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[Feedback/Request] On Map Version 4 and the aspect of "Chance"

[Feedback/Request] On Map Version 4 and the aspect of "Chance"

With one of the recent release builds of Rebellion, support for map version 3, which did not have the forced moveAreaRadius and hyperspaceExitRadius inserts, was cut. I feel that this lack of support takes much away from making maps.

As version 4 does not allow for the various Random objects to have an moveAreaRadius and hyperspaceExitRadius based off the entity of whatever spawns, taking away an additional form of chance or "randomness". For example, if one puts a WeightedRandom in a map, regardless of spawns, such as an Ice planet or a Dead Asteroid, they will have the same movement area. Plus, nor does it allow, for modders, the ability to put in suns of various sizes with different areas of movement.

Due to these, however futile it may be, I request that either map version 4 has some sort of option to let the moveAreaRadius and hyperspaceExitRadius be left blank or allow for a wildcard symbol (aka. the game loads these values from the planet/star's entity file as in the past), or that map version 3 support be re-added.

1,408,114 views 543 replies
Reply #301 Top

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Reply #302 Top

The ability to change a ship's scale via a variable in it's entity file would be nice, as would the ability to define a set of textures in addition to the mesh, in the entity file. This way one could have a differently skinned ship without having to put in an additional mesh file.

Reply #303 Top

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64 bit exe with full ram access, multithreading, and texture specification in entity

 

Reply #304 Top

I can't do all the weird parenthesis things you guys have been doing but here's my bump.

 

I want minor factions and maybe minor races as the neutral factions, with perhaps one unique ship and some other stolen or modified designs from other factions, (the major ones).

Reply #305 Top

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what parenthesis things?

and yes the militias could possibly have one or two small ships from other than tec,

and 64 bit exe with full ram availablility, multithreaded, and aslo textures specified in the entities (planets and ships especially)

btw I was using morse

 

Reply #306 Top

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the militias could possibly have one or two small ships from other than tec,

and 64 bit exe with full ram availablility, multithreaded, and aslo textures specified in the entities (planets and ships especially)

Reply #307 Top

Quoting harpo99999, reply 307
64 bit exe with full ram availability, multi-threaded, and also scale/textures specified in the entities (planets and ships especially)

Reply #308 Top

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64 bit exe with full ram availablility, multithreaded, and aslo textures specified in the entities (planets and ships especially)

Reply #309 Top

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64 bit exe with full ram availablility, multithreaded, and aslo textures specified in the entities (planets and ships especially)

Reply #310 Top

64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).

Additionally, if scale can be included in an entity, the shield mesh scale should be included as well; this way one can use the same mesh for the unit itself and as the shield mesh, but with slightly different scales, which could save up on RAM.

Reply #311 Top

64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).

Reply #312 Top

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64 bit exe with full ram availablility, multithreaded, and aslo textures and scaling specified in the entities (planets and ships especially)

Reply #314 Top

64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).

Reply #315 Top

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a fully multithreaded (at least four threads)64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially)

Reply #316 Top

64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).

Reply #317 Top

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a fully multithreaded (at least four threads)64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially)

Reply #318 Top
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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially)
Reply #319 Top

bump

Reply #320 Top

Dit dit dash dot dish dash dishie dashie dotie dash

Reply #321 Top

Bippidi Boppidi Bump.

Reply #322 Top

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially)

Reply #323 Top

A nice soundtrack, as good or better than the current Sins.

Reply #324 Top

FEE FI FO FUM I HAVE COME TO FEED ON POINTLESS THREADS

Reply #325 Top

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially)(and a means of using ponies for food for the population :grin: )