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Accueil » news » forums » Space Empires V » Space Empires V General

Bigger maps

Soumis par Torgrim le Sam, 2007-09-15 09:49 Space Empires V General

Personly i think the map isint that big even if you have the large one only 100 system.

And yes i think most of you think the the map is big enough with all the planets and sutch but still i think the largest map should contain 200 system atleast, and would be nice with a nicer looking starmap.

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Re: Bigger maps

Soumis par Captain Kwok le Sam, 2007-09-15 09:53

In settings.txt, you can change the maximum number of systems to 255.

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Re: Bigger maps

Soumis par RogerN le Sam, 2007-09-15 11:03

I find it slightly ironic that two of the frequently asked questions on this forum are:

1. How do you increase the maximum number of systems?
2. Why does the AI's turn processing take so long?

Perhaps there's a correlation here Smiling

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Re: Bigger maps

Soumis par Spuda le Sam, 2007-09-15 11:25

Its not quite that easy unless you want proublems later?
You must also setup a new system names text document which includes the origional system names and add more up to the 255 max needed by the max setting? if you want your origional games to keep playing you must add on to the origional systems list.
If you don`t add the extra system names then the system names locations come up with blank spaces instead of the name when the total is over the normal system names list limit?

Telling some one to leave system blank could get a bit confusing.

These are the two lines that need to be changed?

Maximum Number Of Systems From (100) to := 255
Maximum Number Of Systems Large Quadrant From (100) to := 255

This allows a large quadrant to be created with a min.60 and upto a max. of 255 systems in it.
Regenerate the map a few times and see the difference?

Anayway hope this helps

Spuda

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Re: Bigger maps

Soumis par Fyron le Sam, 2007-09-15 11:36

You can exceed 255 systems in SE5; don't know what the actual limit is, but its probably 64k or bigger (not that it would be a good idea to go much beyond 255 for practical reasons, of course). Be aware that the WP lines aren't drawn properly in the quadrant map when you have more than 200 or so systems, though they are present on the map.

FQM contains a SystemNames.txt file with 292 entries, based on real star names. Quite a handy list for super-sized quadrants.


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Re: Bigger maps

Soumis par Sotho Tal Ker le Sam, 2007-09-15 17:40

It works fine for galaxies with under 250 systems. The last time I tried 300 stars is about 9 months ago. So maybe this works like it should, now Eye-wink

But still turn processing takes much longer with this many stars, even though turn processing has been improved by the patches.

~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. Smiling

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Re: Bigger maps

Soumis par glockgemini le Lun, 2007-09-17 11:28

I use a small map with myself and 4 other empires with a 200 ship limit. As empires started hitting the limit the game started slowing down. It takes several seconds for my ship list to come up.

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Re: Bigger maps

Soumis par rdunham3 le Lun, 2007-09-17 18:03

RogerN wrote:
I find it slightly ironic that two of the frequently asked questions on this forum are:

1. How do you increase the maximum number of systems?
2. Why does the AI's turn processing take so long?

Perhaps there's a correlation here Smiling

Question 1 is asked a lot because the game, despite being of a genre well suited to epic scale civilizations, is configured by default for a relatively short experience. In a stock-size large map you aren't likely to ever hit the upper end of the tech tree, you've either conquered everyone else or been conquered yourself.

Question 2's answer is because the game is very inefficiently written, especially where the AI routines are concerned. It's understandable, really, as MM is a one-person development company. It's also highly annoying to have a modern computer that acts much like an 80286 computer when processing turns. I have fond memories of strategy games with brutal AIs over 10 years ago, and I'm sure the basic techniques of good AI haven't changed much. (I also have much more recent memories of AIs that were coded to cheat horribly, and thus their turns flew by, and I'm willing to deal with inefficient AI over cheating AI any day!)

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Re: Bigger maps

Soumis par Sotho Tal Ker le Lun, 2007-09-17 22:09

The slow speed for lists with many things (ships, colonies, planets) should be fixed (much more fast) with the next public patch Smiling

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Re: Bigger maps

Soumis par Fyron le Mar, 2007-09-18 03:08

The AI routines are actually rather fast... its the movement of ships on the map and combat processing that is the issue with slower turn processing.


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