Wormholes

Making them work on custom maps

Hiya, new poster, new player and all that. I couldn't find a post that explains this, so i'd thought i'd have a shot at it.

After a lot of fussing around with GalaxyForge last night, creating simple maps and the like, I think I've finally understood how the interstarConnectionCount thing works.

As the guide at the top tells us, loading any map in GalaxyForge then saving it instantly sets the interstarConnectionCount to 0, and removes any text from it's section in the .galaxy file. This means that any wormhole connections between stars need to be set up after finishing everything you want to do in Galaxy Forge.

If you have two seperate star systems, you will need to create a new planet in both, and set it's type to "Wormhole", and create some phaselanes to connect them to their neighbours. Setting a design name for your wormholes may help you pick them out during a later step.

Now, fire up the .galaxy file you've saved in notepad and scroll down to where it says "interStarConnectionCount 0". From looking at a couple of other galaxy files, this needs to be set to the number of wormhole connections you need. In a simple map with two stars, this can be set to "1".

Underneath, you need to add this;

interStarConnection
starIndexA 0
planetIndexA 20
starIndexB 1
planetIndexB 12
spawnProbability 1.0
type "Wormhole"

For every connection.


starIndexA is the origin star determined from it's location in the list of stars for your map. 0 is the first, 1 is the second and so on.

planetIndexA is the origin planet, this should be the wormhole that you created which should lie in the planets list further up the file. In this example, the wormhole is the 21st planet in the list for the first star.

starIndexB is the destination star, determined in the same way as the above. This example has the second star in the list.

planetIndexB is the destination planet, which should be the other wormhole you've created, in this example, the wormhole is the 13th planet which belongs to the second star.

I presume that the "spawnProbability" allows you to add some variance to the connection, but I haven't tested this yet. The "type" needs to be left as "Wormhole".

If you add further links, make sure to keep incrementing interstarConnectionCount for each link added. Hopefully, functionality may be added or the mod tools will make adding these in manually obsolete.

In the meantime, I hope those budding map creators find something useful in here.

- Quin, oh so bored
6,427 views 6 replies
Reply #1 Top
great "guide", and somewhat like an hour too late for me xD
spent the last one testing what to write for the planetIDs (number in the list for the specific star, or global number) and came to the conclusion you presented above ^^

btw. i might add, you don't need to make a wormhole. you can also just set the connection type to "PhaseLane" like any other connections, and link two planets from different star systems. the ships can then travel between them at "interstar speed", which is fast. very fast actually. like, a dozen times faster than normal interplanetary phase lane speed or something like that (haven't actually looked the values up). and if a ship goes into interstar phase space, you don't necessarily need to be at the edge of the gravity well, my test scout started about two thirds outward from the planet (and almost perpendicular into the sky)
Reply #2 Top
nice, i posted this question on the galaxy forum yesterday. nice to have a more detailed explanation. although i am no stranger to notepad editing :).....couldnt stop in the betas.

good job
Reply #3 Top
you can also just set the connection type to "PhaseLane" like any other connections, and link two planets from different star systems.


Ah, I was wondering what would happen if you tried this using actual planets instead of wormholes, and switching the type around. Thanks :D
Reply #4 Top
Wow, you guys are ahead of the curve. That'll be in the next version of GalaxyForge.
Reply #5 Top
If the upcoming mod tools allow you to disable certain research subjects for maps, then being able to disable the research item that lets you do intersystem phase jumps would be interesting for creating maps where wormholes are chokepoints that can be controlled, rather than completely bypassed (Obviously, this depends on your map design).
Reply #6 Top
I seem to be having a bit of trouble with this, actually. I attempted to make a map with interstellar connections through wormholes, using the method you explained, but it seems to corrupt my game (it won't start up). I have tested and retested and made sure that it is actually the interstellar connection addition to the notepad, and so far, the map without that section works perfectly fine. I've done a few tests already to make sure that it wasn't simple carelessness, and will continue to do so, but I'm curious as to if you can clear up a few things for good.

A) The "Interstar connection count", does that refer to the actual amount of connections, or to the star systems that are being connected? (In my map, I have three wormholes of one system connected to three wormholes of another system, so would it be one interstar connection count, or three? [I put three, didn't work. Tested with one, still no good]) My feelings are that it doesn't, but a possibility.

B) Do the interstar connections count towards the regular "connectioncount"? (Twenty normal connections, plus these three interstar connections = 23? [I did not add to the normal count, and have yet to test whether adding to the normal count would change the outcome]. Once again, I do not believe this to be the case, as they seem to be two separate, albeit similar, groups of values.

C) Are there restrictions on what can be interstellarly connected? (In my map, I have two identical star systems in the same location [I tested to make sure that this wasn't the problem under normal conditions {without interstellar wormholes} and have found that the game loaded fine). Due to the fact that a star system is specified in the wormhole, and that without the interstellar wormhole addition the game loads fine {the overlapping itself is not the problem}, I doubt that this would affect it [tested it just now to make sure... for some reason, when I modified the position by 1 (practically on top of it), it was ok, but when I separated the star systems completely, the game no longer loaded properly once again. On a side note, when I went into the game section to play this map after loading correctly, it could not be found (even though my other modified maps were there).

E.I.[Extra Info]) I'm sleepy (yay for overnight modding!), chances are I'm not being thorough enough. I'm also fairly new at this, so I probably made a stupid mistake somewhere.
Yes, I'm a noob. --"
Parenthesis are your friends. =)

-Pyre