadrants are only a small portion of the galaxy.
Quadrants are 1/4th of a galaxy. Eye-wink

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Myrath

Re: FQM Quadrant Shapes

Soumis par Myrath le Mar, 2007-03-13 07:08

I'm in favor of a 8-shaped galaxy. This is good for one on one battles; It creates a natural chokepoint for interesting combat.

I do not know if it is possible to concentrate the most yummie worlds in the central areas? And smaller worlds towards the edges?

Cheers;

~Myrath

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Fyron le Mar, 2007-03-13 15:36

Whoops, posted this in the wrong thread. Eye-wink

Hmm... if I stick to 2 engineered arms, I can make them actually have some thickness.

Large:

Medium:

Due to the bulge in the center, the small often doesn't get much in the way of an arm. C'est la vie.


SpaceEmpires.net | Space Empires Wiki

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Ardius

Re: FQM Quadrant Shapes

Soumis par Ardius le Mar, 2007-03-13 15:56

What about a Star Constilation?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM Quadrant Shapes

Soumis par Astroshak le Mar, 2007-03-13 16:14

I like the large version of that most recent attempt, Fyron.

And I like even more the idea of two scales of map : Galaxy (which is what you're working on) and Quadrant (one for each node of a Galaxy map). However, it'd increase the available real estate significantly (even if each Quadrant was only Small with 15-20 stars or so) which would throw Research and Production values way out of whack.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Thy Reaper
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Thy Reaper le Mar, 2007-03-13 17:25

A full galaxy would take an enormous amount of system resources to process successfully. It would also make games take a much, much longer time for full systems. Knowing these facts, I'm naturally all for it Smiling

The only thing that would need to be done is to also increase the available player slots to 80. 20 empires across that epic of a map would make it seem quite empty early on, and make those empires so powerful by the time they found each other it would be an eternal struggle.

-----
Space for rent - please contact owner

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Fyron le Mar, 2007-03-13 18:01

It is not possible to mod in an extra level of map in SE5.


SpaceEmpires.net | Space Empires Wiki

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Myrath

Re: FQM Quadrant Shapes

Soumis par Myrath le Mer, 2007-03-14 07:00

Fyron wrote:
Whoops, posted this in the wrong thread. Eye-wink Large: Medium:

SpaceEmpires.net | Space Empires Wiki

These are excelent designs and would be great for 1 on 1 battles! Smiling I like them! I hope you will implement this type! I see a large fun-factor here Sticking out tongue

~Myrath

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM Quadrant Shapes

Soumis par zelos le Mer, 2007-03-14 10:12

me to but would it be possible to make 3 or maybe even 4 arms?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM Quadrant Shapes

Soumis par kanaric le Mer, 2007-03-14 11:07

IDK if its from FQM since it was included in balance mod but i assume it is. I like that threaded spiral generator that is included in there. I would like to see more "threaded" quadrant shapes. Its got more of a flow to the map, for lack of a better word, and seems more fitting for a space game imo instead of there being many warp points with everything connected and stars bunched together.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Captain Kwok
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Captain Kwok le Mer, 2007-03-14 11:13

-INSERT- comment by Fyron regarding low resolution of quadrant map and how it prevents any significant "armage" of spiral quadrants.

-----

Space Empires Depot | SE:V Balance Mod

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM Quadrant Shapes

Soumis par zelos le Mer, 2007-03-14 13:12

captain youre boring. It would be possible if you did instead of having them so far apart make the arms more tightly bunted, like just 1 galaxy sector between them isntead of how many it now is

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Captain Kwok
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Captain Kwok le Mer, 2007-03-14 13:42

You can't have two systems adjacent, they need to have 2 spacing or better. This makes it more difficult to generate extra arms with any significant number of core systems. Hence why I queued up a stock Fyron complaint versus the map's low resolution. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Ardius

Re: FQM Quadrant Shapes

Soumis par Ardius le Mer, 2007-03-14 16:09

Fyron wrote:
If only SE5's map had decent resolution....


SpaceEmpires.net | Space Empires Wiki

This one is cool, but it would be cooler if the arms arent connected to eachother, just the center.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Fyron le Mer, 2007-03-14 19:00

Ardius wrote:
This one is cool, but it would be cooler if the arms arent connected to eachother, just the center.
Unfortunately, that is as disconnected as it can be, given SE5's WP placement routines. When it evaluates the systems on the end, it sees that they only have 1 WP, so it adds another connected to the nearest system (in another arm). The systems have to be significantly farther apart for no WP to be placed.

zelos wrote:
captain youre boring. It would be possible if you did instead of having them so far apart make the arms more tightly bunted, like just 1 galaxy sector between them isntead of how many it now is.
If I make each spiral in the arm any closer than they are, the WP placement gets really nasty.


SpaceEmpires.net | Space Empires Wiki

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Myrath

Re: FQM Quadrant Shapes

Soumis par Myrath le Jeu, 2007-03-15 03:17

Well; I'm just sticking to my hope that you'll include a maptype that made this design:

Ofcourse more arms are nice; but the 2 arm one is great for 1 on 1.
*grovvle* Sticking out tongue

~Myrath

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM Quadrant Shapes

Soumis par kanaric le Jeu, 2007-03-15 20:41

That threaded spiral in the FQM and Balance Mod combination is great and disconnected. I like more disconnected quadrants.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Ardius

Re: FQM Quadrant Shapes

Soumis par Ardius le Ven, 2007-03-16 20:32

Good job on the work.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM Quadrant Shapes

Soumis par zelos le Dim, 2007-03-18 02:28

its lovly XD

how about adding a 8?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM Quadrant Shapes

Soumis par Astroshak le Dim, 2007-03-18 09:31

Fyron wrote:
Ardius wrote:
This one is cool, but it would be cooler if the arms arent connected to eachother, just the center.
Unfortunately, that is as disconnected as it can be, given SE5's WP placement routines. When it evaluates the systems on the end, it sees that they only have 1 WP, so it adds another connected to the nearest system (in another arm). The systems have to be significantly farther apart for no WP to be placed.

Are you able to modify that minimum distance for no warp connection?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Fyron le Dim, 2007-03-18 12:25

No; its built-in to the SE5 map generation routines in the EXE. All I can do is try to work around it.


SpaceEmpires.net | Space Empires Wiki

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Wyatt

Re: FQM Quadrant Shapes

Soumis par Wyatt le Dim, 2007-03-18 14:17

after you have created a map is there any way to just regenerate the planets in it? or are they fixed for all time? i was thinking you could simply create the map, use the wormhole open/close tech to get the connects the way you want them and then it would be good as long as you could generate random suns/planets etc again on the saved map.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Captain Kwok
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Captain Kwok le Dim, 2007-03-18 17:19

Those maps are randomly generated. Aside from the locations of the systems, the rest of their composition is random including warp point placement and the planets/stars.

-----

Space Empires Depot | SE:V Balance Mod

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM Quadrant Shapes

Soumis par Fyron le Lun, 2007-03-19 01:06

Wyatt:
No, you cannot do that. The next patch will include a map compiler, however, which is able to create SE5 .map files from a text data file...


SpaceEmpires.net | Space Empires Wiki

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Now on STEAM

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

Contenu populaire

Aujourd'hui :

  • Politic Game Crash
  • Research By Percentage SUCKS
  • Space Empires V 1.77
  • Space Empires V
  • Space Empires V 1.74

Depuis toujours :

  • 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

Dernier accès :

  • Open PBW 1.58 Stock Game
  • Starbase Shipyard question
  • Militia
  • Stock Empire Design Names
  • combat: 'set all like this' doesn't negate automove option
(c) Strategy First, Inc. All rights reserved.